While we are on the topic of physics, I had thought of starting a topic for a couple months now on one thing that I've spent hours on trying to tweak and that I still see missing in VP vs. real life in how the ball does seem to lack some weight. While studying real pinball / videos it seems that in real life the ball can move quite slowly, yet when it reaches it's apex or head straight down the table, the rate of acceleration can be quite high and visually perceivable but at the same time can take a fairly long time going up the table to slow down, come to a "stop, then head back down the table with accelerating speed. In VP, this seems tough to reproduce as if set to try and mimic the slow decrease in speed, then the increase back down the table is not fast enough and seems floaty, yet when the setting are manipulated to give a decent rate down the table, the ball then transitions too quickly from and upward motion to a stop to a downward motiion.
The other thing that seemingly isn't as easy to set up to mimic real life is the lateral motion and the amount of energy the ball seems to retain and carry with it after hitting an object. Outside of setting elasticity levels higher on all rubbers and colidable objects, it just seems that the ball mass itself is not high enough or any different (or different enough) from the other objects / wall masses where as in real life the steel ball vs. the rubbers have much different densities and react accordingly. I see this momentum aspect on the difference in how much more lateral a ball travels and keeps it's energy on a real life table (especially watching EM tables). It's vary tough to get this lateral feel in VP and setting higher elasticity levels help but higher slope and gravity counteract it as they draw the ball down which is a dilema as we need those higher so they don't leave the ball floaty.
Cupid asked way back, after the ball sizing option was added, whether a ball weight option should be included. I full heartedly think this would be a fantastic option and one of the last missing links in being able to set-up VP tables to very close to real-life. Being able to set the ball density / weight differenlty I think would give us a necessary extra element to work with along with the other settings and help get over, or at least mitigate, some of these obersvations I (and others) have had regarding ball weight / momentum and all the things we are trying to do to mimic this. Being able to set it differently then other objects, which is what I beleive was proposed by cupid, would be ideal as I think in real life it is the mass / density of the stell ball vs. the woods, rails, and especially the rubbers that gives it it's momentum and complete feel of what it does in contrast to the objects it hits.
Lastly, on these observations, ball weight, and lateral movement goals with still maintaining slow speed (higher friction) and decent downward acceleration, I have experimented with and become as happy as I've been with the physics by taking Noah's VP Firepower and Gorgar settings as a base and modifying slightly in this manner: Increasing gravity higher, lowering slope, and increasing elasticity. I've been setting the gravity at about 1.75 or 1.775 and decreasing the slope like on Gorgar from 5.8 to about 5 with a slightly less friction number .375 (sometimes till using .004 when gravity is up around 1.775). This higher gravity / lower slope seems to help the ball still travel laterally somewhat better as the slope is lower but when the ball is travelling down / starting to travel down does still have some decent acceleration - the higher friction is helping from moving too fast and also aiding in a slower transition from up to down. Gravity and slope are definitely not the same thing but the difference can be subtle and hard to see without lot's of tests just basing it visually on things. The last caveat to all these aspects to help the ball feel more weighty and with higher mass and energy that it maintains after hitting an object is that the elasticity of most playfield collidable objects has to be increased. I've seen previous topics that have similar concepts on VP tables tending to be a bit too fast compared to real life where they potentially should be slower but with more "bounce" and ability to accelerate down. I have seen with the settings I used above that modifying the top of sling shots and other mainly upward facing rubbers to about .8 is good (sometimes even higher), and most other rubbers between .7 and .8. Also changing woods and metal rails to about .45 to .55 elasticity.
This is a good topic for sure but I feel some of the tweaks, at least for myself, go much more further than just the flipper settings and get more complicated and difficult to easily / consicely relay in how to modify /edit all the necessary elements of a VP table to acheive especially as it varies greatly from table to table. Overall, all information from flipper settings to slope / gravity / friction to elasticity to general aspects all can definity be used to get some of the VP tables quite close to playing like their real life version. Thanks to all who add what they can and for their experiences with settings that help these recreations become more true-to-life.
Edited by jimmyfingers, 21 December 2011 - 04:38 PM.




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