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VPX physics recommendations


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#41 Ben Logan

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Posted 04 January 2016 - 04:05 PM

Regarding lighting, I lean more toward liking a maxed out light show. Dozer's Cirqus Voltaire for VPX is a good example.

More on topic: Yes - "magnetic possession" is a really good way to describe some of the physics oddities I experience too. The ball can sometimes take some really strange and unexpected horizontal arcs down near the flippers. Kind of umbrella shaped. Often the result of bouncing off a rubber, but not always. Physmod 5 seemed less prone to this effect.

Nonetheless, VP10 physics are exciting. Looking forward to further tuning.

#42 patrickfx

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Posted 05 January 2016 - 01:49 AM

Yes, I'm very impress with VP10 physics.  Just hope that VP10 physics can be modified to remove these strange behavior.  I mean, without COMPROMISING other good physics things. 

 

Probably, we will need to do sacrifice ...

 

Rather than that, 3d is so nice to see in VP10


Edited by patrickfx, 05 January 2016 - 01:51 AM.

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I should play sometimes, not just configure my Pinball !!!

#43 Slydog43

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Posted 05 January 2016 - 05:27 AM

Regarding lighting, I lean more toward liking a maxed out light show. Dozer's Cirqus Voltaire for VPX is a good example.

More on topic: Yes - "magnetic possession" is a really good way to describe some of the physics oddities I experience too. The ball can sometimes take some really strange and unexpected horizontal arcs down near the flippers. Kind of umbrella shaped. Often the result of bouncing off a rubber, but not always. Physmod 5 seemed less prone to this effect.

Nonetheless, VP10 physics are exciting. Looking forward to further tuning.

 

I hate to say anything wrong with VPX, but I have also seen very strange ball behavior sometimes.  Very hard to nail down, but I have a killer rig and ***/GPU are not the trouble (always seems to run 59.9-60 fps).  There has to be bug somewhere that is effecting ball travel near the flippers (it seems to happen somewhat near the flippers)

 

maybe a camera needs to be set up to record this strange behavior


Edited by Slydog43, 05 January 2016 - 05:28 AM.


#44 BorgDog

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Posted 07 January 2016 - 04:27 PM

Does VPX balls have a flat spot?

 

So I set up a little test table to play around with physics settings (more on that later) and had this happen:

 

flatspot.png



#45 BorgDog

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Posted 07 January 2016 - 07:14 PM

OK, so what I was playing with on that little VPX test is walls vs rubbers.  Seems like I'm always sticking a wall in front of a rubber to act as a collision sensor for slings, rubbers that hit switches for points or whatever.  I was wondering about the physics of those since there are some different properties on each, just leaving elasticity and friction.  I figured however that if I set the ones I that were the same to the same value and zeroed out the others I would get the same effect.  So I set up a wall and a rubber at identical heights on the table, and configured a ball drop at the top so everything would be nice and even.  

 

Here are the settings for the wall and the rubber (wall is on the left, rubber on the right, I left the rubber on the left for visual effect, it is set not collideable).

 

physicstest.png

 

and here is a short crappy video of the result.   BAH  how to embed again???!!!!  Anyway, the result is clearly not the same.  The wall on the left rebounds the ball higher and longer than the rubber on the right.

 


Edited by BorgDog, 07 January 2016 - 07:30 PM.


#46 atarian

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Posted 07 January 2016 - 08:19 PM

Hi BorgDog - the video is showing as private :)

#47 BorgDog

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Posted 07 January 2016 - 08:28 PM

So then my question is what to do with this?  For slingshots walls is really the only choice, but for other places where it may only be triggering a switch should I use an extra rubber object there instead of the wall object so all the rubber objects would act the same?  Or do I play around and try to make them react the same?  What is the reason they don't with the same settings, or is there other "defaults" behind the scenes that we don't have access to that cause these to not be the same?  


