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VP physics overhaul


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#841 BananaBoat

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Posted 07 October 2014 - 08:14 AM

Ah, apologies, doesn't seem as tho I'm following that thread...

#842 toxie

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Posted 07 October 2014 - 09:30 AM

No problem, i know its all a bit chaotic and confusing at the moment.. :/

But we will (hopefully) soon have another of those VP-alpha-beta threads and then this will be the place where all the information is bundled..



#843 gStAv

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Posted 07 October 2014 - 10:29 AM

Thank you ClarkKent and your friend for this marvelous phm5 verison! It plays perfect of the time I had to test it!!

Can't wait for white water ('n friends)  :D :D

 

(Sorry for the OT)


Edited by gStAv, 07 October 2014 - 10:29 AM.

3rs054-6.png


#844 blashyrk

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Posted 07 October 2014 - 01:39 PM

Will the physics be Improved for VP10 or be identical to the Physmod5?

#845 toxie

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Posted 07 October 2014 - 01:51 PM

So far they are identical, except for the (optional/UI-selectable) tweaks that mjr did to the nudging and the new plunger code of his custom controller.

 

But this of course doesn't mean that this needs to stay like this.



#846 bent98

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Posted 07 October 2014 - 03:30 PM

Toxie not sure if you are already working with Jimmy Fingers but his tweaks to the flippers in Firepower were really accurate. Is it possible to incorporate some of his tweaks into the physics engine? At minimum I think we should at least get his input on the physics portion of VP10 if we haven't already.



#847 toxie

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Posted 07 October 2014 - 04:45 PM

He hasn't contacted me about this, no..

Where is the table location, so that i could check the version you mean?



#848 bent98

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Posted 07 October 2014 - 04:50 PM

you can check it out  here

 

http://www.vpforums....246#entry283740



#849 JEbony

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Posted 07 October 2014 - 05:01 PM

Seems to work fine here - using afm_113b as well. Saucer shakes as it's supposed with all the lights and such. Using Physics5 build of VP.

Ok, I got it..I used the "Phymod5_AcceleratorMod" that was somewehre around here.....It works fine with the Classic PM5 ....so I'll user the Reg. Patches to change Nudge settings in PX...

 

See Yea...JAs



#850 gStAv

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Posted 07 October 2014 - 05:24 PM

Hey, what settings do you have for your nudge?

x, y gain and so forth?

 

I can't seem to tilt the table (get TILT warning) with my analog nudge (ms sidewinder)but it's

easy with the key buttons.

 

Thanks in advance :D


3rs054-6.png


#851 toxie

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Posted 07 October 2014 - 06:26 PM

you can check it out  here

 

http://www.vpforums....246#entry283740

 

Okay, thanks.. I just took a look at the script, and while i can understand that this helps to make the table 'feel' better, its also mostly not really physically based in a strict sense, but rather correcting deficiencies of VPs physic-model and exposed parameters on a case by case basis with handtuned heuristics (this shouldn't come the wrong way though, as i also know this works out in the sense of gameplay and i have great respect for the efforts that JF put into the BMPR code for so long!)..

 

So directly incorporating the changes into the VP source would be rather difficult without uglifying the code and most likely breaking the general use (e.g. when not using the parameters for flippers, etc. that JF uses in his tables)..



#852 JEbony

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Posted 07 October 2014 - 06:36 PM

Hey, what settings do you have for your nudge?

x, y gain and so forth?

 

I can't seem to tilt the table (get TILT warning) with my analog nudge (ms sidewinder)but it's

easy with the key buttons.

 

As far as I read here somewhere there is a Bug in the vp99 where analog Nudge won't Tilt..there are some Threads about it....

I use an MS Freestyle, but my Nudge settings are'nt perfect jet..x/y gain is at about 400 in Physmod5 at the Moment...

 

See Yea...JAs



#853 blashyrk

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Posted 07 October 2014 - 06:56 PM

I have no problem getting my tables to tilt, set the sensitivity to 950 and fine tune from there. And remember to restart the editor after making the adjustments.

#854 bent98

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Posted 07 October 2014 - 07:50 PM

 

you can check it out  here

 

http://www.vpforums....246#entry283740

 

Okay, thanks.. I just took a look at the script, and while i can understand that this helps to make the table 'feel' better, its also mostly not really physically based in a strict sense, but rather correcting deficiencies of VPs physic-model and exposed parameters on a case by case basis with handtuned heuristics (this shouldn't come the wrong way though, as i also know this works out in the sense of gameplay and i have great respect for the efforts that JF put into the BMPR code for so long!)..

