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VP physics overhaul


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#501 Pinbotfan

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Posted 03 May 2014 - 05:15 PM

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.

 

 I don't mind randomness anywhere, as long as I can turn if off everywhere. Plungers randomness for example in all in the hands of the user. It might seem that the plunger needs randomness, but I assure you it doesn't. I have read people on this forum striving for 24 values for the plunger and with the analog devices. What the plunger needs is 10 times more values, at least, then the randomness would be in the hands of the user. An exact plunge repeated exactly will have the same result. The problem with randomness is you would be making it possible to have the perfect plunge and surly a fringe plunge and miss a skill shot. I would cuss myself for having that happen with randomness as an option. It would not be me I would cuss if it was hard coded.

 

what might seem to be randomness in real life, is actually different conditions, Chaos. A plunger rod pulled not just straight out but to the side a bit. and countless nearly negligible conditions that really would be pointless to simulate. kickers, slings, yes these things are subject to some of the nearly negligible and more than negligible conditions. Its not to say though if the conditions were exactly the same there would be any randomness at all.

 

I am enjoying playing with your new physics settings. I am using almost all 3 and .3 or x.3 (1.3 mass, 3000 power, .3 friction etc.) 1.3 gravity, .3 friction, table slope 7.3. It seems good to me. I still have to adjust the flipper power though.



#502 unclewilly

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Posted 03 May 2014 - 06:16 PM

Desktop version no problem.
I'm working on the big loop ramp and whirlpool bowl ramp now.
Trying to match exactly with the real machine by letting a ball roll from a dead stop position at the top of the ramp through the loop and match how many rotations occurred in the bowl.

I think this experiment will give me the best idea of what the default physics settings should be and if they are behaving correctly

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#503 DHogsett

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Posted 03 May 2014 - 06:54 PM

So after reading over this thread ( https://pinside.com/...liiper-behavior ) I am not starting to think that any recoil from a ball-strike on the flipper is something more mechanically wrong than it is something that should happen. The reason I see it on my own personal machine is because of the leaf switches for the End of Stroke switch are mis-adjusted (my own fault.)  I did some readjustment to the right EoS and have gotten it to where I only get a recoil if the ball is flying towards the flipper, and even than it shouldnt happen. I was wrong about my earlier observation, live and learn.



#504 Pinbotfan

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Posted 03 May 2014 - 07:12 PM

@ unclewilly

I bet you can get it. When close, I bet table friction will get you dialed in. Your wonderful TAXI would be a good one to try to dial in, if you are using any physics adjustments in the bowl, because you would have a scale, a gauge working for you.   EDIT::: Sorry, that's JP's table. (I knew it was someone on top of the game) Still think the skill shot there would be a good benchmark though.

 

VP3 through 9 had me working on settings on the same table for months. Because one thing right set another wrong and I would tire of the wrong. For example the force that would slow and stop a ball moving up (gravity and friction) didn't seem to match the force that would accelerate a ball moving down  (those same two). Now they match.

 

Flippers might require something more, anally speaking, but are wonderful compared to not only earlier VP but some top shelf simulations as well.

 

I have faith that nudging and any new or improved elements are going to be sweet.

 

I'm digging VP now. Thank you.


Edited by Pinbotfan, 03 May 2014 - 09:27 PM.


#505 BigBoss

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Posted 03 May 2014 - 09:56 PM

The eos gap on a real flipper is adjustable via a leaf switch. It should be set so that you really cannot notice its existence. This is not something we want to emulate. Assume that the flipper being held up has sufficient power to keep held up when slammed by a ball. Simulating improperly set up flippers does not seem desirable to me.

I have about 40 pins in my house and spend lots of time repairing and restoring them.

Edited by BigBoss, 03 May 2014 - 09:59 PM.


#506 BigBoss

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Posted 03 May 2014 - 10:07 PM

As far as scatter is concerned, I think we would never want it on kickouts, plungers or mechanical devices. These are generally very controlled. Kickouts on properly set up machines are very consistent. Think juggler lock on cv or passing ball from kickout to kickout on nba fast break. Or all the scoops that eject the ball like guns n roses , TZ. Last thing you want is artificial randomness on these mechs.

