i hope when the ball spin is ready somebody is going to remake a decent bingo game
Have you tried the KeyWest Bally Bingo in the downloads section?
Posted 11 April 2014 - 02:37 AM
This video better at around 3 min mark as 120FPS is not enough for the pop bumpers in first couple min. Also HD version may take youtube a while to process so check it later for HD
This video is unpainted ball with white dots. Again HD version will process later. If videos provide any help will make as many however you want. but best i can do is 120FPS
Edited by randr, 11 April 2014 - 02:40 AM.
Posted 11 April 2014 - 03:10 AM
Mukuste,
Great Stuff.. ![]()
My biggest letdown in VP is the flippers, especially on tables with center shots that require strong shots from the leading edge of the flipper. I know you can adjust the flipper settings but some times that just isn't enough.I guess some tables have extra coding in the script that makes a big difference, but still not enough..
The Dr Who table is one of those that demands those center shots, I tried your new system and Wow what a difference it plays and handles like the real table, the only problem seems to be shots off the tip of the flipper that seen harder to nail now. I tried lowering the speed setting the 1.0 on the left upper flipper to make the side ramp shot and that seemed to help. I set the strength to 2300 on all three flippers. Slope to 6 and gravity to 1.0 as you indicated.
I just saved the table renamed as DH physics mod, to differentiate it from the standard one.
When you open the editor the about pull down says version 9.9, I take it you used the current build for DX9 as a base because this new Physics version uses the new dx9 location for the registry entries.
I also noticed that I had to reduce my analog nudge settings from 200% down to 50 % to give the same strength.
Great improvement for VP.
Perhaps the release version could load a VPT and VPTP version, then when you save a table it would append the VPTP extension. So all physics mods would have the the new extension ending any confusion.
I for one vote for sooner rather that later release so tables can start being modified to this new and improved advancement.( when ready
)
Thank you (and all the Devs) for your dedication and gifts to the Pin community.
Happy times ahead..
Rich ![]()
Posted 11 April 2014 - 03:14 AM
Posted 11 April 2014 - 03:36 AM
randr: Thanks, those are pretty fantastic! I will have a closer look once I can see the HD versions. First impression is that overall the behavior of the new engine is already reasonably realistic, at least in those scenarios around the flippers where the ball is moving relatively slowly and I can see the spin clearly.
RYSr: Thanks for the detailed feedback and flipper settings! I hope with more experimentation and tuning, we'll find those settings which nail the real behavior. I'll also note again that in the final release, there will be many more physics parameters to play around with so it will be much more flexible. I just didn't expose all of them to the GUI so far.
BB: You still didn't mention which version of AFM that was exactly, but I saw that at least on the recent JP versions, there is some code which tinkers with the flipper parameters on the fly, so that would need to be commented out. Could you not hit the angle, or the shot was too weak?
Edited by mukuste, 11 April 2014 - 03:38 AM.
Posted 11 April 2014 - 04:00 AM
Ah... yes... I hypothesized similar results in my observations... or maybe I didn't.
Anyways, how far are you thinking you can take this? Will we see the ball leave the table?
-Mike
Forgot to comment on this. The ball can already jump off the table surface! In an earlier iteration of the physics update, I routinely saw the ball do a little leap as it rebounded off the top wall on the default table. It was far too exaggerated, and I guess it was a combination of reducing the flipper force and reducing the friction on the wall which makes this effect much more subtle now. (Friction is what makes the ball "climb" a wall as it rolls into it; without friction, this does not happen.) But it still occurs, although it's relatively subtle right now, probably happening only a few millimeters at a time, so relatively hard to see.
Posted 11 April 2014 - 04:59 AM
BB: You still didn't mention which version of AFM that was exactly, but I saw that at least on the recent JP versions, there is some code which tinkers with the flipper parameters on the fly, so that would need to be commented out. Could you not hit the angle, or the shot was too weak?
Not sure the version but the script has the following denoting the version as:
' Attack from Mars / IPD No. 3781 / December, 1995 / 4 Players
' VP9 2.3.1 by JPSalas 2009
I can make the ramp but the shot is always too weak, i can get the ball about 90% up the ramp, just not all the way...
Flippers set to 3500 as well.
Posted 11 April 2014 - 05:39 AM
The two slow motion pinball videos on that channel are super useful, I actually used them extensively while working on the physics. I went so far as to count single frames for the Judge Dredd video -- did you know that a flipper stroke with the ball on the flipper tip takes about 1.7x longer than an empty flipper stroke?
