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VP physics overhaul


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#381 freezy

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Posted 26 April 2014 - 09:31 PM

Hmm can't you attach files on GitHub issues? 

 

EDIT: Turns out not. However you can drag and drop images into the description.


Edited by freezy, 26 April 2014 - 09:34 PM.


#382 mukuste

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Posted 26 April 2014 - 09:36 PM

Hi guys I'm looking for some advice, at the minute I'm using plain old VP9, I would love to try out these new physics or even the DX test versions, but....

I have no idea how to alter table settings, hell I had a tough time getting to grips with uvp and b2s. So what is the best option for myself and other noobs, risk messing up our table collections or sit tight and wait for a new database consisting of new physics/DX/VP10 tables ?

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Hi! The latest DX9 version (RC1) is 99% backwards compatible with VP 9.2.1, so all you need to do is download it and plop it into your existing VP folder. It should play pretty much all your VP9 tables fine, often with much better performance. There are no physics or graphical improvements though.

 

The physics mod is still very much under development, so it's a bit tricky if you aren't comfortable editing tables. Best you can do is scour this thread for the few tables that have been posted (and hope that they work in the latest release), or ask the people who have been doing conversions nicely via PM.



#383 Shaneus

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Posted 27 April 2014 - 12:22 AM

In physmod3, the end of the plunger ramp in Whitewater needs to be raised a bit so that the ball has space to roll below it. I don't know if CK has adjusted for this new version yet.

Ahh... I saw that problem with WH2O and was experiencing exactly the same issue on No Fear when the ball tries to go from the upper loop plastic to the below wireform. Guess there's a tiny bit of tinkering to be done :)



#384 Gamester

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Posted 27 April 2014 - 01:03 AM

Is there seriously no consolidated post or location to download the tables that have been tweaked to work with this?  Does one have to dig through this 20 page thread to find them?


Edited by Gamester, 27 April 2014 - 01:05 AM.


#385 gtxjoe

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Posted 27 April 2014 - 01:21 AM

Yes.  Yes.

 

There are only 2 tables posted I believe, White Water and Monster Bash, as only Authors or people with permission from Authors can post a link.

 

Even if there was a consolidated post of tables, you would have to search the the entire 20 page thread to find that :D


Edited by gtxjoe, 27 April 2014 - 01:25 AM.


#386 Gamester

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Posted 27 April 2014 - 01:47 AM

Thanks.  As far as a consolidated post, no hunting would be required if the OP simply included a direct link to it in the first post.  :)  But sounds like there aren't as many tables available as I thought.  I thought I read somewhere that there were 8-10 released.  Obviously I was mistaken...



#387 gtxjoe

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Posted 27 April 2014 - 03:46 AM

True... Maybe there needs to be a  VP10 table beta download section where these tables can be hosted



#388 BigBoss

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Posted 27 April 2014 - 04:55 AM

If anyone wants any of the 140 or so tables I've converted send me a PM and I'll try to help you get them.



#389 arngrim

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Posted 27 April 2014 - 05:17 AM

Are we sure these 140 tables won't need to be adjusted to follow next physic test and official releases?

#390 Arcade4

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Posted 27 April 2014 - 05:33 AM

I used to own a Whitewater.

The ball screaming straight down the middle was not realistic on mine.

Also recently played one at the Houston and Dallas shows. This did not happen.

Can't imagine a game designer putting that in a game on purpose. What a way to piss people off.

I don't want to this to sound like I am complaining because I am not. Just want the tables to be as good as they can be.

If more people like to play it that way, so be it.

Loving the new physics though. 


Edited by Arcade4, 27 April 2014 - 05:45 AM.


#391 BigBoss

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Posted 27 April 2014 - 06:02 AM

Are we sure these 140 tables won't need to be adjusted to follow next physic test and official releases?

They probably will. Many are broken on physmod3. But I have my scripts know which to load in physmod2.

I used to own a Whitewater.
The ball screaming straight down the middle was not realistic on mine.
Also recently played one at the Houston and Dallas shows. This did not happen.
Can't imagine a game designer putting that in a game on purpose. What a way to piss people off.
I don't want to this to sound like I am complaining because I am not. Just want the tables to be as good as they can be.
If more people like to play it that way, so be it.
Loving the new physics though. 


I agree. I own white water and it doesn't shoot straight down the middle. But I think this is a table issue not a physmod issue. Plus I'm not finding this to be happening on my white water modified table.

Edited by BigBoss, 27 April 2014 - 06:06 AM.


#392 jpsalas

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Posted 27 April 2014 - 06:23 AM

I think I found a bug in this physics mode:

A target made with a wall only registers a hit once, all the successive hits are ignored.

 

Take a look at the demo table. Shoot the ball with the plunger and each time the ball hit the target it will change the state of the light and it will make a sound. Only the first hit will do that, the next hits will be ignored.

