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The road to VP10


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#801 BananaBoat

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Posted 27 January 2015 - 11:58 PM

Have you guys seen how pinball United deal with this....they have an acceleration graph or curve setting which is very impressive.

I'm wondering if this type of calibration method can be adopted in vp10?

#802 chepas

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Posted 28 January 2015 - 12:07 AM

Have you guys seen how pinball United deal with this....they have an acceleration graph or curve setting which is very impressive.

I'm wondering if this type of calibration method can be adopted in vp10?

 

Probably be best putting this forward to TPA devs :) Physmod flippers are goooood!


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#803 edizzle

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Posted 28 January 2015 - 12:17 AM

Great work on VP10!  Looks amazing!  Probably a little late to the game, and very sorry if this was already discussed, but will VP10 have a more "realistic" behavior to balls going into sunken holes and VUKs?  Such as rolling around before falling into the center?  And then also I think Chepas mentioned animating VUKs.  Kiwi's Gladiators is a beautiful example of both.  I believe he is utilizing a raised playfield and magnets for the effect of the ball rolling into the VUK. 



#804 Shockman

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Posted 28 January 2015 - 12:18 AM

I think Physmod flippers is the best thing that ever happened to VP. Then VPM.



#805 chepas

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Posted 28 January 2015 - 12:24 AM

You want to see ball pop up the wire and through it rather than faking it from the bottom, but it's probably solved with primitive collisions.

 

With the raised playfield, that would also be really nice to not have to do that too. I didn't ever notice a problem using a wall as a raised playfield though, just more work :)


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#806 unclewilly

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Posted 28 January 2015 - 01:39 AM

Vp10 actually has the feature of playfield surface height. Where the ball can fall through the playfield and roll through objects underneath, like a subway system.
vuks can shoot the ball up from below the playfield.
I know the ball falls into kickers. Not sure about the rolling around the lip. May still need to be done with a magnet for now
Honestly using a raised playfield isnt that much work. Mb is on a raised playfield. Pretty simple with primitives and the new rubber object.

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#807 chepas

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Posted 28 January 2015 - 01:45 AM

Well that's good news! It's work to me having to add points to cut holes in a raised playfield for every scoop hole and join it back up correctly. I did it once and couldn't be bothered after that.

 

4 holes that is 10+ minutes easily where it will take less than a minute now if changed. :)


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#808 Shockman

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Posted 28 January 2015 - 02:15 AM

Real holes are a pleasant surprise. With holes bevels can be had with a few ramps with no walls, though a bevel ring would be a nice and often used addition. A beveled hole added to the list would be the bee's knees though.

 

About the grouping. It's not really grouping is it? if I made 4 posts bundled together , grouped them and resized, would I be resizing it or them? 



#809 dyopp21

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Posted 28 January 2015 - 06:51 AM

How's this for an absolute dream feature in VP10? Table aging.

The first time you load the table, the rubbers are bouncy (think "Big Brave") and the playfield perfect. Over months of play, the rubber response begins to fall off, there are signs of flipped drag and overall table wear and bulbs begin to burn out.

How's that for a nutty idea?


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Edited by dyopp21, 28 January 2015 - 06:52 AM.

Virtual Pinball: see one, do one, TEACH ONE.

 

2qszd43.png


#810 Shockman

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Posted 28 January 2015 - 07:17 AM

How's this for an absolute dream feature in VP10? Table aging.

The first time you load the table, the rubbers are bouncy (think "Big Brave") and the playfield perfect. Over months of play, the rubber response begins to fall off, there are signs of flipped drag and overall table wear and bulbs begin to burn out.

How's that for a nutty idea?


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It's been done before, but I forget which table. I don't think it even works anymore.



#811 BigBoss

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Posted 28 January 2015 - 11:27 AM

Very nice, will also be useful for tables with shaker motor effects, like Earthshaker for example.

Well it shouldn't. Because on a real table, shaker motors do not affect the ball *at all* nor do they give any appearance of the table shaking. It's an effect you feel in your hands (and feet) only. Has zero impact on game play.

Edited by BigBoss, 28 January 2015 - 11:28 AM.


#812 StevOz

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Posted 28 January 2015 - 11:45 AM

 

Very nice, will also be useful for tables with shaker motor effects, like Earthshaker for example.

