Good Evening VP Friends,
I had a fun discussion about ball physics this morning with one of our awesome table authors. Being a mere player, all I have to offer are observations, unfortunately!
One area for improvement we seem to agree on is with regard to the pattern of fast/slow/fast/slow ball movement inherent in pinball. The ball rockets around a real pinball table with ever-varying speed -- a big part of what makes for the "ball is wild" feel, of course. On a pinball machine, the ball seems to...
* blast quickly off the flipper
* have all or part of the energy of its movement absorbed by an object upon impact
* significantly alter or altogether reverse course in reaction
* leave the impacted object at a different speed
All these collision based energy exchanges result in a change in ball speed. With VPX, the speed of the ball does change as it crashes and careens around the table... but not enough, imo.
On a real machine, the ball seems to travel quite dynamically in terms of velocity in a pattern of fast / slow, as encountered objects either re-energize, or absorb energy.
On VPX, the "fast" is fast. But, the "slows" aren't always so slow. The perceived result for VPX is less polarity between between fast and slow, and instead a more linear-speed progression around the table.
I'm pretty sure it's been discussed before, but I'm hoping we can revisit a discussion about rubbers in VPX. I'm guessing they're the biggest culprit here.
VPX Rubbers aren't squishy enough!
If you've ever played Barnstorm Games' Pro Pinball ("Timeshock" is my favorite) you can kinda feel the difference in the way their physics engine handles ball to rubber contact. The ball seems to "sink into" the rubbers more. In this one particular regard, I think they may have us beat.
Is this ball-sinking-into-the-rubbers behavior emulated in VPX? If it is, can we dial up that setting quite a bit?
Here's one more illustration. We've all seen "squash and stretch" on 1930s cartoons. If you've played "Cuphead," you know what I'm talking about!
VPX feels more like this when the ball comes into contact with a rubber:

When a ball contacts a rubber at high velocity on a real machine, the feeling is more like this (unfortunately this animation doesn't loop -- You may have to click on it):

This is a total exaggeration in effort to make the point, of course! Obviously it's the rubber that squishes and stretches, not the ball, but you get the idea.
Here it is in action on a real machine: Swords of Fury. The effect is best seen as the ball hits the top of the right sling's rubber. It's a subtle thing, but it's there if you look for it. The ball "squishes" into the rubber, freezes for a split second, and then sproings back out onto the playfield at a reduced rate.
https://www.youtube....eature=youtu.be
The video clip above is just one little example. But, think about that ball squishing into rubbers hundreds of times over the course of a five minute game -- that majorly impacts the feel of the fast/slow, push/pull feeling of real pinball.
I know I'm not pointing out anything that we don't already know. I've just been thinking, man -- so many things have been fixed so effectively:
- Latency drastically reduced
- Ball spin -- awesome!
- Ball hop -- badass!
- Flipper trajectory majorly improved
- Flipper tricks!
- Saucer swirlies
- Scoops that the ball actually falls into
The list of improvements goes on and on! So, why does my real-pinhead brother still say, "Um... sorry, this looks great, but just doesn't behave quite like real pinball"? I'm thinking we're down to the nitty gritty fine-details. My money is on improved rubbers for the win!
Edited by Ben Logan, 23 April 2020 - 03:41 AM.




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