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VP flippers vs real flippers: ARGH!


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#81 007

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Posted 22 February 2011 - 03:51 PM

[Whirlwind_VP9_NF-UR_v1.4.8]

Gravity Constant: 1.55
Contact Friction: 0.0025
Contact Scatter Angle: 0
Dampening Speed: 75
Dampening Friction: 0.95
Physics Max Looptime: 0

- - - - -

Tbl Slope Min Difficulty: 6
Tbl Slope Max Difficulty: 6
Global Difficulty Level: 0

- - - - -

Flippers (All three):
Speed: 0.955
Strength: 0.1
Elasticity: 0.65
Scatter Angle: 0
Return Strength: 0.25
Recoil Velocity: 40 [Really not sure about this value]
Power Law: 2
Oblique Correction: 3.81



(Recoil Velocity is a tricky one. I don't have enough experience. I don't like the flexing springy flipper that sometimes happen when a ball hits it full speed "head on".)

Edited by 7, 22 February 2011 - 03:52 PM.

One of us smells like a tart's handkerchief. Afraid it's me. Sorry about that, old boy.


#82 007

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Posted 22 February 2011 - 04:32 PM

[Terminator2_UR_NF_VP9_1.1RC]

Gravity Constant: 1.55
Contact Friction: 0.0025
Contact Scatter Angle: 0
Dampening Speed: 75
Dampening Friction: 0.95
Physics Max Looptime: 0

- - - - -

Tbl Slope Min Difficulty: 6
Tbl Slope Max Difficulty: 6
Global Difficulty Level: 0

- - - - -

Flippers:
Speed: 0.955
Strength: 0.12
Elasticity: 0.65
Scatter Angle: 0
Return Strength: 0.25
Recoil Velocity: 36
Power Law: 2
Oblique Correction: 3.93

One of us smells like a tart's handkerchief. Afraid it's me. Sorry about that, old boy.


#83 BigBoss

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Posted 22 February 2011 - 09:38 PM

QUOTE (Noah Fentz @ Feb 22 2011, 03:23 AM) <{POST_SNAPBACK}>
Any way I can get you to do this on the Whirlwind or T2 I did with UR?

You have a full screen version of whirlwind somewhere?

#84 Noah Fentz

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Posted 22 February 2011 - 11:34 PM

QUOTE (BigBoss @ Feb 22 2011, 04:38 PM) <{POST_SNAPBACK}>
QUOTE (Noah Fentz @ Feb 22 2011, 03:23 AM) <{POST_SNAPBACK}>
Any way I can get you to do this on the Whirlwind or T2 I did with UR?

You have a full screen version of whirlwind somewhere?


It's in the works.

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#85 chas

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Posted 14 March 2011 - 08:33 PM

QUOTE (BigBoss @ Feb 13 2011, 11:58 PM) <{POST_SNAPBACK}>
QUOTE (chas @ Feb 10 2011, 03:19 PM) <{POST_SNAPBACK}>
AFM is a table that oblique is needed to be able to hit and destroy the saucer.
im pretty sure i have strength on 5, speed on 0.08 and oblique on 2.
works well and able to hit lower targets.
using oblique on some tables makes it very difficult to hit lower playfield targets.
with oblique up i need to let the ball roll to end of the flipper then swing.
on these tables i have oblique on 0.
most flipper settings are on strength 5, speed 0.05-0.075 maybe a little higher as in AFM.
AFM/ARFM might be the only table i use oblique.

>>With oblique on 0, you cant ever hit the center gate unless you crank the strength up so high.<<
i dont have the speed cranked up that high.
the authors set the strength of some tables at maybe 1 then cranked up the swing speed to 0.275.
it was very difficult to hit the lower playfield targets.
the flippers were rocketing the ball to fast.
the flipper settings were not right.
strength of 5 and speed of 0.05-0.075. maybe speed of 0.1 at the highest on the tables with an upper flipper on the side so i could jet the ball through the upper side ramps with the upper flipper.
works well.
a few tables with 5 strength was too strong.
lowered to about 3 with the speed on 0.05.
worked well.


Attack from mars is a great example as I have done a ton of comparisons side-by-side to my real table. With the flippers on its stock settings, which were slow speed and high strength, the game was *way* too easy. I got 31 billion and conquered mars in my first two games. (Something I have yet to do on a real table). For one thing, it was very unrealistic. Every ramp shot was a full ramp shot. It never went half way up the ramp and back down (as it does in the real game). With a more noah-like flipper setting, the game scores immediately became similar to the real table as did the game play. The higher speed and lower strength seems to be the key to more realistic flippers.


try this. i think you will be close to what you are looking for.
the ball will play cloase to what you want going maybe half way up the ramp if your timing of the swing was off a little.
strengh on 5.
speed on 0.065-0.075.
i think 0.075 was a little to fast.
scatter on 0.
oblique on 2.
let me know how it worked for you.
i played real pb.
i think it plays ok.