Hi BorgDog - the video is showing as private :)

sorry about that, should be fixed now



#48 nFozzy

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Posted 07 January 2016 - 08:39 PM

Try it with the rubber at 25 height



#49 BorgDog

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Posted 07 January 2016 - 09:11 PM

Try it with the rubber at 25 height

 

It's closer, but still not quite as much effect as the wall.

 

Is 25 what vpx wants for physics to work best?



#50 BorgDog

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Posted 07 January 2016 - 09:56 PM

So did some more testing.  The initial test was with the rubbers at the height the slings were on the default table 35.

 

If the height is from 28-34 the bounce is not quite the same as the wall, and at 29 the rubber appears to be slightly higher bounce than the wall... BUT at any of these heights after the ball comes to rest is starts rolling side to side by itself until sometimes it nicely launches itself off one side or the other.

 

At 27 height of the rubber the bounce in as far as I can tell is pretty much the same as the wall bounce wise and the ball stays put after.

 

At 25-26 the bounce is not quite as high as the wall.



#51 Ben Logan

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Posted 07 January 2016 - 10:24 PM

Borgdog - Great investigation. We're hitting it out of the park with VP10 lighting. I mean, Demo Man VP10? It's positively amazing to look at! 

 

Physics is vastly improved in VP10, but the anomalies on some of the "faster" tables can kinda kill the wonderful gameplay experience. On some tables the ball bounces of a rubber with so much backspin that it positively does an "about face:" starts to head in one direction, but then quickly and expectedly reverses course. Has anyone else seen this behavior? 

 

I think you're onto something with narrowing the investigation to physics oddities resulting from bouncing off rubbers. 



#52 fuzzel

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Posted 07 January 2016 - 10:27 PM

Well the rubber physics have a problem. I guess it's the internal hit shape that causes that behavior. Every collidable element in VP has a hit shape sometimes a very simple form like a box or cylinder or a thin line. But the rubber's hit shape has the same shape like the rendered rubber. So when you raise/lower the rubber the round edges give the ball a different impulse/momentum towards the playfield (rubber is a bit higher) or away from the playfield (rubber is a but lower). Together with the friction this can cause some strange ball movements. In VP9 the old solution was to stack a couple of thin walls/ramps and to use just the middle one for collision so only a thin line causes the ball to bounce away. I think I have to experiment a bit with different hit shapes to get better hit results. I hope I can find some time in the next couple of weeks to do that.



#53 Ben Logan

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Posted 07 January 2016 - 10:57 PM

Fuzzel - you do an amazing job of accepting feedback. Accepting constructive criticism is not something that comes easily to me, so I'm always impressed by someone who is confident enough to welcome it. Thanks for being so open-minded (and brilliant). 

 

:D 



#54 ckovanda

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Posted 07 January 2016 - 11:02 PM

could the solution here be to make the rubbers act more like flat rubber bands or more oval shapes, since when a ball would interact with them it would compress the cylinder shape of the rubber at high speeds?



#55 fuzzel

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Posted 07 January 2016 - 11:13 PM

Ben, thanks ;)

I assume that the solution would go more towards the flat rubber bands

#56 jimmyfingers

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Posted 07 January 2016 - 11:29 PM

On some tables the ball bounces of a rubber with so much backspin that it positively does an "about face:" starts to head in one direction, but then quickly and expectedly reverses course. Has anyone else seen this behavior? 

 

This aspect / behaviour was raised earlier in this thread as well and although the rubber object may / does have some of it's own oddities, there is a reason / explanation for how the physics settings on a wall object also causes this and is in essence, due to improperly set friction for the most part.  

