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VP physics overhaul


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#341 BigBoss

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Posted 25 April 2014 - 11:00 AM

Thanks for all the usefull info you provide, can someone also post some information how to fix the plunger (on some tables its like you have 2 plungers on top of each other --) totan FOM mod).

Biggbos i found a problem in cyclone table u modded in left outer ramp the ball gets stuck behind. I only got this once, tried to replicate but its very hard to shoot the outer left so i gave up after a few games.


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I tested this and shot the Ferris wheel ramp at least 30 times. I can't reproduce any issue. I wonder if you have the my updates version of this table. Are you flipper angles at 118/65 or 121/72? If still the 118 then I have a newer version and I'll add this to the pack3.

Some table designer questions:
Does anyone know why on hook the table surface toggles between visible and totally black?
Does anyone know why sometimes plunger animations break?
Ramps are hard to understand. Like playboy left ramp and JP's medieval 2.4.3 right ramp. I found an older medieval where the right ramp was no problem.
122 tables fixed / converted so far.

Great work bigboss, any chance you want to share the tables you converted? :)
sure. Send me a pm and I'll send you some links.

#342 xzotic

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Posted 25 April 2014 - 12:31 PM

 

 

Thank you and everybody who contributed to the bug hunt - I fixed it! There was some wonky math in some parts of the collision code. Balls now run perfectly smooth along the outer side of these ramps. If someone wants to provide a test table for the "two ramps next to each other" bug, I can also check that.

 

I also plugged some "holes" in the old ramp collision model; the ball will now no longer drop through the end of the ramp, or penetrate through the ramp side walls if they aren't high enough. This means that the ramps on some tables need to be reworked; for instance, on Whitewater, the plunger ramp needs to have its end raised so that the ball has space to roll under it after a soft plunge. But it's definitely worth it to have a consistent and physically logical collision model for ramps.

 

 

 

Is there a version 3 available for download with these fixes so we can test it? Cheers


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#343 mukuste

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Posted 25 April 2014 - 12:55 PM

Not yet, I'll probably post one tonight.



#344 slashbot

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Posted 25 April 2014 - 01:14 PM

Thanks for all the usefull info you provide, can someone also post some information how to fix the plunger (on some tables its like you have 2 plungers on top of each other --) totan FOM mod). Biggbos i found a problem in cyclone table u modded in left outer ramp the ball gets stuck behind. I only got this once, tried to replicate but its very hard to shoot the outer left so i gave up after a few games. Sent from my iPad using Tapatalk HD



slashbot

Check this out, is it the problem you've been having?

http://www.vpforums....topic=27112&hl=


H



Yes this is the problem i have, i take a look at it tonight when im back home.
I let you know if i can fixed it with the info provided.


Sent from my iPad using Tapatalk HD

r0sqir-4.pngslashbot.jpgttzReplay.gif

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

TPA artwork resources gallery here


#345 ClarkKent

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Posted 25 April 2014 - 02:22 PM

Can you compile the latest version with the new physics? I'm just updating the Cyclone table with highres graphics and I would like to test the new fixes with this modification. This table is the perfect example for the new physics - with the old physics it's a little bit unpredictable and plays not like the real table (I have one) but with the new physics I really have the feeling to sit in front of the real Cyclone pinball table! :)

 

Just to show what I've done so far:

https://www.dropbox....New Physics.rar

 

I'm waiting for some help with implementing the new ferris wheel from the latest Hurricane mod but I haven't got an answer yet...



#346 jpsalas

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Posted 25 April 2014 - 02:44 PM

 Is it true that you are a "retired" table author? I would so love to see what you could do with all the new stuff in VP10!

 

Yes, for now I'm retired from making vpm tables. But I work when I have time in an original table together with hassanchop. I guess by the time VP10 comes out I'll be almost finished with all the changes at work and I'll have more free time (just now I spend too much free time reading and learning about my work, too many new stuff about windows servers and user desktops :)).


