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Is Physmod 5 really ready for general use?

VP10 VP9.9.0 physmod 5 Beta testing

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#41 BigBoss

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Posted 07 October 2014 - 10:38 PM

You're all welcome to my 200 or so unofficial physmod conversions. Most are tested on physmod2. And you will need to import a physics profile as stated on the page. No warranties :)

http://pinballbulbs....es/physmod.html

Edited by BigBoss, 07 October 2014 - 10:39 PM.


#42 blashyrk

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Posted 08 October 2014 - 07:23 AM

Do I need to do the same with the global physics in physmod5 as well? If so I have missed that part.

#43 Carny_Priest

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Posted 08 October 2014 - 02:37 PM

Do I need to do the same with the global physics in physmod5 as well? If so I have missed that part.


I tested some of these out in physmod5. It looks like some table adjustments would have to be made in order to work (angles/curves on ramps, size of gates, etc.)

Stick with the physmod2. Most work very well there.

#44 dboyrecords

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Posted 08 October 2014 - 04:54 PM

You're all welcome to my 200 or so unofficial physmod conversions. Most are tested on physmod2. And you will need to import a physics profile as stated on the page. No warranties :)

http://pinballbulbs....es/physmod.html

 

You're all welcome to my 200 or so unofficial physmod conversions. Most are tested on physmod2. And you will need to import a physics profile as stated on the page. No warranties :)

http://pinballbulbs....es/physmod.html

WOW, thanks for sharing! Quite a few duplicates on your list, any difference?



#45 freneticamnesic

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Posted 08 October 2014 - 05:25 PM

Unless you're comfortable doing the conversion yourself, stick with using pm2 and pm5 separately. If you've already set yourself up for 2 VP exes, use 3! It's not so bad..............



#46 BigBoss

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Posted 08 October 2014 - 07:37 PM

You're all welcome to my 200 or so unofficial physmod conversions. Most are tested on physmod2. And you will need to import a physics profile as stated on the page. No warranties :)http://pinballbulbs....es/physmod.html

 
WOW, thanks for sharing! Quite a few duplicates on your list, any difference?
I guess the ones at the top would be updates based on post date if there are dupes.

Do I need to do the same with the global physics in physmod5 as well? If so I have missed that part.


For my tables, I set a lot to use a global physics profile thinking I could just modify that as I was testing and it would apply to all tables. This turned out not to be a reality. But if you don't have the profile the table will crash on start. Even for physmod5. The reason I stayed on 2 was that most tables had a lot of extra bugs to get worked out on 5. Balls getting stuck again, ramps that couldnt be made, etc. I already did all this on physmod2 and wasn't about to redo and test again for 5 when there's little or no noticable difference between the two versions.

Edited by BigBoss, 08 October 2014 - 07:42 PM.


#47 gigalula

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Posted 08 October 2014 - 11:24 PM

Thanks BigBoss...Meanwhile I will surely use some of them while waiting for vp10 version :tup:  :D



#48 striggell

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Posted 09 October 2014 - 12:45 AM

Thanks Big Boss - Just made my morning seeing a physmod Starship Troopers on that list.



#49 gtxjoe

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Posted 22 October 2014 - 02:40 PM

Update:
 
Download section - Physmod5
The Simpsons (javier1515): http://www.vpforums....s&showfile=9894
Adv of Rocky and Bullwinke(javier1515): http://www.vpforums....s&showfile=9771
Last Action Hero (javier1515): http://www.vpforums....s&showfile=9727
Tales from the Crypt (LoadedWeapon): http://www.vpforums....s&showfile=9985
Flintsones (LoadedWeapon): http://www.vpforums....&showfile=10029
Back to the Future (LoadedWeapon): http://www.vpforums....&showfile=10086
Star Trek The Next Generation: http://www.vpforums....&showfile=10207
 
Shared via post - Physmod5
Bride of Pinbot (unclewilly): http://www.vpforums....c=9687&p=274854
Cyclone beta (ClarkKent): http://www.vpforums....=27416&p=273289
Firepower (jimmyfingers): http://www.vpforums....=29246&p=283381
Fast Draw (freneticamnesic): http://www.vpforums....ic=29400&page=1
 
Shared via post - Physmod3
Creature FTBL (melon/uw): http://www.vpforums....=27416&p=264695
 
Share via post - Physmod2
 
 
Official VP Physmod beta: http://www.vpforums....=27416&p=261239
Unofficial VP Physmod with modified nudging and different registry storage location: http://www.vpforums....=28313&p=277099
 
 
PinballX Physmod Logos: 
 


#50 kruge99

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Posted 22 October 2014 - 04:52 PM

You're all welcome to my 200 or so unofficial physmod conversions. Most are tested on physmod2. And you will need to import a physics profile as stated on the page. No warranties :)

http://pinballbulbs....es/physmod.html

 

While the amount of work put into this is admirable, I don't recall being asked permission for you to release a mod of my High Speed recreation so I would kindly ask that it be removed.

 

Thank you.

 

Kruge99.


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#51 ICPjuggla

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Posted 22 October 2014 - 05:14 PM

You're all welcome to my 200 or so unofficial physmod conversions. Most are tested on physmod2. And you will need to import a physics profile as stated on the page. No warranties :)http://pinballbulbs....es/physmod.html

 
While the amount of work put into this is admirable, I don't recall being asked permission for you to release a mod of my High Speed recreation so I would kindly ask that it be removed.
 
Thank you.
 
