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VP physics overhaul
Started By
mukuste
, Apr 09 2014 01:29 AM
1002 replies to this topic
#741
Posted 06 June 2014 - 12:08 PM
Not that big of a chore.
I set all my objects to layers so I can turn all layers off but one and have most objects of certain types like say rubbers, all on one layer
Where is the best way to follow your work.
I know I can see the main vp10 commits at sourceforge. Is the physics stuff all at git hub
I set all my objects to layers so I can turn all layers off but one and have most objects of certain types like say rubbers, all on one layer
Where is the best way to follow your work.
I know I can see the main vp10 commits at sourceforge. Is the physics stuff all at git hub
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#742
Posted 06 June 2014 - 12:19 PM
working with several lists in pinballx works great as well, in all tables menu you have all tables and it choose the right version based from which list it comes from
Yep this is another way to do it ![]()
I personally only have 1 list for each kind pinball emulator in FS mode that include:
Dream Pinball 3D (Modified exe to fit as much as possible my screen with the use of DISPLAY.EXE to rotate screen)
Future Pinball
Pinball FX2
SlamIt Big Score
The Pinball Arcade (with the use of DISPLAY.EXE to rotate screen)
Unit3d
Visual Pinball <--- My preferred so far due to the nice community around it.
Edited by gigalula, 06 June 2014 - 12:21 PM.
#743
Posted 06 June 2014 - 12:30 PM
Not that big of a chore.
I set all my objects to layers so I can turn all layers off but one and have most objects of certain types like say rubbers, all on one layer
Where is the best way to follow your work.
I know I can see the main vp10 commits at sourceforge. Is the physics stuff all at git hub
Yes it is: https://github.com/c...ll/tree/physics
Not so much progress there recently since I was working on other VP10 stuff, and didn't have that much time to begin with ![]()
#744
Posted 06 June 2014 - 01:01 PM
i only have vp on my cab, but it is not possible to create a pinballx from more than one list?

My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#745
Posted 06 June 2014 - 01:34 PM
working with several lists in pinballx works great as well, in all tables menu you have all tables and it choose the right version based from which list it comes from
Yep this is another way to do it
I personally only have 1 list for each kind pinball emulator in FS mode that include:Dream Pinball 3D (Modified exe to fit as much as possible my screen with the use of DISPLAY.EXE to rotate screen)
Future PinballPinball FX2
SlamIt Big Score
The Pinball Arcade (with the use of DISPLAY.EXE to rotate screen)
Unit3d
Visual Pinball <--- My preferred so far due to the nice community around it.
I've just tried your script, it's working pretty well, just have to rename my tables.
Thank you !
#748
Posted 06 June 2014 - 06:41 PM
There's been a lot of feedback on this, but I thought I would share mine. I now find it very difficult to play any tables unless they have the new physics mod, they seem pretty lifeless to me without it . The unpredictability of the ball makes this so much more fun. Looking at the ball spinning and anticipating how it will move by watching the spin of the ball is incredible. Seeing the ball arching from one flipper to the other for the first time made me grin from ear to ear, which is a very rare thing for me when gaming.
I got very used to playing pinball software, so much so I forgot how balls react on a real table, until I went to a convention last year. It certainly takes some getting used to play real pinball, this new physics mod feels just like that! So thanks ![]()
Unclewilly keeps mentioning MB, I take it it's Monster Bash? If yes, can someone link me if this table has been adapted to the physics mod. Cheers.
#750
Posted 06 June 2014 - 07:49 PM
mb isnt done yet. just finishing the vp990 version then will release a physics mod version here in the thread
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#751
Posted 11 June 2014 - 08:53 PM
https://dl.dropboxus...)(FS)(PMod).vpt
Here is mt first try at fire physics mod.
removed all the bmpr and flipper tap code.
also removed the scripted nudge routine so it just uses the standard vp nudge
oh and a desktop for our physics dev
https://dl.dropboxus...)(DT)(PMod).vpt
Few observations. did this quick so i appologize if there are any issues.
I feel like this physmod5 exe still has some memory leaks, so after many plays in a row things can sometimes get a little hokey.
also i noticed that sometimes when the ball comes off the rescue ramps. the spin is really intense and causes strange ball behavior. let me know if any one else encounters this.
those ramps have a strange s shape and the ball comes down them really fast and if the ball is against the side ramp wall the spin becomes very intense.
Any way enjoy and let me know what you think
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#753
Posted 11 June 2014 - 09:56 PM
Since i played never the original machine i dont know how it should be. This one is fast and plays fine without stutter for me. Sometimes the ballspin is little to much or is it like that ? Thanks a lot .. Hope you will go on with that and also will also do a monster bash mod ..
#754
Posted 11 June 2014 - 10:53 PM
Mb is next
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#756
Posted 12 June 2014 - 09:22 AM
Since i played never the original machine i dont know how it should be. This one is fast and plays fine without stutter for me. Sometimes the ballspin is little to much or is it like that ? Thanks a lot .. Hope you will go on with that and also will also do a monster bash mod ..
This.
As much as I love the new physics there still seems to be way too much spin. It's the only thing letting it down IMO. I played a real table today and there is simply not that amount of spin moving the ball as much as there is in physmod. Is there something that can be adjusted in terms of the surface to reduce the spin?
#758
Posted 12 June 2014 - 10:48 AM
oh and a desktop for our physics dev
Yeah, nah, sorry but someone needs to bust this falsehood that VP is played by cabinet uses by the majority, simply it's so insanely ignorant to consider it being any priority at all..
#759
Posted 12 June 2014 - 10:51 AM
Didn't think about that yet
Well Steve that's how I play it so since the physics are not a final public release why is it a priority for anyone to make a desktop. It's angle independent anyone can rotate it
Well Steve that's how I play it so since the physics are not a final public release why is it a priority for anyone to make a desktop. It's angle independent anyone can rotate it
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#760
Posted 12 June 2014 - 10:59 AM
Well don't make me call upon Spiderman, as a matter of fact not just anyone can even install VP, let alone use the editor. ![]()
Inclusiveness, not exclusiveness, Yes?

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