These settings worked best for my 22 inch playfield monitor:
cab settings.JPG 51.16KB
21 downloadsBall physics are really good for an alpha version. Having watched all the videos of physics development over the past few weeks, I'm simply astounded by the speed with which you've developed the physics engine, tmek. Would you mind sharing a little about your process for physics simulation? A few months ago during VP10 development (or maybe it was physmod 5 physics development, I don't remember) toxie or fuzzel or someone requested some videos of a real pinball with "ball tattoos" (marks on the ball) rolling around on a table in effort to study backspin. I wonder if someone could provide links to those videos for tmek if he were interested (?)
A couple of notes:
* Flipper physics - The flippers aim really well for an alpha version. I know you're a fan of Fish Tales (me too!). In Melon's VP9 version of Fish Tales, the flippers "give" a little bit when they're struck by a ball traveling from up toward the top of the playfield, down toward the bottom, at high velocity. It's fairly subtle, but adds a real degree of realism to flipper simulation. Melon's table does just about the best job with this feature that I've come across in VP9. I wonder if you might consider building this behavior into Pinball Labs' flipper mechanics?
* Ball collision - I love that your alpha version of Pinball Labs keeps track of the number of balls you add to the playfield for testing. Great fun playing permanent "multiball!" Some feedback: Many players like to trap three or four balls with the flippers during a multiball session. Picture a ball captured by the left flipper. The left flipper is cradling that ball while the player watches the others bouncing around the playfield. When a second ball is captured by the left flipper (in our example), the first ball should bounce a little in response to the heaviness and inertia of the second ball. In Pinball Labs, this behavior could use a little polishing. Captures / cradled ball number one doesn't seem to respond much to incoming captured and cradled ball number two. It remains static and mostly imperturbable - standing its ground, so to speak.
* Xpadder - The flippers respond well to both left and right shift buttons when I use my keyboard for control. When I try to use my pinball controller, which I map to the keyboard using Xpadder, the left flipper button responds normally, but the right does not. The right flipper moves just a fraction, and then snaps back immediately - looks "glitchy," like it's struggling to move but can't.
*Graphics - Lighting and table rendering is really inspiring. The"recessed" lights are particularly beautiful. I do get just the slightest ball tearing (maybe that's too strong a verb) on my core i5 gtx750ti. I'm sure you're still optimizing. That said, it's totally playable as is!
AMAZING work, tmek. I'm so impressed and thankful that you blasted out a "cab version" for testing mere HOURS after some of us requested one. What fun!
Edited by Ben Logan, 05 October 2015 - 12:53 AM.




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