Groni,
Could you talk a little about your process for tuning the physics? I'm sure having the real game beside you for comparison helped. I'm interested in how you got those results (as a guy who likes tinkering with values in the editor).
Thanks again for the wonderful table. So good!

Well first of all you should check or test which value have which effect. Every option has a pro and contra. For example a low playfield friction makes the table more bouncy and responsive, but you have the effect
that the ball more slides than rolls. I choosed a very low friction and tried to compensate the sliding effect with the slope and gravity. So now you have a ball that slides, which is contra but behaves natural, thats pro.
Around that I build up the rest of the objects like elasticity and threshold. For the flippers it´s a switch between real machine and VPX. I do different shots and try to bring that values to the table. Much values are easy
to implement but some needs long tweaking. Tip passes and cradle seperation need a kind of slow flipper to be able to play around on the flipper. Many tables have too high return strength and coilup. Thats why they
boosting aways when only tipping the button. But if you turn them too low the flipper isn´t strong enough to do ramp shots and of course not fast enough to make accurate shots. So you have to find the middle between
them. Very much of the phsyics are done by feeling and knowledge of real pinball. Also you cannot simply do it 100%. I guess that will never be possible.
I´m sure some of you will analyse the physics and you will say "WTF...why he was doing that"
But in first case you guys should play the Pinball and have an authentic feeling like playing a real pin.
So I create my physics with more feeling than values. Also I do not really care if the table dimensions are wrong. It plays nice, the ball is in it´s correct size trough the script and it plays fine.. And that is all that matters 