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#347 vampirolatino2

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Posted 25 April 2014 - 02:53 PM

 

 Is it true that you are a "retired" table author? I would so love to see what you could do with all the new stuff in VP10!

 

Yes, for now I'm retired from making vpm tables. But I work when I have time in an original table together with hassanchop. I guess by the time VP10 comes out I'll be almost finished with all the changes at work and I'll have more free time (just now I spend too much free time reading and learning about my work, too many new stuff about windows servers and user desktops :)).

 

 

Saludos JP, de seguro sabes espanol ... al parecer estas igual que yo, la tecnologia a avanzado tanto y tantas certificaciones nuevas que hay que ponerse al dia! :) un saludo!



#348 ckovanda

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Posted 25 April 2014 - 03:45 PM

 

 

Thanks for all the usefull info you provide, can someone also post some information how to fix the plunger (on some tables its like you have 2 plungers on top of each other --) totan FOM mod). Biggbos i found a problem in cyclone table u modded in left outer ramp the ball gets stuck behind. I only got this once, tried to replicate but its very hard to shoot the outer left so i gave up after a few games. Sent from my iPad using Tapatalk HD



slashbot

Check this out, is it the problem you've been having?

http://www.vpforums....topic=27112&hl=


H

 



Yes this is the problem i have, i take a look at it tonight when im back home.
I let you know if i can fixed it with the info provided.


Sent from my iPad using Tapatalk HD

 

I had that problem and fixed it by turning off my analog z axis in the keys properties menu.  I have a microsoft sidewinder mounted for analog nudging and it was default setup to use the joystick as a plunger, so when i was using the normal plunger, it was seeing the inactivity of the sidewinder joystick. this causes a conflict with the regular plunger. basically it was trying to show the plunger at 0% pulled flickering with 10%, 0%, 20%, 0%,  30%, 0%, 40%, etc...

 

do you have a force feedback crontroller in your cab?



#349 slashbot

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Posted 25 April 2014 - 03:54 PM

Yes i got a ms sidewinder freestyle pro now works good, before i used u hid-g for analog nudge but this device gave me so much headpain i removed it from the cabinet.
I use an red attack from mars button with 12v lamp in it as plunger now the original plunger with switch is removed last year.


Sent from my iPad using Tapatalk HD

r0sqir-4.pngslashbot.jpgttzReplay.gif

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

TPA artwork resources gallery here


#350 melon

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Posted 25 April 2014 - 06:03 PM

Can you compile the latest version with the new physics? I'm just updating the Cyclone table with highres graphics and I would like to test the new fixes with this modification. This table is the perfect example for the new physics - with the old physics it's a little bit unpredictable and plays not like the real table (I have one) but with the new physics I really have the feeling to sit in front of the real Cyclone pinball table! :)

 

Just to show what I've done so far:

https://www.dropbox....New Physics.rar

 

I'm waiting for some help with implementing the new ferris wheel from the latest Hurricane mod but I haven't got an answer yet...

 

Sorry for the OT. About the ferris wheel, the ferris wheel itself is pretty simple, the problem is the ball. I think you can make it with a lot of kickers, or with a 3d ball mesh. This option will be smoother, but you have to match textures. I'm thinking about updating this one after TAF and I'll do that (the 3d ball mesh), as I have to do the same with TAF and thing.


cycloneMini2.png TafMini2.png FishTalesMini2.png spaceShuttleMini2.png bk2kmini.png GetawayMini.png


#351 mukuste

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Posted 25 April 2014 - 06:34 PM

Download a test build of the physics mod and the accompanying default table below.

Press F11 to get a visualization of ball spin.

Old VP tables will not work with this version unmodified!

