That is an interesting thread. So I agree, Groni did a great job with the Banzai Run physics. He obviously has the notion of how it's done correctly. He used an OC of 3.2, with a dampening of 60! I tried a 70 dampening on Wh20 and it felt slightly off, but it did seem to make the rolling shots better, without hurting the catch shots. I'll do some more testing using some of his numbers to see if there is an improvement.
I guess I could sum up my problem with my settings on whitewater is that as the ball moves faster, the OC seems to get smaller. Almost makes me wonder if the OC value could be changed on the fly in the software, according to ball speed.. like on a given curve or something.
Edit - nope, same problem with the extra wide shots on a moving ball shot. Also 60 dampening really really makes the ball feel very heavy, not realistic at all.
Its interesting you mention Banzai Physics, I worked with Groni on that, I was actually playing my BR right next to my Virtua Pin test version. An Interesting monkey wrench that gets throw into the mix, is that these games play differently on different peoples computer set up.
I ran into that issue right off the bat working with Groni, I have an accelerometer on my system for nudging, and Groni doesnt..... That seemed to have a huge impact on the physics. I would nail down some settings to my perfect BR, almost to the point that they were playing exactly alike. I would then shoot these numbers off to Groni and they would be un-playable settings on his system. His stuff was way too fast on my rig and my stuff was way too slow on his.
-One of the physics effects I am trying to recreate is the weight of the ball. on Banzai I can actually feel the ball when I am flipping it on the real game.
-The second physics effect that I would love to recreate is, is the ball speed-- the ball shoots out of and off of slings and other shots lightning fast and then appears to slow down rather quickly after about 12 inches to a more managable speed. Most
VP games the rate of the ball is fairly constant all the time, and not the huge variences seen in real pinball tables.
Scott
Detroit Pinball