What you say about the flippers is very true. I saw in a video of Unit3D that they were busy with a system for the flippers that treats the flipper coils not just as on/off but every time you press the flipper button some kind of time mechanism starts that handles the power delivery and inclination of the flipper.
I saw that video too! It was part of the inspiration for the new Ramp Up parameter. How they do it is to draw a curve for the power ramp up, so you have an extreme amount of freedom, but I think it can get quite difficult for the table authors to know how exactly to draw that curve. So instead I went with a single parameter which describes the duration of this curve, and in between the start and end you can imagine the power curve simply as a straight diagonal line from bottom to top. It's not as much freedom but I think the result will be quite similar.
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?
Yes, thank you, very valuable information. I think the end result is similar in that model: the high power coil is active for a short burst and then goes to low power after a short while, so when the flipper rests in the up position only the low power coil is active. When a ball deflects the flipper down, it will reactivate the high power coil for a bit. So, while it's implemented in a different way, I think the physical result is almost the same?
So with physmod3, I'm getting massive ramp drop problems where the ball flows the ramp then at the end stops and won't drop. So far out of about 10 tables I've messed with, it's happened on about 4 of them. The very easiest one to reproduce it on is this airborne. Plunge the ball fully and the ball is stuck on the left ramp, no shots to make. You can repro instantly. Is this something that can be fixed in the code version easily or is every table going to have to be reworked?
http://pinballbulbs....es/Airborne.zip
Deleting wall30 (and wall28, wall35, wall33 on the other 3 wire ramps) solves it. In each case I've solved it by deleting whatever is at the end of the ramp.
Also, with physmod3, I'm getting balls just vanishing all over the place. The airborne table is another good example of that. Happens dropping from left ramp, shooting near spinner on right.
The first problem is simply due to the changed ramp collision model. Before, the ball would simply drop through the end of the ramp as soon as its center wasn't over the ramp anymore. Now, it will properly roll off the ramp edge. So making the offending ramps a bit shorter should also work.
Balls vanishing is a bit more worrisome, so it would be good to have a simple way to reproduce this.