Kruge99.

I'm with Kruge99 here. I also don't recall being asked permission for you to release a mod of the tables I worked on. Can you please remove them.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#52 freneticamnesic

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Posted 22 October 2014 - 07:21 PM

That's disappointing to hear.



#53 KingofMetal79

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Posted 22 October 2014 - 09:48 PM

Evening,

Quick question re. Physmod 5: I am presently trying to get Physmod 5 up and running in my cab along with some of the excellent sounding Physmod 5 tables. However, while I run VP 9.9 and Physmod 2 without any problems whatsoever when I run any of the Physmod 5 tables there seems to be some sort of input delay (occasionally there is massive lag between flipper button being pressed and the flipper moving and also delay in plunger firing after pressing the launch button) as well as flippers sticking open - basically making it nigh on unplayable. That said the rest of table seems to play fine and the ball is stutter free. Therefore anyone know what might be causing my delay/lag issues?

 

Cheers



#54 goesta

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Posted 23 October 2014 - 02:45 AM

Is this really a Mod, we talk about??



#55 kruge99

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Posted 23 October 2014 - 10:26 AM

In my humble opinion, the physmod branch of Visual Pinball is somewhere between the alpha and beta stage.  The purpose of this physics mod was to showcase and test some new physics based features that would be available in the upcoming VP10 but it seems there are a few anxious individuals who like it too much in my humble opinion.  I prefer to wait for VP10 rather than toil over unfinished and as some have found out, buggy software.  I'm not saying to stay away from the physmod vp, I'm saying it should only be used by individuals who are experienced enough to work through the bugs and not bother the devs working on VP10 with requests for bug fixes to an unofficial software version that will eventually be replaced by VP10. 

 

I also don't see the logic in modding every single VP9.x table to work with the physmod branch - it seems like a lot of effort was spent modding tables that will have to be done all over again, from scratch, when VP10 comes out.  I can't wait for VP10 to come out so I can have a go at recreating High Speed from scratch again.  I might even send out my dead hard drive to a recovery service to recover all the artwork I created for High Speed.


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#56 The Loafer

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Posted 23 October 2014 - 10:44 AM

The logic is that for some, the difference between vp9 physics and Physmod physics are so great, vp9 standard physics in most tables have become a lot less fun to use.

#57 faralos

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Posted 23 October 2014 - 10:57 AM

please people remember to ASK permission first before posting modded tables

 obviously not everyone likes their tables to be redone by someone else

 while some of us allow the pins to be modded not everyone does

 and to keep on being nice to everyone please remove the pins the previous posts asked to be taken down

personally I'd be thrilled to have a pin that is so good it gets modded

apparently not everyone shares my feelings


Edited by faralos, 23 October 2014 - 10:57 AM.

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And most important, have the courage to follow your heart and intuition.”
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#58 toxie

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Posted 23 October 2014 - 11:40 AM

In my humble opinion, the physmod branch of Visual Pinball is somewhere between the alpha and beta stage.  The purpose of this physics mod was to showcase and test some new physics based features that would be available in the upcoming VP10 but it seems there are a few anxious individuals who like it too much in my humble opinion.  I prefer to wait for VP10 rather than toil over unfinished and as some have found out, buggy software.  I'm not saying to stay away from the physmod vp, I'm saying it should only be used by individuals who are experienced enough to work through the bugs and not bother the devs working on VP10 with requests for bug fixes to an unofficial software version that will eventually be replaced by VP10. 

 

I think it makes sense that a lot of people test this enough up-front and bring up all the issues.

Due to this some stuff has been fixed meanwhile in VP10 and there are some mild extensions, but in principle VP10 still features the same physics code as in PM5.



#59 kruge99

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Posted 23 October 2014 - 03:15 PM

 

In my humble opinion, the physmod branch of Visual Pinball is somewhere between the alpha and beta stage.  The purpose of this physics mod was to showcase and test some new physics based features that would be available in the upcoming VP10 but it seems there are a few anxious individuals who like it too much in my humble opinion.  I prefer to wait for VP10 rather than toil over unfinished and as some have found out, buggy software.  I'm not saying to stay away from the physmod vp, I'm saying it should only be used by individuals who are experienced enough to work through the bugs and not bother the devs working on VP10 with requests for bug fixes to an unofficial software version that will eventually be replaced by VP10. 

 

I think it makes sense that a lot of people test this enough up-front and bring up all the issues.

Due to this some stuff has been fixed meanwhile in VP10 and there are some mild extensions, but in principle VP10 still features the same physics code as in PM5.

 

 

Agree 100%, physmod branch needs to be tested in order for VP10 to be a successful release, but shouldn't it be tested by experienced visual pinball contributors?

 

However the thread topic specifically asked if physmod5 is ready for general use.  Why do you think this question came up?  Probably due to all of the modded tables appearing in various threads which seems to be giving the standard end user the impression that physmod5 and it's respective previous incarnations that it's a 'released' product, when it's not. 

 

My message isn't intended to force people not to test, it's to recommend to the standard user to use the released versions of Visual Pinball and let the devs make VP10 the best it can possibly be.


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- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#60 toxie

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Posted 23 October 2014 - 03:44 PM

Yeah, that's true. But i guess there is no way back anymore. PM5 is out there and too many people already use it.

And making an official release is also kinda bad, as its not completely 100% finished in this incarnation.  :/







Also tagged with one or more of these keywords: VP10, VP9.9.0, physmod 5, Beta testing