#507 mukuste

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Posted 04 May 2014 - 08:01 AM

The eos gap on a real flipper is adjustable via a leaf switch. It should be set so that you really cannot notice its existence. This is not something we want to emulate. Assume that the flipper being held up has sufficient power to keep held up when slammed by a ball. Simulating improperly set up flippers does not seem desirable to me.

I have about 40 pins in my house and spend lots of time repairing and restoring them.

 

Real flippers do get deflected by fast moving balls, I've seen this happen even on videos of well set up machines like in the PAPA facility. If the force of the ball hitting the flipper is greater than that of the coil pushing it up, why wouldn't it get deflected?

 

 

As far as scatter is concerned, I think we would never want it on kickouts, plungers or mechanical devices. These are generally very controlled. Kickouts on properly set up machines are very consistent. Think juggler lock on cv or passing ball from kickout to kickout on nba fast break. Or all the scoops that eject the ball like guns n roses , TZ. Last thing you want is artificial randomness on these mechs.

 

This runs contrary to my experience... on the TZ that I played, sometimes you could simply hold up the right flipper to catch the ball coming out of the eject, sometimes it would drain if you did that. So you had to try a live catch to be on the safe side. This keeps gameplay engaging and fun in my opinion.

 

If you have no randomness at all, you get ejects which behave completely identical so that, for instance, you could catch it every single time with a held flipper, which seems dull and predictable. In the real world, there are always some minor variations due to mechanical imprecision, imperfections of the playfield, and so on. A real pinball table isn't mathematically perfect, and it's not built to Swiss clockwork precision levels. Randomness there isn't artificial, it's an emulation of those small physical variations which we can't directly simulate.

 

The same holds for the plunger discussion, by the way. Do a full hard plunge several times so that variation caused by the player is eliminated. Do you really see the ball end up in exactly the same position, bouncing off the bumpers at exactly the same angle? Definitely not, it would be unrealistic and exploitable if it did.

 

 

So after reading over this thread ( https://pinside.com/...liiper-behavior ) I am not starting to think that any recoil from a ball-strike on the flipper is something more mechanically wrong than it is something that should happen. The reason I see it on my own personal machine is because of the leaf switches for the End of Stroke switch are mis-adjusted (my own fault.)  I did some readjustment to the right EoS and have gotten it to where I only get a recoil if the ball is flying towards the flipper, and even than it shouldnt happen. I was wrong about my earlier observation, live and learn.

 

Thanks, that's an interesting thread. So what exactly did you do to your EOS switches to fix it? Did you make the dead zone smaller or larger, or was it something else?


Edited by mukuste, 04 May 2014 - 08:02 AM.


#508 StevOz

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Posted 04 May 2014 - 09:00 AM

Got to agree I've experienced the juggler missing a catch on the real machine, then the rom software had to kick in to correct it and this was a very new, well maintained machine.


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#509 BuckoBundy

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Posted 04 May 2014 - 09:26 AM

When it comes to kickout randomness in VP, well you can control that through the script. It would be great when the same can be done for kickers catching a ball (or not).

While I believe it is possible for a real table to be tweaked to death and have so little randomness in the kickouts that you won't notice in practice (at least for an x amount of games), it doesn't matter in this case. Leave it to the table authors to decide if they want to simulate a "perfect" table or a more random experience. Users who prefer otherwise can always tweak these things themselves or wait for a mod.



#510 Swisslizard

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Posted 04 May 2014 - 09:29 AM

A remark about too sticky flipper fingers:
Had a chance to play on newly restorated TOTAN which has a set of new extra sticky rubbers on the flippers. This allows for very precise shots and the behaviour of the physmod3 seems to be very similar to me.

So the current settings for the flippers might be a bit on the sticky side, but rubbers with very similar properties exist in reality.

Programming is a race between software engineers striving to build  idiot-proof programs, and the universe trying to produce bigger idiots. So far, the universe is winning.


