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VP10 is here (beta)

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#2341 Knorr

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Posted 18 June 2015 - 07:38 PM

But that means that they will move faster to their end position, isn't it?  :)
 
Have you guys tried that option actually?

It does only make them slower.

" At a value of 0, there is no ramp up, and the full acceleration takes effect immediately. At a nonzero value, this is the approximate time the solenoid needs to reach its full acceleration. For instance, if set to 3, the flipper coil will take around 30 ms to ramp up to full force."

This option is really important too, but it will also only work in a good way when the speed of the flipper is higher. For now it just make things worse.

Edited by Knorr, 18 June 2015 - 07:42 PM.


#2342 Carny_Priest

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Posted 18 June 2015 - 07:41 PM

I lived with landscape orientation for a long time. I just did a clean install and set up the BG as the primary display. It works great for me as I can see the screen while sitting down at my laptop where I do my downloading and table setup. I then use scripts and Display Changer 2 to set up profiles for custom resolutions and orientations. I'm about to test if I can switch which display is primary on the fly. 

 

http://12noon.com/?page_id=641

 

Yes, it works. I set up the BG as my primary monitor while just using Windows desktop. When I want to run PBX or an emulator, I just have PBX execute an AutoHotkey script to change the display profile to have the playfield display as primary. 


Edited by Carny_Priest, 18 June 2015 - 07:57 PM.


#2343 BigBoss

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Posted 18 June 2015 - 08:30 PM

I also think it's more important to fix bugs and implement cool new features like materials or new kickers then to change the perspective that require adjusting the desktop rotation and anything thats already working... (which wouldn't work in fp so i wouldn't use it anyway)

Actually this is quite irrelevant. The monitor could be easily rotated on the fly in the pinball x ahk scripts after you select a table.

because we never implemented it like that.  :/
too many features and bugs and requests and only limited time.

Are you saying there are technical limitations in vp right now that prevent table authors from doing native 1080x1920 tables without additional code changes?

#2344 hmueck

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Posted 18 June 2015 - 08:43 PM

I never understood it anyway why I have to launch a program in landscape which switches then to portrait for rendering and back to landscape again. Weird.


I don't know about VP9, but it's working fine in VP10. Just rotated my monitor to portrait 1080x1920, change the table setting to 0 rotation, adjusted everything with Table menu / camera mode and everything was fine.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2345 toxie

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Posted 18 June 2015 - 08:52 PM

okay.. thats interesting.. wouldn't have thought that everything works already.. :)

 

 

as for the flipper ramp up: but if i for example change the value in the default table to 0.1 then its faster for sure..



#2346 KieferSkunk

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Posted 18 June 2015 - 09:07 PM

On flippers: Not been keeping up with their current definition, but it sounds like we have some misunderstandings about how flipper physics are modeled.  Let's step back a bit.

 

There are a few properties about a flipper that inform its mechanical operation: Its range of motion, the strength of its solenoid (which directly translates to its accelerative force), its mass (plus the mass of anything pressing against it), and its friction.  To be complete, you have both an "upward" force (solenoid firing) and a "downward" force (solenoid falling back to unfired position, which is mostly a function of gravity.)  You also have the ball's momentum (a function of its mass and velocity) to deal with - the force against the flipper will be higher when a ball is hitting it at high speed than when it's just sitting on the flipper.

 

Solenoid strength figures directly into force/power.  Apply the flipper's effective mass and apply friction, and you should have an acceleration speed.  I'm going to posit that friction should be a reasonable constant, so then you really only have force and mass/momentum to deal with.

 

So when defining a flipper in VP, what properties can you actually set on it?  Can you set its mass?  And does the flipper movement take ball mass into account, so that if a ball is sitting on the flipper, the mass is effectively higher?  Do flippers have a constant mass?  Or is mass actually factored in at all?  These things inform the flipper's physics.

 

Based on the description, "ramp-up" rate (defining acceleration directly) seems to be effectively trying to short-circuit the physics here.  It feels confusing to me, as it basically says "Force applied to ball is a function of acceleration", rather than "is a function of power".



#2347 gtxjoe

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Posted 18 June 2015 - 09:16 PM

HI Keifer,  Here is a link to the VP10 wiki which explains the new VP10/Physmod Flipper parameters.  

https://github.com/c...ki/VP10-Physics

 

 

Mass

Strength(Force)

Elasticity

Friction

Return Strength Ratio 

Coil Ramp Up



#2348 KieferSkunk

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Posted 18 June 2015 - 09:30 PM

Gotcha.  Sounds like you already took that into account. :)  Sorry.



#2349 gtxjoe

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Posted 18 June 2015 - 10:01 PM

Kiefer I was just pointing to the VP10 wiki details in case you did not know about the recent changes. I can't comment on whether the vp10 flippers are realistic or not as I suck at real pinball;)

I know I can aim better with them that's for sure

Knorr do you have a test table we can try to adjust?

Edited by gtxjoe, 18 June 2015 - 10:02 PM.


#2350 Knorr

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Posted 19 June 2015 - 02:52 AM



Knorr do you have a test table we can try to adjust?


Sorry I don't understand you, in kind of what way? Global physics+flippers?

#2351 chokeee

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Posted 20 June 2015 - 10:20 AM

I have question about VP10. I was looking for the problem in the VP10 topics but I cant find it. When the ball is falling down in the VP10 (FS) its going unnaturaly on th right side (just lie somebody is taking up left side of the table). How to solve it?



#2352 hmueck

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Posted 20 June 2015 - 01:03 PM

Sounds like you have connected a joystick or gamepad.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2353 chokeee

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Posted 20 June 2015 - 09:59 PM

Hmm,I use a usb encoder to control buttons but the problem does not occur in VP9.

#2354 hmueck

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Posted 20 June 2015 - 10:04 PM

VP10 has seperate settings. Try the Preferences / Keys menu and modify the settings.
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#2355 chokeee

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Posted 20 June 2015 - 10:11 PM

I dont understand why pad control could make that problem.

#2356 neohusky

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Posted 20 June 2015 - 10:15 PM

Because it would take over the nudging. An uncalibrated joystick/pad could cause VP to think the table is lifted.
As hmueck said different versions of VP have different settings.

Edited by neohusky, 20 June 2015 - 10:15 PM.


#2357 webslinger2203

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Posted 20 June 2015 - 11:06 PM

I have the virtual pin plunger. If I unplugged it then plugged it back in would that calibrate it? I guess my concern would be I have both vp9.9 and vp10 running in my cab. I thought the tables played funny and I finally caught all the controller conversation.

#2358 hmueck

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Posted 21 June 2015 - 01:02 PM

I tried to use a cvpmTrough and i get an error message:
wrong number of arguments or invalid properties something (it's in german): 'size'
 

Set bsTrough = New cvpmTrough
With bsTrough
.size 4
.InitSwitches array(10, 13, 12, 11, 0, 0, 0, 0)
.Initexit BallRelease, 80, 6
.InitExitSounds "BallRel", "Solenoid"
.Balls = 3
End With

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2359 hmueck

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Posted 21 June 2015 - 02:02 PM

.entrysw : same problem


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2360 KieferSkunk

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Posted 22 June 2015 - 04:30 AM

Hmueck: both .size and .entrysw are properties. You call them as

.size = 5
.entrysw = 32

Also, you don't need to add zeroes to your .InitSwitches call - only supply the first four switch numbers, and the routine will set the rest of them to 0 for you.

Edited by KieferSkunk, 22 June 2015 - 04:32 AM.






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