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VP physics overhaul
Started By
mukuste
, Apr 09 2014 01:29 AM
1002 replies to this topic
#182
Posted 13 April 2014 - 09:00 PM
I run Windows 8, and the past two 'releases' of the physics mod VP I get the VP window to come up but it crashes. I run it as administrator, but still the crash happens. I am totally missing something (or deleted something that I forgot about).
That's weird. Have you also tried NOT running as admin? Do the latest DX9 builds work for you?
#183
Posted 13 April 2014 - 09:54 PM
I run Windows 8, and the past two 'releases' of the physics mod VP I get the VP window to come up but it crashes. I run it as administrator, but still the crash happens. I am totally missing something (or deleted something that I forgot about).
That's weird. Have you also tried NOT running as admin? Do the latest DX9 builds work for you?
I have the same problem (windows 8.1). I thought that was only me.
Everything runs fine on "VP9_DX9_test13.exe". The "VP_physmod.exe" can render fine the "Champion Pub_FS_2_3a_DX9" and the normal version of "Whitewater_vp91x_1.1.1", with the flippers very slow because the tables are not adjusted to the new settings probably. When I try the "Whitewater VP91x 1.1.1 FS - New Physics" posted on this thread, the table is not rendered, and I get a VpinMame error.
All other versions are working fine with my vpinmame install. I tested this with admin set and not, and it does not appear to make any difference. If anyone has any ideas I would be very glad to hear.
#184
Posted 13 April 2014 - 11:16 PM
I run Windows 8, and the past two 'releases' of the physics mod VP I get the VP window to come up but it crashes. I run it as administrator, but still the crash happens. I am totally missing something (or deleted something that I forgot about).
You might try fully disabling UAC to see if that is somehow involved. To do this edit the registry:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Policies\System and set EnableLUA to 0
The old method of changing the UAC level with MSConfig or the control panel doesn't truly disable UAC in win8. I run my cab this way and I've never had any issues with VP on Win8.1.
You are a wizard. I can basically replicate the feel of the Addams Family table I last played. Nudging the friction down a bit so there's a little more -bounce- feels good to me. Of course the tables I've played recently haven't been in a great state of repair, but hey it feels so right! I don't think I'm going to need another exe for a while, just going to go and tweak a bunch of my favourite tables, see you in a few months
Thanks for tackling all of this physics stuff, to me there is nothing comparable right now! Thanks doesn't even cut it really!
Well put. I tried a few tables today (WCS '94, F-14, T***), and I pretty much have no interest in playing any of my existing tables unless they get adjusted for the new physics. The improvement is that significant. Pretty graphics are nice but this is a huge upgrade.
One thing I noticed with WCS '94 - The ball spins like a top when held by the magnetic multi-ball lock. It doesn't much matter because it just drops into a holding area below once released, but it was funny looking nonetheless. I can see spinners are another thing that need adjustment, they don't move very much as-is.
I had two incidents of the ball disappearing - The first was on F14's diverters. It was before I had adjusted the "flipper" strengths on the diverters, the ball just vanished one time after pushing its way through the weak flipper. The next was on WCS94's left ramp. It's possible it just got stuck somewhere along the top and I couldn't see it. Ramps feel a little sticky in general. Neither were easily repeatable unfortunately.
Edited by DJRobX, 13 April 2014 - 11:41 PM.
#185
Posted 13 April 2014 - 11:59 PM
I have uac completely disabled by default. I haven't tried the most recent versions of DX9 VP, so I can't give a comparison on that (too many new versions in a short amount of time (not complaining mine you
).
I could have been smart, but I never learned anything by being smart!
#186
Posted 14 April 2014 - 02:33 AM
Do you have some pinball machines or access to some? So you could perform some friction tests!
No, I don't have any real pinball machines. I was hopeful that the slow-motion videos that randr made would provide data on this, but unfortunately the framerate wasn't quite sufficient to see the spin on a fast-moving ball.
I have the same problem (windows 8.1). I thought that was only me.