I even started documenting some of that stuff:
https://bitbucket.or.../FlipperInertia
Unfortunately, no ball spin visible on those.
I never thought the VP community would find one man some day able to do such almost inexplicable and pain causing calculations to make the physics as real as possible! Now I'm totally sure - you are really sent from god for this mission! ![]()
Posted 11 April 2014 - 08:11 AM
Maybe I shouldn't have released it yet -- now everyone has tasted blood and wants more!
(Yes, the secret ingredient in the awesome sauce is blood. Deal with it.) But I was really excited and couldn't keep it secret anymore! I had a feeling this would be big for VP. Also, as the DX9 thread showed, nothing finds bugs as fast as a rabid horde of pinball fanatics poring over a new toy.
Tell you what, whatever happens, when the official DX9 version comes out, I'll at the very least compile an inofficial physmod version of it for "home use" so that people who want it now can have it. I'd still prefer if modded tables weren't published at that point, at least not through the usual channels, to avoid a big mess.
I'll also wait for the other devs' opinion on what is the best way to proceed, I can't make these decisions alone.
The new physics are awesome and I also would like to see them in an official version of VP BUT one step after the other. First we need to make the DX9 port final, the missing text decals and reels aren't that easy to implement because DX9 handles them totally different than DX7/DDraw. Supporting two versions (old and new physics) in parallel will be very cumbersome I guess.
So I vote for a final VP9DX9 with old physics which supports nearly all VP9 tables as good as possible because I think there will be still some issues which can't be fixed until we break the compatibility with VP10. After that we start with VP10 add the new physics, shaders and all the other nice stuff and change the file ending to distinguish between VP9 and VP10 tables.
But I think that the new 3D ball will be available in VP9 as an extra option you have to set for each table.
Posted 11 April 2014 - 01:27 PM
If anyone is interested - here is the new physics version of White Water:
https://www.dropbox....New Physics.rar
I also improved the graphics a lot (cleared all plastics, reworked the playfield, a lot of color corrections, some small changes in the GI).
I only can not shoot into the whirl pool. There is some problem I can not solve. Any ideas?
And I can not solve the problem with the distorted texture on the insanity falls ramp - so if anybody could help...
One thing to the new physics: I can not fully nail it down but somehow I'm missing the raw power of the flippers.
Edited by ClarkKent, 11 April 2014 - 01:39 PM.
Posted 11 April 2014 - 03:26 PM
Thanks for posting this. Your table updates are really nice, do you think you could post a regular physics version?
I'm super impressed by the difference with this physics mod. I'll have to tweak it around a bit, but the ball feels a little heavy yet to me.. Though I'd love to hear from anyone who owns the actual table to see what their thoughts are.
I've tried a few things with the ramp, but wonder if the solution is just just lower it?
If anyone is interested - here is the new physics version of White Water:
https://www.dropbox....New Physics.rar
I also improved the graphics a lot (cleared all plastics, reworked the playfield, a lot of color corrections, some small changes in the GI).
I only can not shoot into the whirl pool. There is some problem I can not solve. Any ideas?
And I can not solve the problem with the distorted texture on the insanity falls ramp - so if anybody could help...
One thing to the new physics: I can not fully nail it down but somehow I'm missing the raw power of the flippers.
Edited by mssmison, 11 April 2014 - 04:00 PM.
Posted 11 April 2014 - 03:55 PM
You just have to export these texture files and import them in the regular version: lights_a, lights_b, lights_off, lights_on, pf0-new to pf7-new, plastics-new to plastics7-new and upf0-new to upf7-new. That's all.
Would be nice if someone could bring this table to new heights with all new features VP9.2 and up provides. Especially new flashers and primitives would be nice.
I played the real one some time ago and I think with the new physics it's very very similar.
Posted 11 April 2014 - 05:46 PM
I took a look at the updated WhiteWater table. Super impressive work, Mukuste! The new physics engine captures a lot of the subtleties I'm used to on my real pin, especially as the ball begins to navigate tight spaces. I also think this will be a big hit with the folks who are complaining that the ball is moving "too fast" . The action is much more balanced, the ball is finally slowing down when it should.
And thanks also ClarkKent - The updated graphics was like a delicious cherry on top, this is one of my favorite tables and the update looks great!
Some people might think that the flippers aren't "bouncy" enough but this is actually a lot closer to what I'm used to, even with fresh rubber on my machine.
Nice, nice, nice.