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JP's VPX8 Physics

VPX physics arcade

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#121 JLouLoulou

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Posted 21 May 2023 - 08:01 AM

Hi @Wiesshund,

 

 

 

A thing i noticed was missing is, the flippers no longer deflected if impacted by the ball.
Previous version of AFM with previous physics, if ball hits flipper at high speed, and flipper isnt in torque mode any more
you can get a brief deflection of the flipper.

 

Reduce the "FullStrokeEOS" to have this effect... But not too much, otherwise you will have "bunny bump" again



#122 jpsalas

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Posted 21 May 2023 - 08:28 AM

You may also reduce the LiveCatchSensivity if the ball sticks too much on the flippers, doing almost a "live catch" all the time.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#123 wiesshund

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Posted 21 May 2023 - 09:42 AM

You may also reduce the LiveCatchSensivity if the ball sticks too much on the flippers, doing almost a "live catch" all the time.

well, its kind of not only the flippers
ball seems to get drawn to other things too.

But it isnt consistent, i havent figured out what instigates it yet.

 

 

Hi @Wiesshund,

Reduce the "FullStrokeEOS" to have this effect... But not too much, otherwise you will have "bunny bump" again

 

 

 

I will look at that


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#124 jpsalas

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Posted 21 May 2023 - 10:13 AM

I have re-uploaded the zip file, as the elasticity test vpx table had corrupted materials :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#125 wiesshund

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Posted 21 May 2023 - 11:25 PM

I have re-uploaded the zip file, as the elasticity test vpx table had corrupted materials :)

would that have affected AFM ?


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#126 jpsalas

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Posted 22 May 2023 - 07:31 AM

 

I have re-uploaded the zip file, as the elasticity test vpx table had corrupted materials :)

would that have affected AFM ?

 

No, it is something that happens from time to time when you edit the materials. Sometimes all the materials get the same properties as the first one or something like this :) I know fuzzel did something to fix this a long time ago, and it is much better than before, but still sometimes it still happens :) I did check also the AFM table in case those materials were corrupted, but they were ok.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#127 Manbearpig

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Posted 22 May 2023 - 02:46 PM

So I have modded quite a few tables and now have decided to create one from scratch. Wanting to learn even more and try to recreate some of the older EM machines. I will have so many questions (I have bookmarked a few threads) I'm sure, but as for today I want to use the JP Physics. I thought I would ask before I get to far into my table where it's a pain to implement. So here goes... and if there is a better thread where this is already laid out, please let me know.

So I need to load the .vpp into VPX under - Edit > Set Default Physics > Import and save. Does everyone need to do this to actually utilize JP Physics? cause I have never added this.

**How do I know if it's set? I imported with no table loaded and saved. Now I opened the table and clicked the Set Default and it said, "do you really want to reset the physics settings?" and I said yes..... so is that baked into the table now?

Then I need to import the .mat file and associate to correct elements (rubber, metal, target, ect.) to work with the physics?

 

Then I assume either copy/paste elements from the Elasticity_Test and resize to my table or copy all variables to my current posts, rubbers, ect.?

 

And lastly copy/paste the text from the script addons to my table script for flipper, shadows, and associate fx files?

 

 

 

Also if there is a thread on how to implement JP's Easy EM I would love a link :)
 

 

Thanks to all for the amazing work!

 

**Tested while typing this out.


Edited by Manbearpig, 22 May 2023 - 03:10 PM.


#128 jpsalas

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Posted 22 May 2023 - 06:18 PM

The vpp file contains the settings for the table's playfield and flipper physics, and you import it here: (and you do this in your table)

 

Attached File  import_table_physics.png   13.55KB   5 downloads

 

Then you press F4 to show the materials window and import the physics materials:

 

Attached File  import_materials.png   64.61KB   5 downloads

 

Now you can build your table the way you prefer. I prefer to use the built in objects, like walls, rubber, ramps, for almost everything. But other people prefer to make 3d objects of everything. I even use walls to make the rubbers that will hit the ball, and use the rubber objects just for looks, this way I can have different sounds and properties for each part of the rubber, like around the posts or the longer or shorter rubbers. Just take a look at any of my "easy" tables to check how I build the rubbers. I can make the metal ball guides using ramps or walls. Using ramps it is easier, but using walls look better as you can have a better image on the sides of the walls :)

 

JP 


Edited by jpsalas, 22 May 2023 - 06:19 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#129 Manbearpig

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Posted 23 May 2023 - 06:58 PM

Ah, yes, that is what I have done. I wasn't sure if I needed to copy you actual rubbers and post. But I really just need to set their material to the imports material to take on the correct attributes.