#511 boiydiego

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Posted 04 May 2014 - 09:32 AM

is it normal with phsysics 2 that when ball you hold the ball still on flipper that the decal of the ball still turns it lies dead and still it turns..


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#512 boiydiego

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Posted 04 May 2014 - 10:27 AM

lots of tables i used from you bigboss only thing is some table shave lack of power in flippers like attack from mars i can make perfect middle shots but cant make ramps etc , also on some table with physics 2 ball gets stuck on ramps, also plungers that not have enough power do you have updated tables in your dropbox from the last time  ?


Edited by boiydiego, 04 May 2014 - 10:39 AM.

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#513 Pinball999

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Posted 04 May 2014 - 11:07 AM

do you have updated tables in your dropbox from the last time  ?[/quote]

You can use the "Last modified" column in the dropbox page to check the tables status.

#514 BigBoss

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Posted 04 May 2014 - 11:36 AM

The eos gap on a real flipper is adjustable via a leaf switch. It should be set so that you really cannot notice its existence. This is not something we want to emulate. Assume that the flipper being held up has sufficient power to keep held up when slammed by a ball. Simulating improperly set up flippers does not seem desirable to me.

I have about 40 pins in my house and spend lots of time repairing and restoring them.

 
Real flippers do get deflected by fast moving balls, I've seen this happen even on videos of well set up machines like in the PAPA facility. If the force of the ball hitting the flipper is greater than that of the coil pushing it up, why wouldn't it get deflected?

Because if the EOS gaps are set up correctly, the ball slams into the flipper and the flipper does not move a noticeable amount of space before a HV pulse is sent back to the flipper holding it into position. Not every machine filmed at PAPA is guaranteed to be set up correctly. Not every machine that comes new in the box is either. But when set up correctly, this is how it is suppose to work.
 

As far as scatter is concerned, I think we would never want it on kickouts, plungers or mechanical devices. These are generally very controlled. Kickouts on properly set up machines are very consistent. Think juggler lock on cv or passing ball from kickout to kickout on nba fast break. Or all the scoops that eject the ball like guns n roses , TZ. Last thing you want is artificial randomness on these mechs.

 
This runs contrary to my experience... on the TZ that I played, sometimes you could simply hold up the right flipper to catch the ball coming out of the eject, sometimes it would drain if you did that. So you had to try a live catch to be on the safe side. This keeps gameplay engaging and fun in my opinion.

A properly set up TZ should be extremely consistent out of the scoop. (I own this game, and when I bought mine I had to replace the scoop and rebuild the mech to get it consistent. Now it is). It might not be mathematically identical, but it is practically identical. Yes, you can absolutely hold your flipper in one position and always catch the ball the same way - or you can hold the flipper and always not catch the ball the same way. On my game, you can always let it flipper bounce pass to the other flipper and catch the ball. When I get a new machine, these scoops always need to be replaced. They get small divots. The mechs need coil sleeves replaced and other things like this. Once all that is done, these mechs are extremely consistent. The ball coming out of the slot machine is not intended to be a risky play. And when the game was new, it wasn't. Unfortunately, you cannot always judge how these things *should* work by playing routed beaters are your local bar.

So I realize I am saying "no randomness". But really I mean "no practical randomness". I realize it is probably not mathematically perfect. But it should be very close in play. A kick out scoop from say TZ should never sometimes shoot straight between the flippers. Never. I suppose there could be some very slight randomness - very slight in strength but it should never cause a drain.

If there's all this randomness, then how do mechs like CV juggler lock manage to work consistently? That's where one kick out hole passes to another. Same with NBA Fast break. If that was all randomized, the ball would never be passable. In that game you can pass it between 4 kickouts and shoot to the basket. It *always* works. Over time, the kick out holes start to wear, playfields get dirty, and things stop working as consistently as they did when new. But one of the benefits of a virtual pin is they don't suffer from these things. The game should be able to play like new. Perhaps the level of randomness you're considering is so small that all these things continue to work. If so, I'm ok with that. But if you're thinking they should only be working like 80% of the time because that's been your experience, I'm telling you as a person that owns 40 machines in my house, it's not suppose to be that way at all.

lots of tables i used from you bigboss only thing is some table shave lack of power in flippers like attack from mars i can make perfect middle shots but cant make ramps etc , also on some table with physics 2 ball gets stuck on ramps, also plungers that not have enough power do you have updated tables in your dropbox from the last time  ?