 

Changes since physmod2:

  • New flipper parameter: Coil Ramp Up. Check the wiki for information (link below).
  • Fixed spinners stopping much too fast.
  • Fixes to ramp collisions (ball now rolls properly along outer wall, ball no longer drops through end section of ramp or ghosts into ramp from the side). Some tables need adjustments.
  • Fixed visual bug on steep wire ramps.
  • Miscellaneous small fixes and optimizations to collision code.

This version also has the latest updates from DX9 Test15.

 

Showcase table: Bride of Pinbot (by UncleWilly, modded by BuckoBundy)

Thanks to UncleWilly for creating the original table and giving permission to release modded tables, and thanks to BuckoBundy for providing the modded version.

 

Basic instructions for adapting tables: https://github.com/c...to-vp10-physics

Description of physics parameters: https://github.com/c...ki/VP10-Physics

Attached Files


Edited by mukuste, 06 May 2014 - 08:20 AM.


#352 ronaldvg

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Posted 25 April 2014 - 07:12 PM

Thanks Mukuste, I must say I admire the speed in which you accomplish these changes and fixes. Just tried the new version in the Monster Bash Physics version and it plays very very good. Feels very close to a real pin.



#353 slashbot

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Posted 25 April 2014 - 07:24 PM

 

 

 

Thanks for all the usefull info you provide, can someone also post some information how to fix the plunger (on some tables its like you have 2 plungers on top of each other --) totan FOM mod). Biggbos i found a problem in cyclone table u modded in left outer ramp the ball gets stuck behind. I only got this once, tried to replicate but its very hard to shoot the outer left so i gave up after a few games. Sent from my iPad using Tapatalk HD



slashbot

Check this out, is it the problem you've been having?

http://www.vpforums....topic=27112&hl=


H

 



Yes this is the problem i have, i take a look at it tonight when im back home.
I let you know if i can fixed it with the info provided.


Sent from my iPad using Tapatalk HD

 

I had that problem and fixed it by turning off my analog z axis in the keys properties menu.  I have a microsoft sidewinder mounted for analog nudging and it was default setup to use the joystick as a plunger, so when i was using the normal plunger, it was seeing the inactivity of the sidewinder joystick. this causes a conflict with the regular plunger. basically it was trying to show the plunger at 0% pulled flickering with 10%, 0%, 20%, 0%,  30%, 0%, 40%, etc...

 

do you have a force feedback crontroller in your cab?

 

 

Ok i fixed the plunger from the link u send me, thanks for the feedback

Look for the Plunger routine to find them, they will look like this after you change them....

 

'If Plunger.MotionDevice> 0 Then
'    Plunger.TimerEnabled = 1
'    Plunger.MechPlunger = 1
'End If

 

Testing Physicsmod3 right now, just had a good game on F14 Tomcat this mod from BigBoss realy play like i want to.


r0sqir-4.pngslashbot.jpgttzReplay.gif

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

TPA artwork resources gallery here


#354 boiydiego

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Posted 25 April 2014 - 07:26 PM

Thanks Mukuste, I must say I admire the speed in which you accomplish these changes and fixes. Just tried the new version in the Monster Bash Physics version and it plays very very good. Feels very close to a real pin.

abnormal what the little pc wizard can do (mukuste) , with the dedication he is showing for vp , taking it where nobody tought it could go for vp , hoping that he is just on cruisecontrol and this is just the beginning of his tricks he is got in his sleeve, just one thing KEEP VP YOUR PLAYGROUND ! ;-)


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#355 ClarkKent

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Posted 25 April 2014 - 08:28 PM

 

Can you compile the latest version with the new physics? I'm just updating the Cyclone table with highres graphics and I would like to test the new fixes with this modification. This table is the perfect example for the new physics - with the old physics it's a little bit unpredictable and plays not like the real table (I have one) but with the new physics I really have the feeling to sit in front of the real Cyclone pinball table! :)

 

Just to show what I've done so far:

https://www.dropbox....New Physics.rar

 

I'm waiting for some help with implementing the new ferris wheel from the latest Hurricane mod but I haven't got an answer yet...

