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Unity 3D and VPinMAME!


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#961 hotdp

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Posted 09 September 2013 - 09:53 AM

@BilboX

 

 

 I don't know if there will be such feature for the "demos" or even if the cab version will be realeased...

Are you saying that cab support will not be there from the start? And will maybe never be there?



#962 BilboX

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Posted 09 September 2013 - 05:06 PM

@BilboX

 

 

 I don't know if there will be such feature for the "demos" or even if the cab version will be realeased...

Are you saying that cab support will not be there from the start? And will maybe never be there?

No of course, cab is a priority... but not the first one.

So if there is cab view in the demos, I cannot guaranty the backglass yet...


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#963 hotdp

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Posted 09 September 2013 - 05:39 PM

 

@BilboX

 

 

 I don't know if there will be such feature for the "demos" or even if the cab version will be realeased...

Are you saying that cab support will not be there from the start? And will maybe never be there?

No of course, cab is a priority... but not the first one.

So if there is cab view in the demos, I cannot guaranty the backglass yet...

 

 

Glad to hear that, must have misunderstood you.



#964 Sidekick

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Posted 09 September 2013 - 06:00 PM

3d backglass would be UNREAL! Elvira Party Monsters - watch out!



#965 ClarkKent

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Posted 09 September 2013 - 08:46 PM

Most backglasses are static 2D pictures with backlight. A 3D backglass would not be necessary for most of the real ones...



#966 neohusky

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Posted 10 September 2013 - 02:03 AM

I've got my PS3 eyes, calibration board and ir glasses close to ready for use in BAM.

Is the IR implementation similar to BAM?


#967 BilboX

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Posted 10 September 2013 - 06:31 AM

Most backglasses are static 2D pictures with backlight. A 3D backglass would not be necessary for most of the real ones...

Indeed. But as we simulate GI and other lamps ON the backglass, it will be easier for us right now.

 

I've got my PS3 eyes, calibration board and ir glasses close to ready for use in BAM.

Is the IR implementation similar to BAM?

Not yet. As I said, this is not a priority right now. We will come to this, but I don't think before the demo. Right now, there is "only" support of the regular TrackIR system (really easy to include). But I promise to make it more generic, maybe through VRPN in a first step, then adding other features...


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#968 BilboX

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Posted 10 September 2013 - 07:40 AM

Hi guys. I have a small request for you: I am investigating a more complex flipper driver (have to say that the idea comes from the interview of Adrian Barritt, http://www.vpforums....showtopic=25477). Indeed, I would like to improve the flippers movement by basing the angle on the force/stroke curve of flipper coils. However, I was not able to find any datasheet of solenoids used in pinball for flippers (like Bally/Willimas FL-11629 for ex.).

 

Does anyone have this kind of datasheet link and wants to share it please? Thanks!


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#969 Argo

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Posted 10 September 2013 - 08:35 PM

Will it support ultrahd resolution (3840x2160 / 3840x2400)? The monitor IBM t221 already has that resolution.



#970 Slydog43

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Posted 10 September 2013 - 11:57 PM

yeah right :)



#971 ludovids

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Posted 14 September 2013 - 05:01 PM

louizou: (or anyone else who can answer)

 

Some time ago you asked if anyone could improve LVR tools to extract more information from FPM models, but got no

response. Are you still looking for this help? If so, how can I learn more about LVR tools in order to determine if I have the

necessary skills?


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#972 EalaDubhSidhe

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Posted 14 September 2013 - 07:25 PM

Hi guys. I have a small request for you: I am investigating a more complex flipper driver (have to say that the idea comes from the interview of Adrian Barritt, http://www.vpforums....showtopic=25477). Indeed, I would like to improve the flippers movement by basing the angle on the force/stroke curve of flipper coils. However, I was not able to find any datasheet of solenoids used in pinball for flippers (like Bally/Willimas FL-11629 for ex.).

 

Does anyone have this kind of datasheet link and wants to share it please? Thanks!

 

 

What's going to make the most difference, the solenoid itself or the voltage applied to it? A better (or at least easier) approach may be to stick to just a small number of 'standard' solenoids representative of different eras of games (EM, early solid-state, later solid-state, Fliptronic, modern) and have the power regulated by the voltage instead,



#973 BilboX

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Posted 15 September 2013 - 04:23 PM

 

Hi guys. I have a small request for you: I am investigating a more complex flipper driver (have to say that the idea comes from the interview of Adrian Barritt, http://www.vpforums....showtopic=25477). Indeed, I would like to improve the flippers movement by basing the angle on the force/stroke curve of flipper coils. However, I was not able to find any datasheet of solenoids used in pinball for flippers (like Bally/Willimas FL-11629 for ex.).