I don't actually know which tables are the "easy" ones, I've just seen that as a reference from others :) . The coding is what going to kill me, the building and art I have down. I actually know how to do the 3D prims and goodies like that, so no issue there.

I appreciate the quick response. I'll see what I can do with the physics addition today now.



#130 jpsalas

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Posted 23 May 2023 - 08:00 PM

By easy tables, I mean older tables from the 70's or 80's, as they do not have too many extra objects on the table, so they are easier to take apart :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#131 Manbearpig

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Posted 23 May 2023 - 08:44 PM

Ah, I was hoping for "easy coding", which i guess it should be with less moving parts.



#132 wiesshund

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Posted 29 May 2023 - 11:19 PM

Nevermind


Edited by wiesshund, 29 May 2023 - 11:33 PM.

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#133 wiesshund

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Posted 29 May 2023 - 11:33 PM

Ah, I was hoping for "easy coding", which i guess it should be with less moving parts.

it is easy coding :)


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#134 wiesshund

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Posted 30 May 2023 - 09:13 PM

Hi @Wiesshund,

 

 

 

A thing i noticed was missing is, the flippers no longer deflected if impacted by the ball.
Previous version of AFM with previous physics, if ball hits flipper at high speed, and flipper isnt in torque mode any more
you can get a brief deflection of the flipper.

 

Reduce the "FullStrokeEOS" to have this effect... But not too much, otherwise you will have "bunny bump" again

You have a suggestion on value?
I have it down to 0.22 but im still not seeing any flipper deflection, or any adverse effects

FullStrokeEOS_Torque = 0.22

correct?
How far exactly do you mean


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#135 JLouLoulou

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Posted 31 May 2023 - 05:46 AM

Hello @Wiesshund,

 

What you can do, is to do the reverse..... mean, start with the lowest value : FullStrokeEOS_Torque = 0.1

 

Then increase it until you reach your best setup.... But don't forget that EOS also affect the "Bunny Bump" Effect.

 

FullStrokeEOS_Torque is more about a force when ball hit the flipper at a certain speed... More this value is high, more ball need speed to have "flipper deflect" ( and then "Bunny Bump" )... Then, as soon as the ball have enough speed for "Flipper Deflect", it will be the EOSTorque which has an impact on the "Bunny Bump"..

 

 FullStrokeEOS_Torque permit to have low EOS Torque and easy EOS Ball Control without  having "bunny bump".... Without FullStrokeEOS_Torque, more EOS is low, more "bunny bump" you will have due to "Flipper deflect"

 

As always, it's a matter of compromise and balanced setting.

 

 

What's your full setting?


Edited by JLouLoulou, 31 May 2023 - 05:49 AM.


#136 JLouLoulou

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Posted 31 May 2023 - 06:11 AM

The new Jps physics was design to have more control of the ball with trick.... Flipper deflect is not the most important thing...



#137 wiesshund

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Posted 31 May 2023 - 08:03 AM

Not entirely sure even what "bunny bump" is
I do not have it in JP's previous physics, that i know of.
have no issues passing and live catching with them at all, and that includes playing on a table that the ball is routinely moving in excess of 100
where obviously nothing is "Normal", that table is using JP's 2.0 physics version i believe, with the heavy ball


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#138 jpsalas

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Posted 01 June 2023 - 03:52 PM

I think that "bunny bump" is the rebound on the flipper when it is in the up position. It was one of things I removed in my physics 2  :) I did that by increasing the EOS when the flipper was up. Now it is done more elegantly, and it is only sat up when the flipper is really up.


Edited by jpsalas, 01 June 2023 - 03:52 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#139 klodo81

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Posted 03 June 2023 - 01:36 PM

The new file JP's VPX7 Rev2 script addons vbs.txt :

Attached File  2023-06-03 15_06_15-Window.jpg   113.07KB   3 downloads

 

The old script I have used with the modification applied

Attached File  2023-06-03 15_05_21-Window.jpg   104.04KB   2 downloads

 

Could you confirm to me if yes I have to delete the script   "aBallShadow(b).Height = BOT(b).Z -Ballsize/2"



#140 jpsalas

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Posted 03 June 2023 - 02:56 PM

That text is just to show you where is the ball speed control. There are many versions of that rolling sound routine :) So keep that .Height line :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings






Also tagged with one or more of these keywords: VPX, physics, arcade