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VP physics overhaul


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#861 toxie

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Posted 08 October 2014 - 07:52 AM

Seems like the heuristic that handled this (ball plane collision) had to be adapted..

 

On the way i also found that varying the ball radius to something else than 25 was not accounted for in various places, so i also changed this (and hope that it won't have any other unwanted sideeffects :/).. So tiny/huge balls should also be handled a bit better now (at least on my simple tests it did)..

 

I wonder if i should release a physmod6 at some point, so that you guys could test all these physics changes already up-front before VP10 arrives..



#862 ringorian

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Posted 08 October 2014 - 09:34 AM

woulld be nice. The afm version drops  the ball sometimes going up the right ramp ,,, is this something to do with ?



#863 gStAv

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Posted 08 October 2014 - 11:48 AM

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.

 

What values do you have blashie?

And do you use analog nudge, like the sidewinder?

 

Cheers!


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#864 ClarkKent

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Posted 08 October 2014 - 12:11 PM

Yeah! Please give us Physmod6! :) I hope that mukuste returns at some point - he was a genius is such tasks... :)



#865 toxie

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Posted 08 October 2014 - 04:23 PM

After all doing physics was part of his job..  :)

 

As for Physmod6: I'll see how much pain it is too merge back the stuff from VP10 to VP9PM5.. But please don't bet on it..



#866 gStAv

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Posted 08 October 2014 - 04:30 PM

sorry for my side track here, but just to close it up,

I can get tilt warning - tilt with my analog MS Sidewinder nudge setup.

I had to set the tilt sensitivity to 950 with a deadzone of 14, so try 1000 and see.... cheers


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#867 open6l

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Posted 08 October 2014 - 05:14 PM

My only very very small opinion on this (and please don't take it as a knock or jab) is that hopefully it is somewhat close to 100% compatible with the PM5 table builds (as having yet another system to add to frontends is going to be somewhat cumbersome to keep track of considering in my case I already have DX9, PM2, PM5 and vanilla systems).

 

P.S. - regardless of my comment, thanks for all the work you do. :)

 

After all doing physics was part of his job..  :)

 

As for Physmod6: I'll see how much pain it is too merge back the stuff from VP10 to VP9PM5.. But please don't bet on it..


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#868 blashyrk

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Posted 08 October 2014 - 07:59 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.

 
What values do you have blashie?
And do you use analog nudge, like the sidewinder?
 
Cheers!
I use Zebulons digital plunger kit, before that I used a freescale board.
My tilt sensitivity is set at 950

#869 toxie

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Posted 08 October 2014 - 08:34 PM

 

My only very very small opinion on this (and please don't take it as a knock or jab) is that hopefully it is somewhat close to 100% compatible with the PM5 table builds (as having yet another system to add to frontends is going to be somewhat cumbersome to keep track of considering in my case I already have DX9, PM2, PM5 and vanilla systems).

 

P.S. - regardless of my comment, thanks for all the work you do. :)

 

 

Unfortunately no.. The re-enabled friction by fuzzel plus the re-enabled scattering i just did will prevent this (as both were mostly ignored in PM5 although you could set them)..

But both will give additional freedom to the table creators..



#870 RYSr

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Posted 08 October 2014 - 09:13 PM

After all doing physics was part of his job..  :)

 

As for Physmod6: I'll see how much pain it is too merge back the stuff from VP10 to VP9PM5.. But please don't bet on it..

 

Will this update include check box to enable Mjr's code for the ball nudging as well as the new registry location?

It really helps if you have an accelerometer on your cab..

 

Thanks for considering the update, hope it's doable.  :otvclap:



#871 toxie

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Posted 08 October 2014 - 09:37 PM

It's already built into VP10, and yes i would merge it back, too.. But as said, please don't bet on it, there is still so much more to do..



#872 freneticamnesic

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Posted 08 October 2014 - 10:19 PM

*ears perk up*

VP10 is spoken of in current-tense terms???



#873 fuzzel

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Posted 09 October 2014 - 09:39 AM

we're working hard on VP10... but there so many things to do that's hard to tell when we are ready to start an official beta version. The reason for holding back a beta version is that we have to rework some parts of VP which must be solved before you can create tables with it. To name just a few items: light inserts, a much better flasher object, primitive manager ;)

#874 toxie

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Posted 09 October 2014 - 11:23 AM

Also there is still a lot left from the Physmod(5) changes and even VP9.9 times that need additional clean up..

Then the materials also need to be simplified for easier artist control..

And the DMD needs to be wired up correctly..

And the postprocessing pipeline..

And.. .. ..   ;)



#875 BananaBoat

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Posted 09 October 2014 - 11:24 AM

...and I still need to finish my machine build, so you've all got until Christmas!!! :P

#876 gtxjoe

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Posted 09 October 2014 - 12:32 PM

And please consider adding multiplicative alpha blending checkbox to flashers ( and maybe ramps and inserts?) We could use this for dynamic shadowing of drop targets or moveable objects

Edited by gtxjoe, 09 October 2014 - 12:35 PM.


#877 freneticamnesic

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Posted 09 October 2014 - 04:30 PM

^^^^ THAT

my hair is all gone from pulling it out last week



#878 ClarkKent

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Posted 11 October 2014 - 07:50 PM

A friend of mine made a really nice The Flintstones PM5 version - the TNT Amusement Edtion! :)

 

https://www.dropbox....ysMod5.rar?dl=0

 

(can be seen here: )



#879 blashyrk

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Posted 11 October 2014 - 08:02 PM

Thanks again ClarkKent :) and I like your friend, hehe



#880 gStAv

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Posted 11 October 2014 - 08:13 PM

thanks a bunch man! :D :D lookin' great!

Just one thing I noticed was that the upper right flipper looked a bit thick heightweiss, but the height where 50 like the lower ones(!)

Has this something to do with the POV?

 

Cheers!


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