![]() Again a rocker stick or numbers generated from the board mid point is the conventional (and easy) way of doing it. It is also useful to understand whether a board is low nose rocker, high tail rocker or vice versa as it gives boards different ride characteristics. I suspect most shapers are looking at numbers a known distance from tail and nose - that's certainly what the computer program spits out. I think most computer shapers use "in a straight line" whereas most hand shapers use "over the curve" because it is easy to lay down a flexible tape measure to get the 1' from nose etc. The only choice is whether to choose "in a straight line" or "over the curve". When using the computer program the rocker numbers are always generated from a tangent from the mid point. The way I do it is to look at the rocker 1' and 6" etc down from nose and up from tail and compare them with a board of similar length as a reference point - this depends upon the rocker stick being placed in the mid point for consistent comparison. The only thing I really agree with what you said is that understanding how say a nose or tail rocker is distributed is important. If say concave accelerated in the tail region then that increases the rail curve and pushing down on the tail would cause a greater nose rise. Also pushing down the tail and expecting the nose to rise by the same amount would only work if the rocker range that contacts the floor was a perfect segment of a circle. The computer program places the virtual rocker stick on the stringer, so if your board has concave it will be sitting on the rail edges with the stringer elevated. ![]() However you will not be able to compare the numbers with those from computer shapers such as Pyzel. ![]() ![]() Click to expand.toddo if someone doesn't have a rocker stick or the computer file numbers then maybe I should not completely dismiss the idea of looking at how your boards sit on the floor if you feel it helps you understand them. ![]()
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