 

Taking a wall (or even rubber object) used as a rubber collision (so high elasticity), when it's friction is inadequately set accordingly (too low and typically something .2 or lower but especially with settings that I still see on some tables of a .0xx for friction), what happens is the ball rolls (is spinning in direction of roll) into the object in question but without a proper friction setting, when the ball bounces off and changes it's trajectory according to the elasticity, yet it is still actually spinning in the direction of the initial path (pre-collision) as there was / is not enough friction to cause the ball roll direction to be reversed (for it to "bite"), and then shortly afterwards the rolling / spinning direction is still going the original / (now opposite rotation direction) to where the ball is now moving, then "kicks-in" and the ball looks like it's putting on stoppers as the old roll / spin direction and new trajectory balance out after a brief "fight" against each other.  As these opposing elements occur, that is when one sees the extra odd ball "back spin" / slow down.  But it's not actually / ultimately caused by the table friction being set to generally recommended levels, instead what is causing it and making people think it's the high table friction is actually the improperly low friction of the collided object as described above.   The reason it can be incorrectly associate with higher table friction is that with improper object friction setting, a very low table friction can mask the effect as the table is simply too slick / like ice and no ball spin has any effect (can be observed using F11 and following the white dots).  So lowering friction on the table to "fix" this issue is not addressing the main / real problem.  What is the main problem is that all the nuances and details of per object based physics settings (mainly friction) are being somewhat overlooked vs. the easier and more general table settings. In still a reasonable amount of tables some of these objects look like they still have VP9 settings or simply the value chosen is much too low for the appropriate real life counter part - i.e. rubber not being set at .5 or higher.

 

I have still seen this general ball bounce back then bite effect sometimes in real life but from bounces off of slick surfaces like metals (can show and instance in a Lethal Weapon 3 video) and as such also should happen occasionally in VP but really from the same type of low friction surfaces like metals and hard / stationary plastics / targets and not from rubbers.  Sometimes air balls in real life and rubber collisions that launch the ball off the table can affect this as well but for the most part, if the ball is not leaving the table from a rubber collision the spin is being reversed by the rubber's friction during the collision and not after as it bites down on the table as can still happen with a hard target or metal side hit. 

 

Part of the big issue about the physics settings is quite simply that end users are more looking for quick and simple fixes for table "physics settings" and / or not understanding what really VPX physics tuning now entails regarding having to set every single object a ball hits totally appropriately / accordingly with most discussions and views mainly being too narrowly focused and totally hinged on the couple basic / general tables settings being mostly slope settings and friction (gravity should be always around .95-1 but even that on some tables is set way too low and has been totally left as is from VP9 leaving it at numbers starting with .6 or .7 and a long string of decimal places - a clear sign that it hasn't been set since VP9).  I still see some current tables that have a previously typical old friction setting on collidable / relevant objects at .004 which is way to low and will be a problem (nothing on the table that the ball hits shout ever be lower than about .1 or .15 and that only for the slickest metals and rubbers should be at least about .5 or the phenomenon and visuals experienced and reported will occur.  Again, turning the table into an ice rink to avoid some of this particular odd ball appearance / reaction is not the solution.

 

It is tedious and time consuming for sure to go around to each collidable object on the table and verify / set elasticity, friction, and scatter appropriately but it needs to be done and as long as it is not complete on some tables it will be continuing to confuse people and skew perception of VPX, which isn't fair to the developers and is more on the shoulders of the table authors / builders / modders.  What I recommend and typically do is create collections for each type of object and some with a couple categories (rubber_pegs, rubber_posts, rubber_bands, metals_thin, metals_thick, woods, etc.) so that while building / modding a table I can select the groups of similar objects (and place new / copied objects of the same type in the defined collections) and tune / set / alter the physics as needed in a much more efficient way then leaving them ungrouped and requiring clicking on each individual object to make physics changes or verify their settings, which really seems related to why they are getting left behind on some tables.  This grouping / collection maintaining is a bit tedious as well but is worth the initial effort and I can't stress enough that at the time of building, using collections for these types of things will save people time down the road and is of huge benefit for tuning later with these groups as well as helps keep the table organized in a few ways.