Well it shouldn't. Because on a real table, shaker motors do not affect the ball *at all* nor do they give any appearance of the table shaking. It's an effect you feel in your hands (and feet) only. Has zero impact on game play.

 

 

*really*...then why did they do that for just a feeling, I don't think so and have played many a real game with this feature, sure the tilt feature needs to be less or even disabled during a shaker effect, though that is all doable and is done on real machines and virtual recreations, it just basic physics 101, it has an effect on the ball.


Edited by StevOz, 28 January 2015 - 11:49 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#813 Slydog43

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Posted 28 January 2015 - 12:56 PM

I have a shaker on my Roadshow table and it DOES effect the ball, if so ever slight, but it does.  It really effects it if the ball is close to a rubber and the table "moves" into the ball to bounce it in a direction.  It may be hard to tell but I really do believe it can effect the ball (not very often).



#814 Shooby Doo

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Posted 28 January 2015 - 04:01 PM

 

Very nice, will also be useful for tables with shaker motor effects, like Earthshaker for example.

Well it shouldn't. Because on a real table, shaker motors do not affect the ball *at all* nor do they give any appearance of the table shaking. It's an effect you feel in your hands (and feet) only. Has zero impact on game play.

 

 

If you're playing a desktop table, the shaker effect accompanied with the sound helps with the illusion, because you're not going to be feeling anything. This is the way VP handled tables like Earthshaker.



#815 Shockman

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Posted 28 January 2015 - 04:46 PM

If the effect is over done to be too obvious, then I understand where BigBoss is coming from.

 

It certainly has an effect on the table, and the table has an effect on the ball, So StevOz is correct.

 

It is very subtle without collisions, so Slydog43 is correct.

 

It's something you want to be aware of, so Shooby Doo is correct. 



#816 aggies11

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Posted 28 January 2015 - 04:56 PM

How's this for an absolute dream feature in VP10? Table aging.

The first time you load the table, the rubbers are bouncy (think "Big Brave") and the playfield perfect. Over months of play, the rubber response begins to fall off, there are signs of flipped drag and overall table wear and bulbs begin to burn out.

How's that for a nutty idea?


Sent from my iPhone using Tapatalk

 

A feature like this doesn't even have to be that complicated, at least on the physics end.  If you can collect together a way to change in group, the friction/elasticity settings of the rubbers etc.  Then you can easily make that simple selection/preset (ie. set the table to "brand new" "slightly used" "old and dirty") etc.  Heck, you could even make it a slider.  Depending on how detailed/accurate the physical simulation is, this may or may not make actual table testing/design a bit of a nightmare though ;)



#817 chepas

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Posted 28 January 2015 - 06:33 PM

Vp10 actually has the feature of playfield surface height. Where the ball can fall through the playfield and roll through objects underneath, like a subway system.

 

I forgot to ask but can you use the ornament holes and stuff now from FP properly?


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#818 Practicedummy

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Posted 28 January 2015 - 06:52 PM

 

 

Very nice, will also be useful for tables with shaker motor effects, like Earthshaker for example.

Well it shouldn't. Because on a real table, shaker motors do not affect the ball *at all* nor do they give any appearance of the table shaking. It's an effect you feel in your hands (and feet) only. Has zero impact on game play.

 

 

*really*...then why did they do that for just a feeling, I don't think so and have played many a real game with this feature, sure the tilt feature needs to be less or even disabled during a shaker effect, though that is all doable and is done on real machines and virtual recreations, it just basic physics 101, it has an effect on the ball.

 

 

 

Man, that would suck if the shaker motor caused the pinball machine to tilt. :D


Edited by Practicedummy, 28 January 2015 - 06:52 PM.

I could have been smart, but I never learned anything by being smart!

 

 


#819 mukuste

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Posted 29 January 2015 - 12:06 AM

UncleWilly,

 

I've just committed a few pretty major changes to how (static) primitive collisions work under the hood. Could you, when you get your hands on a new build, test those primitive ramps again and see if it's better now? If not, I'd be interested in a test table. Unfortunately I can't get access to the VP10 tester discussion.



#820 BananaBoat

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Posted 29 January 2015 - 03:10 AM

so anyway, just thought i'd mention that its almost Feb... LOL