#86 chas

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Posted 14 March 2011 - 09:11 PM

QUOTE (jonez @ Feb 13 2011, 09:18 AM) <{POST_SNAPBACK}>
any suggestions to setting flippers for medieval madness ??


it all depends on your prefernces.
strength on 5.
speed on 0.065-0.075.
scatter 0.
oblique 2.
if you dont like it close and click on "do not save changes".
it will return back to your original settings.

#87 HOW

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Posted 16 March 2011 - 12:02 AM

Very interesting discussion.

As a (not v.good) player of real tables, and someone who's watched 'Pinball 101' (get it in App Store if you have iPhone/Touch) I do notice some tables you cannot do the Backhand shots you would on a RL table.

Mind you I've yet to upgrade to VP9-Yikes !!! - I will, I will smile.gif
As a technonoob can I ask if flipper settings can be easily changed in VP8? And where I'd go to do this?

I wanna try Noah's settings as I know he's had some truly legendary players try his setup.

Cheers, Andy

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#88 BigBoss

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Posted 16 March 2011 - 12:19 AM

QUOTE (HOW @ Mar 15 2011, 04:02 PM) <{POST_SNAPBACK}>
Very interesting discussion.

As a (not v.good) player of real tables, and someone who's watched 'Pinball 101' (get it in App Store if you have iPhone/Touch) I do notice some tables you cannot do the Backhand shots you would on a RL table.

Mind you I've yet to upgrade to VP9-Yikes !!! - I will, I will smile.gif
As a technonoob can I ask if flipper settings can be easily changed in VP8? And where I'd go to do this?

I wanna try Noah's settings as I know he's had some truly legendary players try his setup.

Cheers, Andy

You absolutely must dump VP8 and use VP9. The physics engine is much better. It's not even close.

I've solved most my flipper delays using Noah's suggestion of moving from micro-switches to leaf switches. After this, I readjusted most my flipper settings to be back to slower and more powerful. The reason for this is because there is less oblique needed to hit the center shots and it feels much more like a real flipper. The oblique setting, when it gets too high (above 5), allows for many impossible shots. I still don't have it all tuned in, but the flipper settings seem better something along the lines of:

Speed: 0.2 <-- Much higher and the ball starts veering towards the edges not up the center. It's odd, I would expect the opposite.
Strength: 0.8 <-- lowering this much more causes the ball to start veering to the sides rather than the center and make backhand shots impossible.
Elasticity: 0.55 <-- This setting isnt that great. Higher and flipper catches become too hard and unrealistic, lower and they're too easy (even at 0.55 they're a bit too easy). I cant get this totally right compared to a real pinball.
Scatter: 0 (Who would want this at anything other than 0??)
Return Strength: 0.05 <-- if this is higher, the flipper flips back in a very unnatural manner and things like post passes become difficult / impossible
Recoil Velocity: 0 <-- this is critical or the ball can cause the flipper to bounce
Power Law: 2
Oblique: 4 <-- It's unfortunate this cannot be 0 and still have the ball move towards the center like a real pinball machine.


#89 HOW

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Posted 16 March 2011 - 10:14 AM

QUOTE (BigBoss @ Mar 16 2011, 01:19 PM) <{POST_SNAPBACK}>
You absolutely must dump VP8 and use VP9. The physics engine is much better. It's not even close.

I've solved most my flipper delays using Noah's suggestion of moving from micro-switches to leaf switches. After this, I readjusted most my flipper settings to be back to slower and more powerful. The reason for this is because there is less oblique needed to hit the center shots and it feels much more like a real flipper. The oblique setting, when it gets too high (above 5), allows for many impossible shots. I still don't have it all tuned in, but the flipper settings seem better something along the lines of:

Speed: 0.2 <-- Much higher and the ball starts veering towards the edges not up the center. It's odd, I would expect the opposite.
Strength: 0.8 <-- lowering this much more causes the ball to start veering to the sides rather than the center and make backhand shots impossible.
Elasticity: 0.55 <-- This setting isnt that great. Higher and flipper catches become too hard and unrealistic, lower and they're too easy (even at 0.55 they're a bit too easy). I cant get this totally right compared to a real pinball.
Scatter: 0 (Who would want this at anything other than 0??)
Return Strength: 0.05 <-- if this is higher, the flipper flips back in a very unnatural manner and things like post passes become difficult / impossible
Recoil Velocity: 0 <-- this is critical or the ball can cause the flipper to bounce
Power Law: 2
Oblique: 4 <-- It's unfortunate this cannot be 0 and still have the ball move towards the center like a real pinball machine.


Will have to try. I've got VP9 but it's never worked sad.gif
Just posted for some Help as not techy at all!!!! smile.gif

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