This works in the VP921 and the DX9 RC1 (even though the DX9 version show the light as completely lit, instead of showing a light map gradient as VP921 does, also sometimes the hit will be missed, but that may be only the hit threshold, which is at 2)

 


Edited by jpsalas, 27 April 2014 - 06:25 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#393 mukuste

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Posted 27 April 2014 - 07:09 AM

True... Maybe there needs to be a  VP10 table beta download section where these tables can be hosted

 

Much too early, the new physics are still under development and will likely break any of the already modded tables as I continue working on it.

 

Are we sure these 140 tables won't need to be adjusted to follow next physic test and official releases?

 

They most certainly will.

 

I used to own a Whitewater.

The ball screaming straight down the middle was not realistic on mine.

Also recently played one at the Houston and Dallas shows. This did not happen.

Can't imagine a game designer putting that in a game on purpose. What a way to piss people off.

I don't want to this to sound like I am complaining because I am not. Just want the tables to be as good as they can be.

If more people like to play it that way, so be it.

Loving the new physics though. 

 

Sorry, I was only going off what someone else said earlier in the thread. This is definitely something which needs to be adjusted at the table level though.

 

I think I found a bug in this physics mode:

A target made with a wall only registers a hit once, all the successive hits are ignored.

 

Take a look at the demo table. Shoot the ball with the plunger and each time the ball hit the target it will change the state of the light and it will make a sound. Only the first hit will do that, the next hits will be ignored.

This works in the VP921 and the DX9 RC1 (even though the DX9 version show the light as completely lit, instead of showing a light map gradient as VP921 does, also sometimes the hit will be missed, but that may be only the hit threshold, which is at 2)

 

attachicon.giftarget_test.vpt

 

Thanks JP, I know the cause for that, will fix it.



#394 ClarkKent

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Posted 27 April 2014 - 08:44 AM

Hi ClarkKent, dying to try this new engine but a bit of a noob.  Downloaded your WW table with the physics mod.  Full plunger drains the ball right down the middle, 3/4 plunger the ball rolls back after exit the launch tunnel and gets stuck top right ???  Can't try this yet :-(  Any advice, appreciate your posting a modified table :-) Thanks

This must have been changed since physmod2, before that it worked here.

I tried to raise the top ends of the plunger ramp by 30 or so (ramp 38, 39, 49 and 4) but the ball still got stuck there. As I'm no table autor it would be nice if someone could have a look at this and post the right values for that ramp.

Since physmod3 when shooting the ball up the left multimillion-ramp it goes straight to the whirlpool! There must be some kind of problem I can not figure out. Can also somebody have a look at this?

But on the other side the ball is not going straight through the middle anymore...

One thing about the new Coil Ramp Up option: In my new Cyclone (mostly graphics only) mod, when setting it to another value than 0 (e.g. 3 as suggested) I get a totally different gameplay. I think it behaves more like the real machine when setting it to 0. But that have to be tested more thoroughly.

#395 BigBoss

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Posted 27 April 2014 - 10:27 AM

I have found I like all the coil ramp ups set at 0 also by the way.

 

Possible bug report.

 

I'm seeing a rendering problem with a few tables. The easiest way to reproduce it is to grab this demolition man table:

http://www.vpforums....s&showfile=8438

 

The lights on the playfield inserts basically do not follow the pattern they should. If you go into the diagnostic tests and try to toggle various lights on and off, they don't behave at all like they should. This same table works fine in both DX9 RC build and VP9 build but is broken on both physmod2 and physmod3 builds. I thought physmod3 was basically the DX9 RC build with the physics changes? This seems to have nothing to do with physics. 

 

Edit: I just tried several versions of the DX9 test builds and none of them exhibit this issue. I'm not sure what in physmod could be related to this except maybe they're using some timers and some physics based timers changed behaviors? (Totally guessing here).


Edited by BigBoss, 27 April 2014 - 12:06 PM.


#396 BuckoBundy

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Posted 27 April 2014 - 12:39 PM

Thanks for the test table, I saw it before but hadn't had time to check it yet. I also wanted to download your "ball through PF" test table yesterday already but it seemed the external host deleted it or whatever. It would be MUCH better, not to mention faster, if you could simply attach them to the forum posts.

 

A tracking tool would be really good... problem is, many people here just aren't that tech savvy and probably wouldn't use it, especially if you need to register for it, and then the onus is on me again to enter everything into that system myself. In the DX9 thread, gtxjoe maintained a spreadsheet which served that purpose. It worked ok, and it was great of him to do it, but even then people had to be pushed really hard to enter something into it, and NOBODY ever checked if the issue they were reporting in the thread was already in the spreadsheet. So, it's more of a community/social problem to get this to work. I'm open to suggestions though.

 

 

Yeah, the host I used to store the test files seems unreliable. This board doesn't allow free users to attach things to posts or I am just overlooking the option. So let's try another host :

https://docs.google....Y0NQQlpaSUV1ZDg  --> the test table with the ball going through the playfield.

