If it aint broken, dont fix it

i liked the aiming before... debating on getting 1.3 personally
I thought there might be people who felt this way, in which case I wanted to try to explain what was going on. Obviously, I didn't even notice a problem at first either. Like I'm happy with v1.2, with 1 exception with this aiming thing which I only noticed after the fact. OK, so on v1.2, here is where I caught this issue...
Often times, a lot of shots on this game you will probably shoot from a cradled ball. A "set" shot. On v1.2, have the ball completely settled & cradled on the left flippers. Try to hit the captive ball with this shot. It may be impossible. But in real life this is one of the easier shots in the game. Then there may be another shot that is too easy to hit. It seems like, if
VP had a set number of paths the ball could travel (think Pro Pinball), then on v1.2 the number of possible paths is decreased, even though the flippers still feel good as far as speed/strength.
Go to v1.3, & you maybe even think the flippers don't feel quite as good, which I'd understand & maybe even agree with. But since aiming & flow are such an important part of pinball, that gets priority. I'm not saying this table needs to be easy to play, but in general you want to hit what you aim for, or close to it.
So yeah, when I had such a hard time hitting the captive ball from a set left flipper shot, this is an issue I've seen before & wanted to sort it out.
& I think I've mentioned this before, but if you are playing v1.3, then avoid messing with flipper speed/strength. It throws some things off a bit. I am continuing to look into why all this stuff is the way it is, & its not the 1st time I've run into this stuff when trying to make realistic flippers. & I'd rather not "cave in" to
VP & use flippers stronger than I want in order to avoid this issue. But if I do that, it means users maybe can't increase flipper speed/strength without issues. Hopefully I can find a solution.
Some people may also find it interesting that I gave JF's flipper tap code a pretty good tweak here on v1.3, & I may continue to mess with this. I actually doubled a couple of the settings. So if you look at the flipper settings, you may notice they seem pretty high considering how tame the flippers are. That is why. So if somebody took my table settings (without code) & put them on another table, they would have super flippers. Gotta have JF's code with my settings.
I hate to throw in sort of a "hack" like that unless I need to. But in this case I like what that effect does, has a couple benefits. I'll continue to try to optimize my
VP physics though. I'm never totally satisfied & remain open to thoughts or suggestions, so please keep them coming.
& there are more setting & things I can try that could make me happier, I'll continue to test & try things out. I do think things like flipper action can one way or another be improved in
VP, its just a PITA to achieve, it seems.