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Cyclone (Williams 1988) directb2s [dB2S]

directb2s Cyclone Williams 1988 b2s Teamtechnic

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#21 ClarkKent

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Posted 06 September 2014 - 07:47 AM

That really has to be investigated if this is true. I have to try this.



#22 dark

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Posted 06 September 2014 - 04:06 PM

I think it's a timer issue like Fren had mentioned,  I know the timing on primitive's animation have to be adjusted for physmods, like for example BOP's turn face mechanism would turn too fast on physmod until it's timing was adjusted.



#23 ClarkKent

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Posted 06 September 2014 - 05:25 PM

I found a solution for the problem! The existing dB2S backglass works perfectly with my Cyclone physmod table when using the Mystery Wheel values from rosve's Cyclone table:

 

    With mWheelMech
        .MType = vpmMechStepSol + vpmMechCircle + vpmMechLinear + vpmMechFast
        .Sol1 = 14
        .Sol2 = 13
        .Length = 200
        .Steps = 16
        .AddSw 41, 0, 8
        .Callback = GetRef("SpinWheel")
        .Start
    End With
 
All values are shown absolutely correct now! :)
 
The only thing left would be a more smooth turning of the wheel. 16 steps are too little for smooth animation. I tried to increase the steps but it results in jerky animation and false values.
 
Maybe somebody can find the right values and post them here?


#24 dark

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Posted 06 September 2014 - 05:58 PM

Thanks a lot for this fix, personally I'm satisfied enough with the wheel animation+scoring working with this great physmod but I can understand your desire to get it looking perfect.  I think if you really wanted to make it look more realistic, adding more frames would help for when the wheel slows down but while it's moving fast what will make it look more realistic is if the wheel images have a bit of a motion blur added to them, this will give a much more realistic impression of fast movement.  When things move fast in animation they move over farther distances with less frames and the speed is implied visually through motion blurs.







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