 

Sorry for the OT. About the ferris wheel, the ferris wheel itself is pretty simple, the problem is the ball. I think you can make it with a lot of kickers, or with a 3d ball mesh. This option will be smoother, but you have to match textures. I'm thinking about updating this one after TAF and I'll do that (the 3d ball mesh), as I have to do the same with TAF and thing.

 

Koadic made a perfect ferris wheel for the latest Hurricane mod. It's just THAT great that it looks absolutely realistic! I hope that he can help to implement that wheel into the new Cyclone update! :)



#356 BigBoss

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Posted 25 April 2014 - 08:36 PM

Hey mukuste. Thanks for the updated version. Going to play with it now. Did you see my post on eos and the power cut at end of the flip range?

#357 mukuste

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Posted 25 April 2014 - 08:46 PM

Thanks Mukuste, I must say I admire the speed in which you accomplish these changes and fixes. Just tried the new version in the Monster Bash Physics version and it plays very very good. Feels very close to a real pin.

 

Nice! I have to admit that I have basically no experience with real pinball machines, almost all I know about them comes from playing simulations and watching the fantastic PAPA videos. That said, recently I finally managed to play some real games, an X-Men last week and tonight, an actual Twilight Zone! I had a lot of fun with the TZ; the playfield was a bit warped, but apart from that it played quite well. It's just great to see this classic in the physical world with all the stuff that goes on on the playfield, the toys, the magnetic flippers on the Powerfield... (The Powerball, sadly, seemed to be AWOL. Would have loved to see that.)  It also helped that it was a rather benign game, 5 balls per game, soft kickouts, relatively slow pace, and for some reason I had almost no outlane drains. So that was great fun, and I actually somehow managed to get a replay on my first game, and then later two (!) free games out of the match feature.

 

But, to contain my enthusiasm and get back to the topic of the thread, what I noticed both on the X-Men and on the TZ is how much easier it is to do light taps on the real flippers than in VP. Somehow I got almost no community feedback so far on the physics mod as far as being able to do stuff like cradle separations and flick passes is concerned. In my opinion, the flipper still accelerates too abruptly, and the ball goes wild too often after what should be a light tap. I think the new parameter, Coil Ramp Up, will help with this. It will allow us to simulate how the flipper coil needs some time to reach its full force, and therefore short flicks of the flippers should be much more realistic with a proper choice of this parameter. I hope some people who have extensive experience with real pins will try their hand at tuning this new parameter!

 

If you try the new default table I attached above, I experimented a bit with this by setting the Ramp Up relatively high (8), but also increasing Strength to compensate for the lost speed. I think it plays quite well, but I'm curious what other people's feeling is.



#358 ckovanda

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Posted 25 April 2014 - 09:40 PM

can anyone give me some tips on how you might go about tweaking the magnetic flippers on Melon's new Twilight Zone table?  I fel like in the physmod they're not powerful enough, but I ont' know where to look to change things?  is it in the script or an object on the table I ned to tweak?

 

secondly, in the whitewater physmod, the whirlpool never really swirls the ball around, it just kindof rolls straight down the hole, whereas on the table TAXI, it spins around a funnel as you would expect...any ideas there?



#359 Knorr

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Posted 25 April 2014 - 09:55 PM

Ok, tonight i played my first few balls with the new physics and now i understand why some people wont go back to the old.

Usually i play on real machines, visual pinball was always like methadon for me. When i´m in my favorite arcade, i suck at pinball (not always  :whistle: ).

But now i also suck at home in vp. Thank you so much!!!!  :tup:



#360 gamefixer

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Posted 25 April 2014 - 10:08 PM

Gamefixer delete your NVRAM on MB. The drop targets on frank weren't comeing up. I deleted the NVRAM and problem solved.

 

Thanks for that! All fixed. This is really changing the way these games are playing.