 

So directly incorporating the changes into the VP source would be rather difficult without uglifying the code and most likely breaking the general use (e.g. when not using the parameters for flippers, etc. that JF uses in his tables)..

 

 

Maybe I am not fully understanding your response due to my lack of programming skills but wouldn't we want to use those parameters  all the time or at least mimic them through adjustments or refinements to the existing physics code? I know with physmod 5 there are other bugs like balls falling through the playfield. Will these also get fixed? I say lets try to make the changes now vs down the road this now even if it break compatibility.



#855 toxie

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Posted 07 October 2014 - 11:11 PM

Its a bit more complicated unfortunately.. Mimicing his changes would be nice, but just using the same exact code is not really feasible, as IMHO its rather specific to his style of building the table-physics (to make it more obvious to non-programmers: its comparable to using duct-tape to fix some broken parts: it can work, but its rather whacky and it won't always help in all kinds of cases)..

But if somebody feels like joining VPdev and work/continue on the physics again to build something similar, anybody is welcome!

 

Currently at least i don't have the time to do so as so much other stuff is still incomplete..

 

As for the real ugly bugs (i never heard of balls falling through the playfield though, is there a table that shows this regularly?), these must of course be ironed out..



#856 BigBoss

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Posted 07 October 2014 - 11:19 PM

I think most the issues like ball falling through the playfield can be worked around in the table builder.



#857 toxie

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Posted 08 October 2014 - 12:01 AM

Also i just noticed that fuzzel re-enabled the setting of the friction parameter in VP10 for walls, gates, primitives, playfield, slingshots, ramps, which was missing in physmod5 (hardwired to be always 0.3).

This might also be able to fix some things on some tables, i'd guess.



#858 jpsalas

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Posted 08 October 2014 - 02:37 AM


As for the real ugly bugs (i never heard of balls falling through the playfield though, is there a table that shows this regularly?), these must of course be ironed out..

 

I know it has happened to me several times, but the only table that I can reproduce it is in the Cyclone_3.0.1_VP99FS - New Physics table.

I just copied the same walls, ramps and plunger from that table to a new table, and if you shoot a weak ball so it goes up the ramp and back again, then 1 of 10 times the ball will go through the playfield. It may be a combination of things, like the ramps being mixed with the walls, or the gate being too small. But the strange thing is that you can see the ball going back from the ramp and disappearing under the plunger. There is a wall there, so this shouldn't happen. I know from another thread that a similar problem was fixed by making a wall lower than 0, like -1, but it didn't help in this case.

 

Here it is a test table. Just make a weak shot to the ramp, and after several tries the ball will go through the floor and disappear.

 

 

Greetings

JP


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#859 javier1515

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Posted 08 October 2014 - 04:20 AM

 

As for the real ugly bugs (i never heard of balls falling through the playfield though, is there a table that shows this regularly?), these must of course be ironed out..

 
I know it has happened to me several times, but the only table that I can reproduce it is in the Cyclone_3.0.1_VP99FS - New Physics table.
I just copied the same walls, ramps and plunger from that table to a new table, and if you shoot a weak ball so it goes up the ramp and back again, then 1 of 10 times the ball will go through the playfield. It may be a combination of things, like the ramps being mixed with the walls, or the gate being too small. But the strange thing is that you can see the ball going back from the ramp and disappearing under the plunger. There is a wall there, so this shouldn't happen. I know from another thread that a similar problem was fixed by making a wall lower than 0, like -1, but it didn't help in this case.
 
Here it is a test table. Just make a weak shot to the ramp, and after several tries the ball will go through the floor and disappear.
 
attachicon.gifballthroughplayfield.zip
 
Greetings
JP

 

 
 
Hi JP, usually I fix this error by putting friction on the walls, here I leave the example.

 

https://www.mediafir...97j68s4eo1b7t2o

 

Cheers, Javier..


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#860 toxie

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Posted 08 October 2014 - 06:07 AM

Even if i put friction on anything of JPs table, i can repro it.. :/

 

So thanks for the simple repro, i'll look into it..