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VP physics overhaul


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#161 boiydiego

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Posted 13 April 2014 - 10:51 AM

i just tryed your flipper settings @mukuste there super plays ALOT better , if you can just make a list of what tables to no use the flipper settings like system 11,avatar, pirates , and just to put in with that tables ,

thx for the great work @mukuste..


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#162 zany

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Posted 13 April 2014 - 12:08 PM

It would be nice tho have an option(button) that applies all this new settings to a table with just one click.



#163 DJRobX

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Posted 13 April 2014 - 02:09 PM

Re-launching the table several times the frames dropping down progressively.

 

I noticed that too.   The first time you can play at 60fps with Vsync on and it's awesome.   After a few stops and starts, it becomes jerky and unplayable.   



#164 DedRok_V

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Posted 13 April 2014 - 02:11 PM

Sorry for a really stupid question, but this one is bugging me bad....
I down loaded ClarkKent's Whitewater fix (thaks a lot - nice update ClarkKent!) and I have used the Global physics setting from mukuste, but about 90% of the plunger shots center drains directly. It is only with some rather drastic nudging that I can save the ball and start playing. I have however been able to make the wirlpool once (on the tenth trial or so).

I'm probably making some really stupid beginners error here, and in that case don't let this slow you down!

Taking in the big picture..... This is AWESOME! Thanks a million for great work!

This will happen on the real table too, you cant just full plunge on white water .....  this is why I always hated it years ago.

 

You HAVE to short plunge to the top flipper then shoot the ramp or whirlpool


Edited by DedRok_V, 13 April 2014 - 02:12 PM.





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#165 ClarkKent

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Posted 13 April 2014 - 03:21 PM

Can the rolling sound be added to the new physics directly? I mean a rolling sound that really fits to the rolling ball, not the standard sample with any random recorded rolling sound that does not fit the rolling of the ball on the playfield used at the moment.



#166 skinooe

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Posted 13 April 2014 - 04:08 PM

Thanks for that great ball feeling. Never seen in VP till now. I love it. :otvclap: :otvclap:



#167 mukuste

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Posted 13 April 2014 - 04:12 PM

It would be nice tho have an option(button) that applies all this new settings to a table with just one click.

 

It wouldn't really work, the settings need fine-tuning for every table, so you'd need to go in and change them all again anyway.

 

 

 

Re-launching the table several times the frames dropping down progressively.

 

I noticed that too.   The first time you can play at 60fps with Vsync on and it's awesome.   After a few stops and starts, it becomes jerky and unplayable.   

 

 

Can anyone tell me how exactly to reproduce this? I started Whitewater a couple of times and didn't see any change in the framerate.

 

 

Can the rolling sound be added to the new physics directly? I mean a rolling sound that really fits to the rolling ball, not the standard sample with any random recorded rolling sound that does not fit the rolling of the ball on the playfield used at the moment.

 

You mean without any samples? Unlikely. First of all you'd need to tell the engine the material of whatever the ball is rolling on, and then you'd need a way to synthesize a realistic ball rolling sound, which is both very difficult and probably quite CPU intensive.



#168 perplexicon

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Posted 13 April 2014 - 04:44 PM

The ball rolling sound really just needs a volume envelope applied to it that is driven by the velocity value of the ball - simple trick that'll make a huge difference! It isn't too much of a chore to get a well recorded sample to sound much more natural than it currently does, just requires some passing of physics values back to the audio engine. I see FMOD is available for use these days for non-commercial products...

 

The whole sound area is something I'd be happy to contribute to in VP10 if I can! I think there's a lot that could be done as standard with a set of well recorded physics sounds, which is something I could provide in the future, as well as revising how sounds are set up in the editor. 



#169 zany

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Posted 13 April 2014 - 04:46 PM

Murkuste...true...tables have to be finetuned, but my thought was more like a default NEW settings.....maybe from a list of various settings like older to newer tables.
But it is not hard at all to do these settings by hand...just abit time consuming.



#170 Bob5453

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Posted 13 April 2014 - 04:57 PM

Can the rolling sound be added to the new physics directly? I mean a rolling sound that really fits to the rolling ball, not the standard sample with any random recorded rolling sound that does not fit the rolling of the ball on the playfield used at the moment.