The link I gave you is updated as I go. But as I told you in the PM's, I cannot reproduce any of your problems listed above. I can easily hit 5-way combo in attack from mars which requires plenty of ramp shots in a short amount of time. As for physics2 ball getting stuck on "some tables", I cannot really speak to that. You would have to be very specific. I did not test every single table all the way to wizard mode. But I cannot speak to "sometimes the ball gets stuck" with no further details. I can speak to attack from mars though. I played that one quite a bit during testing.

Got to agree I've experienced the juggler missing a catch on the real machine, then the rom software had to kick in to correct it and this was a very new, well maintained machine.

A machine can be very well maintained and need to have mechs cleaned and rebuilt at the same time. My real CV never misses a juggle, ever.

The same holds for the plunger discussion, by the way. Do a full hard plunge several times so that variation caused by the player is eliminated. Do you really see the ball end up in exactly the same position, bouncing off the bumpers at exactly the same angle? Definitely not, it would be unrealistic and exploitable if it did.

I'll give you this one. Plungers are a bit more random for a few reasons.

Speaking of all this. Perhaps it would be neat to consider a machine age setting where the randomness increases based on this setting (could be the machine difficulty setting also).

Edited by BigBoss, 04 May 2014 - 11:40 AM.


#515 unclewilly

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Posted 04 May 2014 - 11:46 AM

For kickers and scoops. Randomness has nothing to do with the table physics, it is all done in the ball stack class. At least for the kickout. You can set a slight variance in force and direction. I think this variance is appropriate. On every tz I've played and I played 2 different ones at the same location and they never always kick out with the exact same force and direction. It always varies at least slightly.

As far as catching the balls. This can be varied using a magnet class around the kicker hole. Look at raids triple strike for a good example of this.

I don't think scatter angle should be used everywhere, but I do think on things like round posts and those full stand up round rubbers scatter angle should be used. At least my experience playing rreal pins round posts will sometimes throw the ball at strange angles sometimes.

Just my 2 cents on scatter angle and randomness.

For kickers and scoops I don't think that should be coded into the objects, but left in the classes.
You can use the classes even in originals, you just need to load the ccore.vbs

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#516 Pinbotfan

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Posted 04 May 2014 - 03:02 PM

There is no randomness. But if you want to put it in I understand why. Just keep in mind that this is not randomness. You would be breaking the laws of physics to simulate anomalies, as a kicker having a target to miss, or conditions, wear, levelness, deformation, outside influences like load sub bass in the room, etc. etc. etc. This would not be a bad thing and could add a degree of realism, I just worry that if the values are hard coded, this very small value might be too large or too persistent. The last thing I would want is a simulation that needed to be shopped because something need fixed that I was unable to fix. User defined variables are our friends.



#517 StevOz

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Posted 04 May 2014 - 11:28 PM

I would say a lot of it is not randomness, at the same time these are analogue devises, thus not 100% accurate at any time.  


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#518 freezy

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Posted 05 May 2014 - 05:56 AM

A knob how worn a table is would actually be fun. I'd imagine just 4 positions, "tuned" (bigboss' tables - none or very little randomness), "new", "medium" and "junkyard". Table authors would just have to define a maximal randomness factor for each element where the game is still playable and VP would then apply randomness based on the knob position.