Everything runs fine on "VP9_DX9_test13.exe". The "VP_physmod.exe" can render fine the "Champion Pub_FS_2_3a_DX9" and the normal version of "Whitewater_vp91x_1.1.1", with the flippers very slow because the tables are not adjusted to the new settings probably. When I try the "Whitewater VP91x 1.1.1 FS - New Physics" posted on this thread, the table is not rendered, and I get a VpinMame error.
All other versions are working fine with my vpinmame install. I tested this with admin set and not, and it does not appear to make any difference. If anyone has any ideas I would be very glad to hear.
Try the default table I posted.
What VPM error do you get? It's probably because that WW version uses B2S, but you can change the controller back to VPinMame in the table script.
Also, for anyone having crashes: the very latest DX9 builds (including the physmod) use their own registry key, so make sure the video options are set up correctly (windowed fullscreen etc)!
You are a wizard. I can basically replicate the feel of the Addams Family table I last played. Nudging the friction down a bit so there's a little more -bounce- feels good to me. Of course the tables I've played recently haven't been in a great state of repair, but hey it feels so right! I don't think I'm going to need another exe for a while, just going to go and tweak a bunch of my favourite tables, see you in a few months
Thanks for tackling all of this physics stuff, to me there is nothing comparable right now! Thanks doesn't even cut it really!
Well put. I tried a few tables today (WCS '94, F-14, T***), and I pretty much have no interest in playing any of my existing tables unless they get adjusted for the new physics. The improvement is that significant. Pretty graphics are nice but this is a huge upgrade.
One thing I noticed with WCS '94 - The ball spins like a top when held by the magnetic multi-ball lock. It doesn't much matter because it just drops into a holding area below once released, but it was funny looking nonetheless. I can see spinners are another thing that need adjustment, they don't move very much as-is.
I had two incidents of the ball disappearing - The first was on F14's diverters. It was before I had adjusted the "flipper" strengths on the diverters, the ball just vanished one time after pushing its way through the weak flipper. The next was on WCS94's left ramp. It's possible it just got stuck somewhere along the top and I couldn't see it. Ramps feel a little sticky in general. Neither were easily repeatable unfortunately.
To be honest I'm pretty amazed myself how much closer to the real thing the simulation can now get with this upgrade. In my opinion these physics are now significantly better than those in, say, TPA. That they still haven't managed to simulate ball spin, something that is in my opinion absolutely fundamental to a realistic pinball simulation, is really a bit embarrassing.
Magnets are implemented in script, so it's not easy to fix this. It should however get much better once I add some kind of spinning friction around the vertical axis.
The simulation can get very instable with non-adjusted flippers, so the ball can just fly off the table or whatever. I have a tweak which I still want to make which should help with ramp stability. The "stickyness" is simply due to the friction value, however.
I would have made ramp friction adjustable, it's very easy to do in the code, but once we do that people will have to adjust friction values for ALL playfield objects (ramps, walls etc) to get realistic results. All of those are hardcoded right now. So that takes significantly more effort from the end user and is probably more than most people are willing to do just to try out the physics mod. It will be in a more final release, of course, so that table authors can tweak those things.
Edited by mukuste, 14 April 2014 - 02:36 AM.
#187
Posted 14 April 2014 - 02:46 AM
What VPM error do you get? It's probably because that WW version uses B2S, but you can change the controller back to VPinMame in the table script.
You nailed it!!! As it should be expected. Thank you very much!!!! The problem was that I hadn't the B2S properly setup on my laptop. Everything works fine now and I am very happy trying out the new version!
Thanks again!
Edited by bleasby, 14 April 2014 - 04:54 AM.
#188
Posted 14 April 2014 - 06:23 AM
Do you have some pinball machines or access to some? So you could perform some friction tests!
No, I don't have any real pinball machines. I was hopeful that the slow-motion videos that randr made would provide data on this, but unfortunately the framerate wasn't quite sufficient to see the spin on a fast-moving ball.
I would really like to help - I just do not have a camera with slow motion recording. In what country are you living? You could always visit my place for testing, playing and drinking beer... ![]()
#189
Posted 14 April 2014 - 06:33 AM
As it happens I'm moving back to Austria soon
Where do you live?
I'll be on a short three day trip now, so I don't know if I'll be able to post. Just play with the three new settings I gave you, I'm curious how well you guys will be able to get it tuned!
