on the hit eventfor that trigger have something like this
if activeball velocity <40 then activeball velocity =40
i dont have the exact syntax as i am at work but if you look at the other switch you can see the syntax
40 is just a number i pulled out of the air that would require some testing
Yeah I'm sure that could work for it, though if it is dying as bad as he says it is, it makes me wonder if even this will do the trick. At this point I'm more concerned exactly how many people this is happening to, & why. Not just for this version, but the other 2 versions of the table as well. You like to think with physics that whatever happens on your machine will happen on everybody else's, but I guess not. Though I do wonder if you play at a low enough frame rate if that will cause problems.
Can't hurt to try.
Hey JAM0, try turning your alpha slider all the way left. If the works for you, then no other tweaks are required.
Now I would just update the table with this extra trigger where the ball dies for some, if it turns out to be a really widespread problem. I'd rather not though, cuz even as it is now with the 1st trigger, the ball already speeds through the creature ramp to the bowl quite a bit faster than in real life, so I'd rather not speed that up more unless it is really needed. Also it doesn't look very realistic when you got an invisible trigger speeding balls up. So I'd really like to know what the root cause of this is. & maybe some of you guys who are more experienced with VP9 might know?
Edited by rob046, 27 June 2012 - 11:24 PM.





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