Times like this I'm really having my fingers crossed that this unity project can actually happen.
Regardless, I really enjoy & appreciate all the work that went into this FP version. Very impressive.
Rob, if you don't mind posting your changes to JP's MM to the "Better Physics Settings" thread, that would be great! I love the modded tables you came out with recently!
Also I don't know if you guys are aware of a "tweak" for FP. To understand what I am talking about download this great table http://www.pinsimdb....r_ultra_edition. I think this table and its contents represents the best FP is capable of in terms of physics so far. Kudos to Slamt1lt for raising the bar higher!
Very interesting!
Considering what was done here, I was expecting some pretty decent improvements. Maybe it is a little better in some ways, though I'd like to know what exactly was done, because nothing really stands out to me. Maybe slings aren't quite as wild? But then I still had a couple funky bounces off of them.
I don't think the table plays well at all when compared to the real thing or VP or even the Williams Classics version. Even by FP standards it just seems like more of the same issues. I couldn't hit that center shot because I can't get enough juice on the ball to do so, yet on some other shots the ball goes way too fast. This is typical FP behavior though.
But hey, if there is even a 1% improvement, its better than nothing. Its tougher for older tables to play well because for flippers to work well in FP they need to be pretty much maxed out with strength, to get the needed speed for things like center shots. Which is fine, but to compensate for all that flipper strength you need to bump the slope up to like 10+ in order to tame the shot speed a bit. & that isn't realistic, especially for older tables.
The 1 simple tweak that could make all the difference in FP would be the ability to set flipper speed & strength separately (like in VP). Or simply make the flipper strength setting actually control flipper strength, & do away with the various flipper speeds. We don't need that setting. Even on the oldest tables, a flipper is a solenoid firing, & they all fire at about the same speed. Older tables in RL don't have slower flippers, just weaker perhaps.
Anyhow, I decided to try MM using the new...
Before I could get too far, my ball got stuck in the ramp after being catapulted.
So again, just not impressed, even if I'm only judging firepower. Looks great, but everything from the plunge to the flippers to the slings all seem off. I'm definitely not doubting that its better than the non mod, but whatever was done just isn't enough to get me excited.
I'd still really like to see some release notes on what all is improved or tweaked in the new.
As for my MM mod, it is for personal use & I have no permission to share it, & I'm not sure what JP's policy on mods is, but maybe I'll shoot him a PM & see what he thinks. On the current version, I can't even hit multiple loop shots because his flipper strength setting is too weak. Yet the flippers overall are too strong when coming off an inlane or a cradle due to the high speed setting, but due to the low strength, on the fly shots just don't go far. So I made big changes with all of that. But I did quite a bit more than just flipper settings that I could post. I changed elasticity & hit thresholds on many objects & rubbers, even changed some code to modify the plunge. I corrected a thing or two visually as well. Gravity changed a bit, I may have altered slope as well, I forget.
Normally I only apply my preferred flipper settings to a new release, but since I love MM so much I gave it some extra attention.
So yeah I'd like to maybe release it as a mod, & if I can then there might be a couple more little things I'll do.
I just get uncomfortable sometimes trying to release a mod if there isn't a big change on the screenshot. I have so many mods that I've done for personal use that improve on the current available versions of tables, but since some may not have notable visual changes I end up not trying to release them. I'm thinking that if I tried to release everything I've modded, authors might start to get offended & think that I'm thinking their work just isn't good enough. That couldn't be further from the truth though. I only spend time modding tables that I both enjoy & think are well done. I won't polish a turd!
So to me its about taking a great table that is well built & looks good, with the thought that if it also had the most optimized detailed physics then that is just putting icing on the cake, a very tasty cherry on top! I love nothing more than playing a table that really maxes out everything VP can do.
Then I'll also mod some older tables that simple haven't properly been VP9'd yet. I think everybody is onboard with that idea. Getting good VP9 physics on all the old tables that could use them.
So we'll see about MM. Its just one of those deals where I like to be 99% sure that my changes not only improve the table in my own opinion, but in everybody else's as well. I'd generally like 90% of ppl to agree that it is better. It would be nice if there was kinda an unrestricted test area where people can share mods & things on a limited bases to some testers, to make sure it is good enough for release & to get opinions. Cuz with an unauthorized mod, you aren't allowed to post it even for testing, yet testing is what would be most helpful. So as things are, technically I guess if you mod, you can only go by your own opinion, which kinda sucks. I think my own opinion is pretty good though. I've been messing with VP for many years now, & now have lots of real pinball experience.
Plus I'm into both old & newer pins, so I'm well aware of how all the different era's play. I even easily notice the differences in play between a 1980 Bally & a 1980 Williams! They play more differently than most would think. On top of all that it doesn't hurt that I get to some shows & get to spend up to a few days a year at the PAPA warehouse, where they not only have hundreds of pins, but unlike at "shows" where pins are quickly setup by owners & aren't properly sloped & leveled, all the PAPA games are finely tuned & well maintained which is great for getting a feel of how all these classics are meant to play.
Edited by rob046, 13 February 2012 - 01:33 AM.





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