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VP physics overhaul


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#821 arngrim

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Posted 07 September 2014 - 07:56 PM

i haven't played the real pin since very long, but i find the ball that slows down quite much, when entering the ramps, when touching objects of the playfield, or the flipper inlanes, is it like this on the real pin?



#822 ClarkKent

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Posted 07 September 2014 - 08:45 PM

Hard to tell as I do not have free access to the real Twilight Zone table. But I adjusted the physics that all goals could be achieved. It was my intention that the ball slows down on ramps as this intensifies the altitude difference. But as I said - it's only beta. I have to play the real table much more to get a better feeling for it - need to find the time to drive to the hall were I can play it...



#823 arngrim

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Posted 07 September 2014 - 08:54 PM

check here ;)

 

https://www.youtube....h?v=DYy0aNj9GLU



#824 ClarkKent

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Posted 08 September 2014 - 08:27 AM

I know this video. I watched it before. But as I already said - among other things it was important for me to intensify the altitude differences of the ramps and playfields as the virtual version is kind of "flat". And I made the experience that you have to play the table for yourself to get the right "feeling" for it. I'll do that in the next few weeks, maybe I can improve the playing experience of the physmod5 version! :)



#825 FreeMason

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Posted 08 September 2014 - 08:43 AM

I owned a TZ for years. I know it really well. I owned over 20 machines, and to me a lot of them are really way too easy in VP. I am going to play with the settings myself on all tables with physmod to let them play more like the real thing. I have not looked into the settings or if it's even possible. But i really think since we have an option to make them more life-like it should be investigated more...

Edited by FreeMason, 08 September 2014 - 08:46 AM.


#826 The Loafer

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Posted 08 September 2014 - 10:42 AM

I tried the tz Physmod last night and was impressed overall with one thing: flipper action was awesome, very much improved shots. If I missed a ramp, it felt more due to me than any physics issue.

The only "negative" isn't a negative towards the physics, the table just plays a little too easy and I think that's could be a table build issue. Ie: the real TZ punishes you for missed shots to the middle top ramp by STDM drains, which doesn't happen in this VP version. Outlanes should also punish you more. Very much IMHO of course and it's a well build table, just feels like tweaks might be needed to have it a less neutered experience. But as is, I would say man, it sure is fun to play!

#827 ClarkKent

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Posted 08 September 2014 - 10:53 AM

Would be nice to have someone that is able to adjust the settings for the physmod5 version of TZ. I know that gameplay is near the original one as you can achieve all goals but I also know that the VP version is easier than the real pinball table.



#828 StevOz

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Posted 08 September 2014 - 01:11 PM

Eh there is no such thing as a real machine, same title, different machine, different location, completely different. ;)

 

Be honest you should know this is true.


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#829 ClarkKent

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Posted 08 September 2014 - 01:53 PM

I consider a VP table as good as a real one as soon as you can use the same tactis to reach the goals.

If real tables are set up as they should the play largly the same. If not set up as they should they can differ very much, that is true!

Edited by ClarkKent, 08 September 2014 - 01:54 PM.


#830 FreeMason

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Posted 08 September 2014 - 02:40 PM

Eh there is no such thing as a real machine, same title, different machine, different location, completely different. ;)
 
Be honest you should know this is true.

When a machine is properly setup it should play the same on any location. There are settings that could make the gameplay different but that's just configuration. Problem is that on so many locations the machines play like crap due to poor maintenance and badly setup machines.

And it's true there is Always a little difference but most people will not notice this. Now i am not saying VP is not doing a good job, i love what they are doing and i think PhysMod5 is a great step forward. But to me part of the fun is to excel in a machine after a while. And VP let's me at least triple the score i get on a real machine. That is something that can be changed....

Edited by FreeMason, 08 September 2014 - 02:44 PM.


#831 toxie

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Posted 08 September 2014 - 04:58 PM

Toxie - Just in case Mukuste has left the project.  I found an issue with ramps in the phsymod 5 version where it sounded like it was introducing spin or extra friction that shouldn't be there.  he mentioned something to me in PM about looking at it on the next build as those should be controllable in the editor.  I made him a test table showing the issue.  Not sure if he ever mentioned it to you but it's something that is a challenging issue.  Feel free to PM me if you want more details or the test table.

 

Hmm, don't know about that.. Just mail me the test table then please.. At some point i'll hopefully look into that, currently busy with other VP features though.. :/



#832 Les73gTx

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Posted 08 September 2014 - 10:43 PM

I think I found the fix for the problem in the Twilight Zone physmod5 version. Here is the latest beta:
https://www.dropbox....hysics.rar?dl=0

I need to try this but I have the same problem with my current release of Power Play .. if you plunge the ball all the way to the top but do not go past the spring gate, it rolls back along the plunger lane and goes under the table about half way down ...
Can you tell me what you did to fix this?

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#833 ClarkKent

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Posted 06 October 2014 - 08:34 PM

I just got the best of the best Physmod tables I ever played: Attack from Mars! A friend of mine did this - and man - he did it right! :) Gameplay is incredible!!

 

https://www.dropbox....od.vpt.zip?dl=0



#834 JEbony

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Posted 06 October 2014 - 09:49 PM

I just got the best of the best Physmod tables I ever played: Attack from Mars! A friend of mine did this - and man - he did it right! :) Gameplay is incredible!!

 

https://www.dropbox....od.vpt.zip?dl=0

whow, the gameplay is realy incedible ! Unfortunately I have issues with the barrier of the Saucer...the targets are down, but the ball hits an  "Invisible" wall...sometimes I can shoot into the saucer, but nothing happens..the ball comes just out on the left side..no shaking of the saucer, no liegths etc. I deleted the nvram, but the Problem is still there...I use the afm_113b rom....maybe it's a rom issue ?? 

 

See Ya...Jas 



#835 open6l

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Posted 07 October 2014 - 12:00 AM

Seems to work fine here - using afm_113b as well. Saucer shakes as it's supposed with all the lights and such. Using Physics5 build of VP.


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#836 blashyrk

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Posted 07 October 2014 - 07:26 AM

Thank you ClarkKent :D Can't wait to play it. If I remember correctly, did you do a white water physmod as well?

#837 BananaBoat

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Posted 07 October 2014 - 07:27 AM

So what ever happened to this VP9 project?

#838 ClarkKent

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Posted 07 October 2014 - 07:34 AM

Thank you ClarkKent :D Can't wait to play it. If I remember correctly, did you do a white water physmod as well?

The Whitewater physmod will be revised in the next few weeks. It's faulty at the moment.



#839 blashyrk

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Posted 07 October 2014 - 07:39 AM

Thank you ClarkKent :D Can't wait to play it. If I remember correctly, did you do a white water physmod as well?

The Whitewater physmod will be revised in the next few weeks. It's faulty at the moment.
Great :) thank you

#840 toxie

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Posted 07 October 2014 - 08:04 AM

So what ever happened to this VP9 project?

 

It's now incorporated into the official VP10 development (as originally planned, btw)..