 

Does anyone have this kind of datasheet link and wants to share it please? Thanks!

 

 

What's going to make the most difference, the solenoid itself or the voltage applied to it? A better (or at least easier) approach may be to stick to just a small number of 'standard' solenoids representative of different eras of games (EM, early solid-state, later solid-state, Fliptronic, modern) and have the power regulated by the voltage instead,

 

 

Thanks. I just searched from generic solenoids, grabbed some powering curves and implemented it. Of course this still stays an approximation and we can ALWAYS be more complex. But I kinda like the current result (though I am not pinball expert). Of course, this still needs tests and tuning, and for example, there still is lack of EOS, which I think can improve a bit more the realism of flippers behaviours...

 

As for me, the "most" realistic way would be to anchor a force jauge to a real flipper and record the force curve, then synthetize it. This way we would learn from the whole Solenoid/mechanics chain. With a bit more investigations, we can model flippers behaviours for various solenoids, but that would require hardware we don't own (multiple real flippers assemblies)... for an uncertain result. I can't wait to try the Ultra Edition of TimeShock, for which I baked, because they argue to have a very realistic model for flippers...


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#974 Syco54645

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Posted 18 September 2013 - 03:26 PM

Apparently the old version of timeshock had drop catches. That is crazy! That is something that is missing from vp and tpa that I miss very much. Flipper control is nil with both of those sim...



#975 jimmyfingers

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Posted 18 September 2013 - 03:43 PM

Apparently the old version of timeshock had drop catches. That is crazy! That is something that is missing from vp and tpa that I miss very much. Flipper control is nil with both of those sim...

Yes you can indeed do some flipper tricks with VP and I would most certainly not say, in these cases at least, that the control is "nil". Mainly with some scripting enhancments / sub routines implementation, the demo vidoes in the posts below show what is possible and have been incorporated into several current tables.

 

http://www.vpforums....hl=+drop +catch

 

http://www.vpforums....=+bmpr +flipper


Edited by jimmyfingers, 18 September 2013 - 03:44 PM.


#976 Slydog43

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Posted 18 September 2013 - 06:45 PM

Thanks Jimmy for your enhancements to VP with your routines.  Yes it does make a world of difference in the way the ball reacts to flipper/bumpers/slings, so much more realistic.  Can't ever say thanks enough and I know I'm not alone in that.  I'm starting a mini cab build now and I think I will put a number of the great authors on the artwork along with  a collage of pinball companies and pinball tables. 


Edited by Slydog43, 18 September 2013 - 06:55 PM.


#977 toxie

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Posted 18 September 2013 - 08:59 PM


Thanks. I just searched from generic solenoids, grabbed some powering curves and implemented it. Of course this still stays an approximation and we can ALWAYS be more complex. But I kinda like the current result (though I am not pinball expert). Of course, this still needs tests and tuning, and for example, there still is lack of EOS, which I think can improve a bit more the realism of flippers behaviours...

 

As for me, the "most" realistic way would be to anchor a force jauge to a real flipper and record the force curve, then synthetize it. This way we would learn from the whole Solenoid/mechanics chain. With a bit more investigations, we can model flippers behaviours for various solenoids, but that would require hardware we don't own (multiple real flippers assemblies)... for an uncertain result.

 

 

I also think that this depends heavily on the user input, so how long/quick you hit the flipperbuttons, so simple single measurements won't most likely do it..



#978 BilboX

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Posted 19 September 2013 - 09:52 AM

Okay, here is an actual state of flippers simulation. I give you the raw session, no tricks there ;):

 

 

This is a raw flippers behaviour test session to see how my new more complex flippers behaviour worked. I used my "Debug Shot" functionnality (drag and drop with mouse). When I pressed space, the last recorded shot was replayed, that's why the ball disapear and reapear elsewhere.
 
I tried to make dead passes, flipper passes (left to right and right to left), drop and catch, drop/catch/shot and, in the beginning, death saves...
 
You can also ear some of the sound simulation recently implented. Pay attention to the rolling ball sound.
 
More video to come, including one about flipper response curves tuning tool...

Edited by BilboX, 19 September 2013 - 09:53 AM.

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#979 hotdp

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Posted 19 September 2013 - 10:07 AM

Looks impressive all ready!



#980 chepas

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Posted 19 September 2013 - 10:17 AM

Cheers for the video. Just seeing the ball not being "scattered" at the slingshot from the flipper is a dream of mine.


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