Any idea how the nudge will work or even if it will work. I wish the nudging was better in VP with the available accelerometers out there. Meaning if you nudge the table forward the playfield should move forward NOT the ball. Also analog plunger support? You guys are doing a great job, please keep it up, thanks
Hi. i just "finished" investigation tests on nudge. I implemented 3 nudge algorithms: one with the full table under PhysX, one with the full table moved using simple damped spring algorithm, and one with ball/moving objects behaviour computation. The two algorithms moving the full table work (even though it is bugged in some configuration), but the really big problem is the computation time which is HUGE! Physics frame rate passes from 1kHz to 500Hz, and I ran it on my I7 3.5GHz. So I spent some time recoding ball response to nudge, separating it between normal Force and tangential/friction force. It still needs adjustments but results are quite fine for me (no expert)... and frame rate is not really impacted for small number of balls.
Regarding hardware, analog plunger is already supported. Actually, I rewrote the input manager: an input action can be either binary or analogic. For each of this virtual action, you can map whatever you want: keys or joysticks. i will implement also direct Arduino coimmunication as I made my own analog plunger, this will prevent be to swap it to joystick input and I will be able to add an accélerometer in it without be troubles. (I you guys would be interessed in buying some expermiental analog plunger/nudge system, tell me, I am questionning myself if I will not mak eit some part of my job.). Analog input is my next step for nudge tests, then I will be able to mak esome demo video. it will definitely be included in the demo.
This work gives me hope. 
I built a simple table that exposes the weird trajectory of FP. (spoiler alert: as the test launches the ball farther down the flipper, there are a couple of points where it sends the ball in a wildly inappropriate direction)
I'd be interested in seeing how this table runs after being ported to the Unity 3D project.
http://www.vpforums....showtopic=25611
Interesting test. Though, I have some questions:
- What, in your opinion, should be the "real" result of this test? Each target hit in circular way?
- The best way to give credits to this would be a "ground truth" test, meaning doing it in real pinball... The only way to do it for me is bulding a mini playfield!!!
- be carefull with FP timers because all your tests does rely on this, am I wrong? (did not read the script, sorry)
- We can convert the table, no problem. However, the script will have to be rewritten in C# for PU3D.
Anyway, it's a good test and, provided we have some expected results, we will try it. Nice job.