#519 BigBoss

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Posted 05 May 2014 - 07:58 AM

A knob how worn a table is would actually be fun. I'd imagine just 4 positions, "tuned" (bigboss' tables - none or very little randomness), "new", "medium" and "junkyard". Table authors would just have to define a maximal randomness factor for each element where the game is still playable and VP would then apply randomness based on the knob position.

this sounds good to me :)

#520 mukuste

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Posted 05 May 2014 - 09:29 AM

 

 

The eos gap on a real flipper is adjustable via a leaf switch. It should be set so that you really cannot notice its existence. This is not something we want to emulate. Assume that the flipper being held up has sufficient power to keep held up when slammed by a ball. Simulating improperly set up flippers does not seem desirable to me.

I have about 40 pins in my house and spend lots of time repairing and restoring them.

 
Real flippers do get deflected by fast moving balls, I've seen this happen even on videos of well set up machines like in the PAPA facility. If the force of the ball hitting the flipper is greater than that of the coil pushing it up, why wouldn't it get deflected?

 

Because if the EOS gaps are set up correctly, the ball slams into the flipper and the flipper does not move a noticeable amount of space before a HV pulse is sent back to the flipper holding it into position. Not every machine filmed at PAPA is guaranteed to be set up correctly. Not every machine that comes new in the box is either. But when set up correctly, this is how it is suppose to work.
 

 

As far as scatter is concerned, I think we would never want it on kickouts, plungers or mechanical devices. These are generally very controlled. Kickouts on properly set up machines are very consistent. Think juggler lock on cv or passing ball from kickout to kickout on nba fast break. Or all the scoops that eject the ball like guns n roses , TZ. Last thing you want is artificial randomness on these mechs.

 
This runs contrary to my experience... on the TZ that I played, sometimes you could simply hold up the right flipper to catch the ball coming out of the eject, sometimes it would drain if you did that. So you had to try a live catch to be on the safe side. This keeps gameplay engaging and fun in my opinion.

 

A properly set up TZ should be extremely consistent out of the scoop. (I own this game, and when I bought mine I had to replace the scoop and rebuild the mech to get it consistent. Now it is). It might not be mathematically identical, but it is practically identical. Yes, you can absolutely hold your flipper in one position and always catch the ball the same way - or you can hold the flipper and always not catch the ball the same way. On my game, you can always let it flipper bounce pass to the other flipper and catch the ball. When I get a new machine, these scoops always need to be replaced. They get small divots. The mechs need coil sleeves replaced and other things like this. Once all that is done, these mechs are extremely consistent. The ball coming out of the slot machine is not intended to be a risky play. And when the game was new, it wasn't. Unfortunately, you cannot always judge how these things *should* work by playing routed beaters are your local bar.

So I realize I am saying "no randomness". But really I mean "no practical randomness". I realize it is probably not mathematically perfect. But it should be very close in play. A kick out scoop from say TZ should never sometimes shoot straight between the flippers. Never. I suppose there could be some very slight randomness - very slight in strength but it should never cause a drain.

If there's all this randomness, then how do mechs like CV juggler lock manage to work consistently? That's where one kick out hole passes to another. Same with NBA Fast break. If that was all randomized, the ball would never be passable. In that game you can pass it between 4 kickouts and shoot to the basket. It *always* works. Over time, the kick out holes start to wear, playfields get dirty, and things stop working as consistently as they did when new. But one of the benefits of a virtual pin is they don't suffer from these things. The game should be able to play like new. Perhaps the level of randomness you're considering is so small that all these things continue to work. If so, I'm ok with that. But if you're thinking they should only be working like 80% of the time because that's been your experience, I'm telling you as a person that owns 40 machines in my house, it's not suppose to be that way at all.

 

I don't know where you got the idea that I'm talking about these huge levels of randomness. A kickout that sometimes hits the flippers and sometimes goes SDTM is obviously insane and no fun to play. I'm talking about very small variations in angle and/or power, just enough to change the initial conditions of the simulation a bit, but nowhere near the levels to send the ball flying randomly off in whatever direction as you seem to imagine, or working only 80% of the time. What you have to understand is that we're talking about a mathematical simulation here, and if you give it the same initial conditions, it will end up in exactly the same state every time. This is obviously not desirable (see the plunger example I gave).