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VP10 is here (beta)

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#1761 randr

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Posted 20 April 2015 - 12:25 PM

Couple things...
Is a texture map of ball available or is this just a typical map for a sphere? Can vp generate it? Also plunger sizing cannot seem to get the rubber tip longer?

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#1762 ClarkKent

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Posted 20 April 2015 - 02:29 PM

Since the beginning of the first beta and tables released I noticed that the ball is behaving weird on the flippers. I relatively often see the ball stopping abruptly on the upper side of the flippers or rolling along the flippers and begin to heavily bounce upwards at the end when holding them up. Sometimes the ball starts to speed up too much when rolling down the flippers. That feels very unnatural, physically not correct. I wonder what that is!? I've never seen that behavior in PM5 but on almost all tables available until now on VP10 (except maybe JPs tables where this happens rarely). Strange. Any idea what this could cause?

Edited by ClarkKent, 20 April 2015 - 03:24 PM.


#1763 ClarkKent

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Posted 20 April 2015 - 03:14 PM

By the way - the first official beta of TPA with DX11 support has been released! Just look here how much better it looks with DX11: http://steamcommunit...03999974028653/

#1764 goesta

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Posted 20 April 2015 - 04:17 PM

Since the beginning of the first beta and tables released I noticed that the ball is behaving weird on the flippers. I relatively often see the ball stopping abruptly on the upper side of the flippers or rolling along the flippers and begin to heavily bounce upwards at the end when holding them up. Sometimes the ball starts to speed up too much when rolling down the flippers. That feels very unnatural, physically not correct. I wonder what that is!? I've never seen that behavior in PM5 but on almost all tables available until now on VP10 (except maybe JPs tables where this happens rarely). Strange. Any idea what this could cause?

 

I always thought the jumpy ball behavior would be, because these tables are not complete and the physics are not adjusted yet.

But the Phys5 tables behave different indeed.



#1765 blashyrk

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Posted 20 April 2015 - 04:44 PM

Is it also possible to get the flippers to behave more like the real thing? I would love to be able to flick pass and other Flipper tricks.

#1766 ClarkKent

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Posted 20 April 2015 - 07:32 PM

 

Since the beginning of the first beta and tables released I noticed that the ball is behaving weird on the flippers. I relatively often see the ball stopping abruptly on the upper side of the flippers or rolling along the flippers and begin to heavily bounce upwards at the end when holding them up. Sometimes the ball starts to speed up too much when rolling down the flippers. That feels very unnatural, physically not correct. I wonder what that is!? I've never seen that behavior in PM5 but on almost all tables available until now on VP10 (except maybe JPs tables where this happens rarely). Strange. Any idea what this could cause?

 

I always thought the jumpy ball behavior would be, because these tables are not complete and the physics are not adjusted yet.

But the Phys5 tables behave different indeed.

 

Maybe it has something to do with the beta status of the tables. But it's really weird. Especially the sudden stop of the ball or the sudden acceleration of the ball on the flippers that occurs now and then is really really weird.



#1767 vampirolatino2

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Posted 20 April 2015 - 07:44 PM

I see what you guys are saying .... but some of the tables get it right and feels awesome. I can do the tricks mention above too. I think it have to do with programing/tweaks on the flippers? Don't know why they aren't all normalized, or they do?, I don't know much about VP, just talking shit here lol


Edited by vampirolatino2, 20 April 2015 - 07:47 PM.


#1768 fuzzel

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Posted 20 April 2015 - 07:55 PM

Well maybe we should compare the settings of those tables where everything behaves as expected and if they are equal or similar change the default settings in VP in a next build?

#1769 vampirolatino2

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Posted 20 April 2015 - 09:26 PM

Well, I'm not the expert, but I can say that for example: WOW-Monopoly from JP have a real feel in the flippers. I think anything that man touches turn into gold lol... and I bet he didn't do something out of the ordinary or use WOW magic ;)

 

And this is from retirement?!... but this man still's a Legend. I think he secretly made VP and we don't know yet hahahaha.

 

Cheers JP! Was playing a little to test this and I got hook with WOW Monopoly :D



#1770 ClarkKent

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Posted 20 April 2015 - 09:27 PM

NASCAR from JP seems to behave normal most the time!



#1771 gtxjoe

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Posted 20 April 2015 - 11:24 PM

Which table example has problems with ball seeming to stop when rolling from inlane guide to flipper in up position?  

 

I have seen this happen if the friction on the inlane walls are set to 0 or are very different from the friction setting of the flipper.



#1772 randr

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Posted 21 April 2015 - 02:31 AM

figured out the tip plunger issue..no worries


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#1773 ClarkKent

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Posted 21 April 2015 - 04:48 AM

Which table example has problems with ball seeming to stop when rolling from inlane guide to flipper in up position?  
 
I have seen this happen if the friction on the inlane walls are set to 0 or are very different from the friction setting of the flipper.


BBBB or Truck Stop by example

#1774 ClarkKent

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Posted 21 April 2015 - 05:37 AM

But even on NASCAR the ball sometimes suddenly stops on the flippers when in up position. I wonder if there is some kind of bug involved in this.



#1775 jpsalas

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Posted 21 April 2015 - 05:48 AM

But even on NASCAR the ball sometimes suddenly stops on the flippers when in up position. I wonder if there is some kind of bug involved in this.

That's because of the high friction of the flipper rubbers. Reduce the friction and you won't get those strange ball behaviour. On the Zelda table I have used newer settings with much lower values. Try that table and see if you like them better. I can post here the settings I have found work best for my preferences, but they are not very "compliant" with what it is written here https://github.com/c...ki/VP10-Physics :) My prefered settings are in the Zelda table :) And in short they are: low friction with the playfield which leads to no strange stopping of the ball and a better acceleration downwards, but it looses in reaction to the spin. Also the rubbers, flippers and other objects have less elasticity since it is not needed so high due to the lower playfield friction, and I feel the ball behaves much better. They also have less friction, but it also looses those spin effects and that "grab" effect on the ball. So I think the best will be a balance between too high and too low friction (and elasticity), but it may take some experimentation :)


Edited by jpsalas, 21 April 2015 - 06:19 AM.

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

 

vp.jpg

 

WIP? Some EM tables


#1776 ClarkKent

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Posted 21 April 2015 - 06:08 AM

Thanx for the great info! :) I hope this solves the strange ball behavior for future VP10 tables... :)



#1777 sliderpoint

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Posted 21 April 2015 - 11:26 PM

Which table example has problems with ball seeming to stop when rolling from inlane guide to flipper in up position?  

 

I have seen this happen if the friction on the inlane walls are set to 0 or are very different from the friction setting of the flipper.

 

That was good insight.  I made some adjustments based on your suggestion.  It definitely smooths things out.

 

-Mike



#1778 dark

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Posted 22 April 2015 - 01:15 AM

I noticed early on with the Monster Bash WIP that the right flipper in particular could snag the ball right where the flipper pivots, at the top of the flipper as if it hit the brakes soon as it made the transition from plastic to flipper rubber friction.  I've noticed at least a little bit of this in the majority of tables I've tried out.



#1779 toxie

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Posted 22 April 2015 - 08:11 AM

friction is no longer ignored like in PM5 (there it was always constant 0.3, even if something else was set in the UI), so it should always be setup correctly everywhere.



#1780 mfuegemann

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Posted 22 April 2015 - 09:36 AM

For me it was a problem that a converted VP9 table has no friction set to almost all playfield elements. Adding some values cured the weird behaviour on Walls, Flippers, Ramps and Gates.

 

Michael







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