Uploaded July 2025 | Updated September 2026, 2 weeks ago
Comparing disc golf flights with different nose angles.
To clarify why the distances are similar with the nose down and nose up. The most important things are:
1. it's not super nose up. This will make the air bounce so big that it will always stall. Otherwise, you can avoid stalling with moderately nose up by having a low enough launch angle.
2. The launch angle and nose angle need to work well together. Usually launch + nose should be +5 but you can go slightly lower to a decent amount higher and still get full flights and good distance.
3. Nose up makes the disc more stable and nose down less stable. This is why I changed the flight numbers in the sim to show how the right disc stability can give similar flights/lines, but you can still see differences where the more nose down one turns quicker onto a line more to the right.
4. The higher the line, the more important nose down is. ESPECIALLY when needing a high line that does NOT turn a lot, such as a high spike hyzer or pushing hyzer, a high hyzer-to-flat-fade line.
Without nose down, even small nose up will stall a lot more on a high line and lose significantly more distance than these low lines shown in the vid. If A LOT of turn is ok for desired shot shape on a high line, then that can make nose up still work for distance on a high line, because as the disc turns right the nose becomes the right side which is turning down.
Also, I think nose down had a small benefit for predicting flights more consistently. Nose down flights hit their apex (max height) earlier on in the flight. Usually, once you’ve seen the apex, this is the earliest time you have a good idea if it’s going to be a good shot shape or not because you know if its too high/low already and have already seen the initial amount of turn and can already get a decent idea of how stable or flippy it is behaving. If you watch coverage, watch Isaac Robinson and Tristan Tanner’s flight (they regularly throw -5 nose) and nose how easy it is to predict their flights based on the earlier apex.
You can learn a lot by changing 1 stat at a time in the techdisc.com/simulator
to get a feel for what impact each stat has.
Comparing disc golf flights with different nose angles.
To clarify why the distances are similar with the nose down and nose up. The most important things are:
1. it's not super nose up. This will make the air bounce so big that it will always stall. Otherwise, you can avoid stalling with moderately nose up by having a low enough launch angle.
2. The launch angle and nose angle need to work well together. Usually launch + nose should be +5 but you can go slightly lower to a decent amount higher and still get full flights and good distance.
3. Nose up makes the disc more stable and nose down less stable. This is why I changed the flight numbers in the sim to show how the right disc stability can give similar flights/lines, but you can still see differences where the more nose down one turns quicker onto a line more to the right.
4. The higher the line, the more important nose down is. ESPECIALLY when needing a high line that does NOT turn a lot, such as a high spike hyzer or pushing hyzer, a high hyzer-to-flat-fade line.
Without nose down, even small nose up will stall a lot more on a high line and lose significantly more distance than these low lines shown in the vid. If A LOT of turn is ok for desired shot shape on a high line, then that can make nose up still work for distance on a high line, because as the disc turns right the nose becomes the right side which is turning down.
Also, I think nose down had a small benefit for predicting flights more consistently. Nose down flights hit their apex (max height) earlier on in the flight. Usually, once you’ve seen the apex, this is the earliest time you have a good idea if it’s going to be a good shot shape or not because you know if its too high/low already and have already seen the initial amount of turn and can already get a decent idea of how stable or flippy it is behaving. If you watch coverage, watch Isaac Robinson and Tristan Tanner’s flight (they regularly throw -5 nose) and nose how easy it is to predict their flights based on the earlier apex.
You can learn a lot by changing 1 stat at a time in the techdisc.com/simulator
to get a feel for what impact each stat has.









