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Flipper elasticity


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#21 Csilk

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Posted 20 October 2022 - 05:36 AM

its the bram stoker dracula mod that I did, sorry I'm busy working on it and don't have a link atm, although it should be easy enough to find in the forum. maybe its as simple as changing the wall that leads to the flipper.



#22 wiesshund

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Posted 20 October 2022 - 05:47 AM

its the bram stoker dracula mod that I did, sorry I'm busy working on it and don't have a link atm, although it should be easy enough to find in the forum. maybe its as simple as changing the wall that leads to the flipper.

does said wall represent plastic
metal plate
steel wireform
or rubberband?


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#23 Csilk

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Posted 20 October 2022 - 06:06 AM

should be metal



#24 wiesshund

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Posted 20 October 2022 - 07:42 AM

well i can get a lot less bounce
and that is without reducing your ball speed, but not all of my changes are listened to
because they are not designed with the other physics running in mind
so there is a bit of conflict over the physics, and i dont think my values have a lot of useful meaning because of that

 

but
I have an elasticity of .85
and a falloff of .55
and friction of .25

on flippers

 

Ball feels very light, and technically it is
but the script physics say the ball mass must be 1

It feels better at 1.7, but i think that does not mesh well overall with the script physics you are using
and i would not know off the top of my head what to change in them to accommodate that

 

 

Now one thing i did find is, the plastics there above the returns are set to collidable
and they have a bump at the end, and the ball is launching off that small bump, a lot.

i set not collidable since the metal guide is all the ball needs
that got rid of the moon walker ball  just flying over the flipper with no hope of getting to it

It still comes down the inlane with enough velocity that it does bump a little
which i think comes down to angle at EOS on the flipper.

I guess you could make a new material for the inlanes, and bump up the friction a bit to shed some speed
as it is not shedding any.

That would have 0 effect on the rest of the table
You could also add a bit of friction to the rubbers on the backsides of the slingshots

I split the right slingshot into a short rubber on the bottom, and a long rubber on the back side
but that really matters not as there is no ball action there, just a return lane
but you could make a rubber material to use there to add a bit of drag also
kind of adding a little speed brake to the inlane

BUT

I do not know how much effect it will have, because a lot of otherwise insane changes i tried
the physics in the script seems to nullify
For example, i put a non visible gate in the inlane, with settings that should have nearly drug a ball to a slow crawl
and the ball just rolled through it as if it were a non thing

 

So you may have to reach out to Nfozzy or someone in VPW, as they work with that physics setup pretty much exclusively

Hell it could even be misbehaving here cause i am looking at this for you on my laptop, and it is slow, does not do nfozzys well at all

even dropping balls right there at the inlane at 0 velocity, they pick up speed fast

Another odd thing i noticed
Flippers have no pushback
Does not matter if a launch a ball at the flipper at 90 vpx units per second
can not get flipper bounce back no matter what.

 

Am guessing that is also something in the script physics routine, and i didnt rip any of that out, tried to work around it

 

in general, if i drop a ball int he outlane, right at the rubber pin
it has near the same velocity at the bottom of the curve, as if i let the ball go from the top of the table
and i dont think that is helping with what you are trying to work out, but i dont know, with those physics, what to recommend looking at unfortunately.
 


Edited by wiesshund, 20 October 2022 - 07:43 AM.

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#25 Csilk

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Posted 20 October 2022 - 07:57 AM

good catch on the plastics, I did not know they were set collidable.

 

you mention the settings your using, is that on the flippers? because if so then you won't get the correct deadflipper bounce pass. I don't really want to shed speed its moving at the speed I want.


Edited by Csilk, 20 October 2022 - 07:57 AM.


#26 wiesshund

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Posted 20 October 2022 - 08:02 AM

Yes, that was on the flippers.

I could flipper pass ok enough
but like i said, i felt as if most of my changes were ignored or overridden by the script physics
and i am sure there is a way to deal with your issue and keep those physics
but i dont have any experience using them specifically, you could get an answer from those guys, most likely, faster than i could go and read of on them and try to learn them.

 

But you know you are being ignored when you put a gate in an inlane that is set so stupidly hard to open that the ball should nearly stop coming through it
and the ball just zooms right past it


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#27 Csilk

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Posted 20 October 2022 - 09:44 AM

I just posted 1.3 for download wiesshund if you wanted to see the latest version, I just realized I credited wiesshound for the luts, whoever that is ;)



#28 wiesshund

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Posted 20 October 2022 - 10:38 AM

hund = hound, das ist richtig :)


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