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More realistic flipper action (hit angle)


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#21 nFozzy

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Posted 27 March 2017 - 08:02 PM

Oh I meant to say glitchy behavior happens above 2200 strength x EOStorque. EOStorque is usually below 1 so flipper strength can potentially go much higher. I've never used EOStorque for trajectory though, just to change the rigidity of the flippers.

 

The script I use for tweaking EOStorque does this sort of thing

 

HardEOS = 2200 / leftflipper.strength    'eos equivalent to 2200 strength

leftflipper.eostorque = HardEOS



#22 Thalamus

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Posted 27 March 2017 - 08:51 PM

Getting a bit tired of playing today, but, from what I saw I could not see anything else than an improvement. I decided to focus on trying to hit the right ramp with speed since, its like Ben says, from cradled balls it doesn't feel bad but shooting while the ball is in motion that's when you often notice. My brain needed a few shots, but, after that it felt very nice. After that I tried what you describe and it was easy and felt natural. Than I loaded you newest release and tried the same shots. I was surprised how wrong it felt at first, but, it only took me a short while to adapt.

 

I think you might be on to something here.


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#23 wrd1972

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Posted 27 March 2017 - 09:38 PM

fozzy,

I tried the following on Funhouse

 

EOS torque = 1.5

EOS torque angle = 30

 

On my real FH. If I trap the ball on the left flipper I can hit it up the main ramp. Could not even come close to this on my VP table with existing flipper physics. When I ad the above. Now I can hit the ramp from a trapped ball just like the real thing. Thishas got to be a step in the right direction for realism.

 

But..when the EOS torque is 1.5. It gives the best trajectory and force BUT if the ball comes to rest on the flipper (trapped). It will on occasion do some small little bunny hops. :)

 

Is there a solution to that? If I could remove those bunny hops. The table would play very realistically. I even used my FH mental play timings from the real thing on the VP table and it was much more accurate.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#24 nFozzy

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Posted 27 March 2017 - 10:01 PM

Your EOS torque angle is equal to the total rotation of the flipper, so essentially there's just no EOS change at all. Wouldn't that be the same effect as just increasing flipper strength by 50%? Or is the switch to EOS coil changing the trajectory of the ball on a full hit like that?

 

The flipper script I made wasn't designed for that exact purpose but it would probably work and prevent the flippers from glitching. I'll quote it here:

 

 

 

The hardflips thing is a simple hacky solution to the problem of flippers being too floppy at end of stroke.

Two triggers sit around the flippers that increase the EOStorque of the flippers. When the triggers are hit, EOS power is increased so the flippers have more rigidness. Releasing the flipper resets them back to normal so all flipper tricks work. (Live catches should work the same, end of rotation movement seems hard-coded)

Here’s the isolated script, needs two triggers around the flippers called TriggerLF and TriggerRF

http://pastebin.com/wXKBArwR


Edited by nFozzy, 27 March 2017 - 10:02 PM.


#25 wrd1972

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Posted 27 March 2017 - 10:32 PM

"Wouldn't that be the same effect as just increasing flipper strength by 50%?

So if I just increase strength. I can get a tighter trajectory but then the ball is just unrealistically to fast. So that's a no go.

 

"Or is the switch to EOS coil changing the trajectory of the ball on a full hit like that?"

Yep thats exactly what im saying. :)

That setting is tightening the trajectory in a more realistic way with out over emphasizing strength. But that damn little bunny hop is present on occasion when the ball is coming to rest on the raised flipper for a trap.

 

The sausage making for the physics is making my head split. Could I talk you into into looking at BBBB in post 19. Those physics are very accurate except for that little bunny hop I mentioned. If you have the time, please see if you can cure that without disrupting the rest of the physics. No pressure. I undertand if your tied up.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#26 nFozzy

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Posted 28 March 2017 - 12:27 AM

Oh I see, EOS is working kind of like Coil Ramp Up, where it's getting more powerful as the flipper reaches the EOS threshold.

 

Ok here's what I have. It's not a perfect solution because the script wasn't designed to decrease EOStorque, but it should work pretty consistently with really precise triggers.

https://www.dropbox....tflips.vpx?dl=0

Copy the two triggers and copy/replace the script



#27 wrd1972

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Posted 28 March 2017 - 02:55 AM

OMG fozzy the flipper physics are 100% spot on. The trajectories and everything mirror the real machine. Even the trapping is more accurate. This is a seriously innovative break-thru IMO and deserves some more development. Not sure how the mod works (looks complex as Hell) but it has allowed me to better tune the balls path when flipped.

 

Here is my latest BBBB with the mod:

https://www.dropbox....)_1.2a.vpx?dl=0

 

I seriously could not be more pleased with this.

Thanks


Edited by wrd1972, 28 March 2017 - 01:55 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.