Feature request, improved drop target physics. It has been mentioned and I definitely notice it in the tables that I work on that hitting multiple drop targets in a bank doesn't happen nearly enough in VP. the reason for this is that the impact and ball deflection happens on the face of the drop target in VP, there is no follow through. on the real machines I have (older gottliebs with lots of drop target banks), the ball basically travels through the drop target often impacting the rubber behind it and even registering hits on the switch behind the rubber, this very often results in the edge of the ball impacting the neighboring drop target causing it to fall as well, in fact that probably happens more often then not. On hit targets this usually isn't as much of a concern as they don't move as much in real machines, but can still skew things for rows of stand up targets.
I tried to shoot some video while I was playing, but darn does it happen fast. Anyway, I think this capture gives an idea of what happens, you can see how far back the two right drop targets are from the left one. In vp this shot would have bounced off the middle target and not knocked down the right one as it hit the middle drop first .

Not sure how to implement this in vp, but it would definitely add a lot more realism. I've played around with faking it by adding in a if activeball.x > some number say in the right 1/4th of the drop target it then drops the adjacent one as well. If VP could somehow have the ball actually travel through the face some distance behind the face (1/4 - 3/8" or so) before having the rebound effect thus enabling it to also contact neighboring targets, and maybe have a sliding scale to control how much that would be cool, and could be adjusted to less for standing targets that way as well.
Thanks, and keep up the great work guys.
- Dan