By the way I know about the spinners, it's easy to fix.
#190
Posted 14 April 2014 - 07:06 AM
Perhaps the vertical throw of the ball has not yet been implemented or not working properly, the ball does not move when the kicker shoots upwards (eg VUK).
Re-launching the table several times the frames dropping down progressively.
Thank you very much, this is another big step.
Max
The VUK to work needs a lot of upward thrust to overcome the force of gravity.
With the strength launch to 150, the kicker2 almost does not move the ball, with one more unit 151 fires a missile.
Below I have attached the default table with the addition of VUK.
Thanks
Max
default-table-physmod-VUK.vpt 132KB
19 downloads
Edited by kiwi, 14 April 2014 - 07:06 AM.
#191
Posted 14 April 2014 - 08:42 AM
To be honest I'm pretty amazed myself how much closer to the real thing the simulation can now get with this upgrade. In my opinion these physics are now significantly better than those in, say, TPA. That they still haven't managed to simulate ball spin, something that is in my opinion absolutely fundamental to a realistic pinball simulation, is really a bit embarrassing.
It's really true.
#192
Posted 14 April 2014 - 04:24 PM
I would have made ramp friction adjustable, it's very easy to do in the code, but once we do that people will have to adjust friction values for ALL playfield objects (ramps, walls etc) to get realistic results. All of those are hardcoded right now. So that takes significantly more effort from the end user and is probably more than most people are willing to do just to try out the physics mod. It will be in a more final release, of course, so that table authors can tweak those things.
Makes sense. Couldn't the values that are now hard-coded be default values though? That way people would only need to tweak ramps that don't feel right, and things come pre-set out of the box with values that are known to be reasonably good in most circumstances.
Edited by DJRobX, 14 April 2014 - 04:26 PM.
#194
Posted 14 April 2014 - 08:11 PM
Found a little problem in t2 1.07 with the new physicsversion sometimes the ball goes straight trough the flippers, like the flippers dont exist.
Can anyone confirm this?
All the tables i did in the previous version have to be recalibrated anyway the physicsmod its still in a testing phase so no blame.
Sent from my iPad using Tapatalk HD
Can anyone confirm this?
All the tables i did in the previous version have to be recalibrated anyway the physicsmod its still in a testing phase so no blame.
Sent from my iPad using Tapatalk HD
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
#195
Posted 14 April 2014 - 08:31 PM
I made a little video of the problem
Sent from my iPad using Tapatalk HD
Sent from my iPad using Tapatalk HD
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
#197
Posted 14 April 2014 - 09:47 PM
As it happens I'm moving back to Austria soon
Where do you live?
I'll be on a short three day trip now, so I don't know if I'll be able to post. Just play with the three new settings I gave you, I'm curious how well you guys will be able to get it tuned!
By the way I know about the spinners, it's easy to fix.
I live about 90 kilometers south of vienna. Leave me a message I'll tell you the right address. If you want you can play and have some beers... ![]()
#198
Posted 14 April 2014 - 09:48 PM
Found a little problem in t2 1.07 with the new physicsversion sometimes the ball goes straight trough the flippers, like the flippers dont exist.
Can anyone confirm this?
All the tables i did in the previous version have to be recalibrated anyway the physicsmod its still in a testing phase so no blame.
Sent from my iPad using Tapatalk HD
I had a similar result on TAF V91X FS 2.0.1. On the diverter on the ramp (after I adjusted it so the ball wouldn't just push it open) the ball will sometimes just ghost through it. Not sure why.
-Mike
#199
Posted 14 April 2014 - 09:50 PM
I found out the the Delta Quarant ramp in STTNG has almost the same problem as the whirl pool ramp in WH2O - very difficult to shoot the ramp and sometimes the ball has an really odd behavior. Sometimes it falls off the wire ramp! And sometimes it appears on a other position after (almost) completing the ramp. Like the "ghost"-problem other users noticed in T2 or TAF. Sometimes the ball is stuck on the uppermost part of the ramp. Weird! Maybe you can look what's the problem there?
Edited by ClarkKent, 14 April 2014 - 09:50 PM.

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