If there is any video you need that I could help with just let me know, my machine is an old 1970 EM but if I can help I will. I did just do a flipper rebuild with all new coils two weeks ago so it would give a good reference of exactly how the ball reacts when it does indeed open the EoS switch just for a second from a ball strike (the quick high-power flick) when using new equipment. I did just go and do some test by hand and the recoil of the current physics are not completely off, maybe a little exaggerated but nothing absurd, but this is of course my personal opinion.
If you could capture the effect we were talking about on video so we can see how strong it can be in reality, that would be great.
I modded the Dr Who table with your default settings (Luckily no other ramp or wall mods were necessary) and never had any symptoms of the ball bounce back when hitting the flippers. People reporting the ball bounce back should specify the tables it was experienced on and the settings they modified so it can be recreated/studied as you have asked for.
Above you talked about not knowing the strength between hold and full power. I would be glad to measure the ohms of the primary and secondary Williams coils if you like.( I just did the primary full power winding is 4.3 ohms and the hold winding is 133 ohms on the most commonly used FL11629 flipper coil) The ratio of the windings should be proportional to the strength.
Bally/Williams up to the last made systems used dual windings that the end of stroke switch shorts out the hi power until a ball push back breaks the contacts and re-triggers the hi power..
Stern/ Data East ( except for a few early 90's models that copied dual windings and Williams sued DE to stop using it) use a single winding that is driven by a pulsed square wave, when the end of stroke is hit the software increase the duration of the pulse lowering the power, again until the end of stroke switch loses contact on a bounce back and re-triggers hi strength pulse
In either case the end of stroke contacts state/position determines the re trigger. Is it possible that you just need to adjust the software equivalent of the VP End of Stroke spacing for this issue.
Thanks again for the new physics initiative...
Rich
Thanks for the detailed information. I think the Ohm values alone are not sufficient to compute the relative force of the two coils, unfortunately. What I'm interested in, though, is how large the end of stroke spacing is on a real flipper. Do you know?
What happens here is that the ball pushes the flipper down a bit due to the weaker hold coil, then the higher-powered coil kicks in and pushes the ball back up. In general, I don't think this is completely unrealistic, although the effect seems exaggerated. This also doesn't seem to be specific to the Ramp Up setting, it also happens (though maybe a bit less pronounced) if you simply make the flipper weaker to begin with.
Is there any kind of "dead zone" that can be put in there? I'm sure on a real flipper the arm on the flipper that activates the low power coil switch would need to move quite a bit to actually open (or close) the EOS leaf switch. That bit of distance is probably what keeps a real flipper from activating the high power coil if a ball pushes it down just a bit when hit. Just thinking that maybe the 1/3 low power is actually right, but there is a mechanical part that is being missed.
-Mike
edit - or what Rich just said...
It's quite possible that the dead zone needs to be larger. I'm curious how large it is on real flippers (though I understand this will probably vary between eras and manufacturers).
The flipper physics and accuracy alone makes your work here far superior to the old engine.
A question about scatter angle.
I was always under the impression as an author, that this setting is what gave a table object more randomness in the angle the ball had when rebounding off a table object.
Is that correct?
You are doing a fantastic job with this, please try to ignore the off comments. I understand where you are coming from, as an author I get this all the time
Yes, this is what scatter did. I disabled it during the early phases of the physics mod to make test cases more reproducible, but I will put it back in at some point.
Personally I think randomness should be limited to elements which have quite strongly varying behavior also in real life, for instance kickouts or plungers, but not apply to every single collision. But the tool will be there for those that want it.
Hey I have another table that has been modified and I got permission to release in the thread. If I send it to you. Can you attach it to the first post with the bop table.
I just have a little more tuning to do to get it playing more closely to my friends real table.
It is melons cftbl. I'm not sure but I believe it was initially modified by bigboss, and I've modified it further and am trying to get it tuned to match my friends real machine.
I've fixed the lower right vertical up kicker issue. Just need to adjust a few more things and I think it will be as close as I can get it with the current available options.
This has been an interesting mod. And I think when I'm finished I'll have some better observations to contribute to your development.
I think if more table authors were involved with this testing you would get a lot more constructive posts as we are more used to tinkering with settings and fine tuning a table.
I'm not discounting anyone's work on these tables, but I know I've spent many hours in the editor trying to get a table to play just right with the old physics and adjusting flipper setting is a whole other can of worms. With the old physics.
That is the part I am most impressed with is how you've greatly improved the flippers. And made the
Oblique correction a thing of the past
This is great news. I have no doubts at all that a table tuned by someone with years of table making experience will showcase the new physics even better than mods by people with less experience in that regard (not to discredit the valuable efforts in modding and testing that others have made). Also looking forward to your observations.
Also I can't wait to get a well-playing CFTBL with the new physics
Any chance there will be a desktop version?
So I finally found what was causing the bug in the version of BOP I modded for physmod3. I send an updated version to mukuste.
For those that want to fix this themselves:
set Wall349 and Wall350's Top Height to 100
The upside is that I used the skillshot so often during testing, I can now hit the 100k 8 out of 10 times.. LOL
Thanks! I'll get to updating that as soon as I can but, er, I'm in a train.
I've been pretty busy with moving and all that, but I hope to return to working on this more soon.