 

I hope this goes to assist authors / builders / modders and end users in understanding at least this one element / nuance and provides some food for thought on the larger aspect of complete physics tuning and understanding for VPX.


Edited by jimmyfingers, 07 January 2016 - 11:32 PM.


#57 nFozzy

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Posted 08 January 2016 - 12:09 AM

Well said.

 

I'd add to that elasticity isn't blameless when it comes to ball spin weirdness either. If a ball loses all momentum when it hits an object with inadequate elasticity, what else is the ball supposed to do? Spins in place before gravity starts it moving again.


Edited by nFozzy, 08 January 2016 - 12:19 AM.


#58 BorgDog

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Posted 08 January 2016 - 12:19 AM

Physics is vastly improved in VP10, but the anomalies on some of the "faster" tables can kinda kill the wonderful gameplay experience. On some tables the ball bounces of a rubber with so much backspin that it positively does an "about face:" starts to head in one direction, but then quickly and expectedly reverses course. Has anyone else seen this behavior? 

 

I think you're onto something with narrowing the investigation to physics oddities resulting from bouncing off rubbers. 

 

You talk of the faster tables, and I'm just trying to get a working set of physics for "slower" tables.  While I generally like my tables to play faster than most of the ones that say loserman76 for instance does, they are still much slower than the more modern tables.  But trying to get the physics reasonable for slower play and still get the bounce off the top of rubber posts that's seen especially on older tables is still very much a work in progress at least for me.  I think I need to stop working on so many tables for a while and just take one and work on it until I get it figured out and use that as a model for the others I work on (pretty much all late 70s Gottlieb EM's which definitely play faster than early 70s EM's).

 

@fuzzel thanks for looking into it, I think just to keep things consistent I'm going to try using a rubber object there instead of a wall and see what happens although I suspect that will just get me other issues :)

 

@jimmyfingers Thanks for the great explanations, and your time and effort (and patience with us inpatient table builders) in all this. 



#59 atarian

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Posted 08 January 2016 - 12:23 AM

@jimmyfingers - out of interest out of the many VPX tables released to date since the start of the beta phase, which in your opinion had the most realistic physic settings. This is purely on the physics side forgetting visuals, etc. Your BPMR tables under VP9 were very nicely tuned using your routines and it would be interesting to hear if you think a VPX table can achieve the same results (or better) without additional routines in the VBScript?

#60 Ben Logan

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Posted 08 January 2016 - 12:58 AM

 

Physics is vastly improved in VP10, but the anomalies on some of the "faster" tables can kinda kill the wonderful gameplay experience. On some tables the ball bounces of a rubber with so much backspin that it positively does an "about face:" starts to head in one direction, but then quickly and expectedly reverses course. Has anyone else seen this behavior? 

 

I think you're onto something with narrowing the investigation to physics oddities resulting from bouncing off rubbers. 

 

You talk of the faster tables, and I'm just trying to get a working set of physics for "slower" tables.  While I generally like my tables to play faster than most of the ones that say loserman76 for instance does, they are still much slower than the more modern tables.  But trying to get the physics reasonable for slower play and still get the bounce off the top of rubber posts that's seen especially on older tables is still very much a work in progress at least for me.  I think I need to stop working on so many tables for a while and just take one and work on it until I get it figured out and use that as a model for the others I work on (pretty much all late 70s Gottlieb EM's which definitely play faster than early 70s EM's).

 

 

 

Yes - what I meant to communicate is that my experience is that the slower the table, the fewer physics anomalies. So, even though your EMs are "faster" than LoserMan's, for example, I'm experiencing relatively realistic, close to ideal physics on your tables. It seems like the faster the table, the more challenging the tuning. Or, maybe you're just super skilled at physics tuning, Borgdog. If so, congrats!  :) 


Jimmyfingers - thanks for the highly detailed explanation. I love it. Sounds like a simple slider for global "backspin intensity" in the ball physics tab in the editor would represent a far too simplistic attempt at movement toward a solution (?)