If anyone is interested - here is the new physics version of White Water:
https://www.dropbox....New Physics.rar
I also improved the graphics a lot (cleared all plastics, reworked the playfield, a lot of color corrections, some small changes in the GI).
I only can not shoot into the whirl pool. There is some problem I can not solve. Any ideas?
And I can not solve the problem with the distorted texture on the insanity falls ramp - so if anybody could help...
One thing to the new physics: I can not fully nail it down but somehow I'm missing the raw power of the flippers.
I'm not sure what exactly you mean by "raw power", but this might be a good time to explain the working of the new flipper parameters.
The one still called "Speed" actually has nothing to do with speed, I just didn't relabel it yet -- it's the mass of the flipper (where 1 corresponds to standard ball mass, 80g). The heavier you make the flipper, the less the movement of the flipper will be inhibited by colliding with the ball. On the other hand, if you make it very light, the mass of the ball will slow the flipper down significantly. From the Judge Dredd video and the "painful" calculation I linked above, I estimated that 1.25 (slightly heavier than a ball) is a reasonable value for this.
"Strength" is much more straightforward: it's just the force (actually, torque) with which the solenoid accelerates the flipper. The higher, the faster it will move. But be aware that this is directly linked to flipper mass: if the flipper is twice as heavy, it also needs twice the force to move it at the same speed.
The force of the return spring which pulls the flipper back down is currently fixed at 1/10th of the solenoid force, but in the future you'll be able to tune this to get slower/faster returns. Again, 1/10th is a value which I estimated from slow motion videos.
"Elasticity" is well known from previous versions, it's basically the bounciness, but there's a twist: from checking several scientific papers, I found out that real rubber is less bouncy when it is hit at a higher velocity. So I introduced a term which makes the elasticity lower if the collision with the ball happens at a higher speed. The exact amount of this falloff will be configurable in the future. I want to introduce this elasticity model to all rubber objects in the future, it allows the proper bounciness at low speeds without making the ball go completely crazy if it hits at high speed. This falloff is the reason you should set the flipper elasticity higher now, I found 0.8-0.9 to work well.
There are some more parameters, like how much the flipper rebounds off its stoppers, which will also be exposed in future versions. Friction is an important one, it's responsible for the better aiming and the fact that we don't need oblique correction anymore. It's fixed at 0.8 currently.
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So, if you want a very powerful "brick wall" flipper, set the mass high, but scale the strength up by the same amount. I don't think it's very realistic to set the mass very high, though, based on the videos I watched. The ball does have a significant effect on flipper speed in real life.
Edited by mukuste, 11 April 2014 - 08:00 PM.