Jimmy, does this setting solve tearing in the rest of the table as well, also the
DMD screen and when using
UVP backglass?
Personally I hate tearing, it bugs the hell out of me in anything - I would love to get rid if it!

Wool..... Do you mean on tables with ramp images for the flippers, or are you getting "tearing" on tables with just a default flipper too?? The reson i ask is that i have never had any tearing myself on anything but tables that use ramps.
This is usually caused by misalignment of the images. So for example, if you were to use, say, 6 images to create the illusion of a custom flipper (zipper flippers for example)...then the author needs to make sure the flipper images are perfectly alighed in a smooth fashion of you get tears and other illusions happening.
Is this what you mean or is there a bigger problem?
Cheers,
Maceman
ps. Great stuff Jimmy, but you never answered my question in the other thread

....Is this adjustment portable to other tables easily or is it something each table has to be modified significantly to accommodate? I'd love to try this on some other tables if it is indeed portable.
The tearing I at least was referring to was from basic flipers and happened to me when I used Windows XP or Windows 7 with Desktop Compostion disabled. It's one of the reasons I stuck with Windows 7 even though you don't get as good of FPS with it and Destkop Composition left enabled (when the flippers were tearing it drew my attention too much but could also be exaggerated with my monitor / video / frequency combo as I did not notice it as bad on my development system).
This variable flipper strength routine on it's own is actually quite portable and I designed it as such so it can read / work with any existing settings (values) defined as usual in the editor for the flipper objects. Tables with more than two flippers will need little extra work to add in but on those ones that I've done for myself, I don't do any variable aspects for the upper flippers and simply just add the extra flippers to the appropriate part of the SolLFlipper or SolRFlipper routines.
To try the flipper routine on it's own in another table you would have to copy the two related timer objects and then replace the SolLFlipper or SolRFlipper routines on any table with the ones found now in this BSD
MOD. I have some calls to flipper sounds for up and down (left and right) so you'd also want to copy those too and make sure they're named the same or change those sound calls / rename the sound objects (easier to just export and import on whatever table you're working on). The only other thing flipper specific I did on this table was modify their start and end angles to match what I was seeing in the PAPA video and increased the strength slightly but neither of these aspects would affect you adding the variable strength / soft tap routine on it's own and at a basic level.
Keep in mind though that outside of the flipper routine, this table also plays different / better with the fliper interaction because of the modified physics and how they blend with the BMPR implementation. That required a lot of tuning but even the BMPR can be applied in general relatively easily on tables that already have the B2B / collision script added and working (it's another story completely if you have to add B2B yourself). See the original thread on BMPR routine for more information and the demo table download for that.
For the record, I won't be able to respond to any other posts for a few days as I'm going up to a cotttage for the long weekend here in Canada and need to get going and actually do some other non-
VP things that life has to offer -

here's to some water skiing and outdoor jam sessions