 

I know the problem where people still report things in the forum instead of into a tracking tool and you'll never be able to change that. I also think it shouldn't be a requirement for things to be taking seriously. So yes, other people would have to enter those into the system. I'd be willing to help out with that and I'm sure there will be others.

I guess I am just a big fan of a tracking system because when I tried to keep up with forum posts on a project I was working on, it drove me nuts :P



#397 DJRobX

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Posted 27 April 2014 - 05:58 PM

This board doesn't allow free users to attach things to posts or I am just overlooking the option. 

 

Yep, I can't attach files to posts either. 


Edited by DJRobX, 27 April 2014 - 05:58 PM.


#398 mukuste

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Posted 27 April 2014 - 07:14 PM

One thing about the new Coil Ramp Up option: In my new Cyclone (mostly graphics only) mod, when setting it to another value than 0 (e.g. 3 as suggested) I get a totally different gameplay. I think it behaves more like the real machine when setting it to 0. But that have to be tested more thoroughly.

 

Note that you have to increase the Strength a bit to make up for the lost speed when you set the Ramp Up to something else than 0, otherwise it will feel too slow.

 

The benefit I see from this parameter is really in the responsiveness with small flipper movements. For instance, you know the situation when the ball rolls up an upheld flipper, and you realize that it will just roll over the tip and drain down the middle if you don't do anything. So you give it a little flick when it's on the tip of the flipper, just enough to bounce it over to the other flipper. (Real life video here.) I can do this much more reliably when I choose this parameter a bit higher. The new default table even has it at 8 and it still feels good to me if you adjust the Strength appropriately.

 

 

 

I have found I like all the coil ramp ups set at 0 also by the way.

 

Possible bug report.

 

I'm seeing a rendering problem with a few tables. The easiest way to reproduce it is to grab this demolition man table:

http://www.vpforums....s&showfile=8438

 

The lights on the playfield inserts basically do not follow the pattern they should. If you go into the diagnostic tests and try to toggle various lights on and off, they don't behave at all like they should. This same table works fine in both DX9 RC build and VP9 build but is broken on both physmod2 and physmod3 builds. I thought physmod3 was basically the DX9 RC build with the physics changes? This seems to have nothing to do with physics. 

 

Edit: I just tried several versions of the DX9 test builds and none of them exhibit this issue. I'm not sure what in physmod could be related to this except maybe they're using some timers and some physics based timers changed behaviors? (Totally guessing here).

 

That's strange, will have to look into that. Does it happen on the default table with a simple light insert?

 

 

 

Thanks for the test table, I saw it before but hadn't had time to check it yet. I also wanted to download your "ball through PF" test table yesterday already but it seemed the external host deleted it or whatever. It would be MUCH better, not to mention faster, if you could simply attach them to the forum posts.

 

A tracking tool would be really good... problem is, many people here just aren't that tech savvy and probably wouldn't use it, especially if you need to register for it, and then the onus is on me again to enter everything into that system myself. In the DX9 thread, gtxjoe maintained a spreadsheet which served that purpose. It worked ok, and it was great of him to do it, but even then people had to be pushed really hard to enter something into it, and NOBODY ever checked if the issue they were reporting in the thread was already in the spreadsheet. So, it's more of a community/social problem to get this to work. I'm open to suggestions though.

 

 

Yeah, the host I used to store the test files seems unreliable. This board doesn't allow free users to attach things to posts or I am just overlooking the option. So let's try another host :

https://docs.google....Y0NQQlpaSUV1ZDg  --> the test table with the ball going through the playfield.

 

I know the problem where people still report things in the forum instead of into a tracking tool and you'll never be able to change that. I also think it shouldn't be a requirement for things to be taking seriously. So yes, other people would have to enter those into the system. I'd be willing to help out with that and I'm sure there will be others.

I guess I am just a big fan of a tracking system because when I tried to keep up with forum posts on a project I was working on, it drove me nuts :P

 

Yeah, it's hard to keep track of at times. I didn't know that normal users can't attach stuff, sorry, I guess it comes with the Dev Team tag that I can do that. Just to make sure, when you go to the full editor (More Reply Options), you still don't have an Attach Files field below the editor?

 

The Github tracker doesn't seem very useful for our purposes since you can't attach files there either. If you know a good option and want to set something up, it would be appreciated.


Edited by mukuste, 27 April 2014 - 07:16 PM.


#399 perplexicon

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Posted 27 April 2014 - 07:46 PM

My go to table (Addams Family) feels great with the new coil ramp up setting. Definitely need to increase the flipper strength up a bit (I was around 2500, gone up to 3100), but the back-hands feel more like I've experienced on the live table. 



#400 BigBoss

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Posted 27 April 2014 - 09:59 PM

The light rendering problem is only on a couple tables that are using some night mod type lighting scheme. I'm not sure what's unique about it. It definitely won't happen on just the default table. Is there anything different besides physics in physmod3 build vs dx9?