One of the first things I remove from a table is the rolling sound, when it doesn't match the ball movement it is annoying to me. :)


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#171 slashbot

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Posted 13 April 2014 - 05:53 PM

Just want to report that the center ramp in demolition man teppitoo build also is impossible to shoot.

For the other 10 tables i tested everything plays fine, im verry impressed from the addams family its a day and night difference, i never could make tour the mansion before now i did 2 tours while testing and made a new grand champion score.


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#172 ClarkKent

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Posted 13 April 2014 - 06:33 PM

I was just experimenting with the Cyclone table. First, with the regular physics, it was almost unplayable. I really couldn't recognize gameplay as I have this machine and it plays different.

 

Now I changed some settings as specified and I have to say: now it plays almost like the real thing! The ball behaves very much like on the real Cyclone pinball! Not fully but close enough to have the illusion to play on the real machine! :)

 

I have to admit: I really do not want to play with the "old" physics anymore! The new one is so much better and extremely realistic!

 

As tables are easy to adapt why not beginning to adapt tables to the new physics!



#173 kiwi

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Posted 13 April 2014 - 06:36 PM

 

 

 

Re-launching the table several times the frames dropping down progressively.

 

I noticed that too.   The first time you can play at 60fps with Vsync on and it's awesome.   After a few stops and starts, it becomes jerky and unplayable.   

 

 

Can anyone tell me how exactly to reproduce this? I started Whitewater a couple of times and didn't see any change in the framerate.

 


 

It happened to me the first time I tried VPphysMod with the "default-table-physmod", I added a ramp and some walls and I noticed that in every re-launch the frames halved.
I set VSync to 120.
Today, trying my WIP, after 7-8 re-launch, the table worked in slow motion and frames had drop to 22.

 

Max



#174 DJRobX

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Posted 13 April 2014 - 06:41 PM

I was using vsync at 60. I was goofing around with the ramp trying (unsuccessfully) to get the whirlpool shot to work, so I had stopped and restarted a bunch of times. I didn't mention it earlier because VP is so unstable with VPM tables on secondary runs if not unloaded anyway.


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#175 ringorian

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Posted 13 April 2014 - 07:00 PM

I was just experimenting with the Cyclone table. First, with the regular physics, it was almost unplayable. I really couldn't recognize gameplay as I have this machine and it plays different.

Now I changed some settings as specified and I have to say: now it plays almost like the real thing! The ball behaves very much like on the real Cyclone pinball! Not fully but close enough to have the illusion to play on the real machine! :)

I have to admit: I really do not want to play with the "old" physics anymore! The new one is so much better and extremely realistic!

As tables are easy to adapt why not beginning to adapt tables to the new physics!


Why not starting a post for every table where everybody can post his numbers changed? This should be within the rules and shouldnt harm any recreator of any table ...

#176 mukuste

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Posted 13 April 2014 - 07:36 PM

Download a test build of the physics mod and the accompanying default table below.

 

Press F11 to get a visualization of ball spin.

 

Old VP tables will not work with this version unmodified!

 

New version. Changes:

  • The following flipper parameters are now configurable: friction, return speed
  • Playfield friction is now configurable (Backdrop > Physics & Graphics)
  • Fixed a long-standing collision bug on very steep/curved ramps (e.g. AFM right ramp)
  • Fixed ball jumping on flipper resting in up position

 

Crash course to adjusting physics parameters for this version (numbers are rough starting values):

  1. Backdrop > Physics & Graphics: set Gravity to 1; set Playfield Friction to 0.1
  2. Make sure the table slope is correctly set (6-6.5 on most modern tables)
  3. Select the flippers and adjust the physics parameters: Mass 1-2, Strength around 1000-3000, Elasticity 0.8-0.9, Friction 0.8, Return Strength Ratio 0.10
  4. Due to the extra energy needed to get the ball rolling, plungers, slingshots, bumpers, etc., typically all need to have their force upped by 20-40%.
  5. Tables which use BMPR or other physics scripts like the light tap script probably won't give very good results.

Lower playfield friction will produce a more "slippery" ball.

Higher flipper friction makes shots with rolling balls angle more to the center.

Lower Return Strength Ratio makes the flipper return slower. This also makes light taps for flick passes and cradle separations easier.

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#177 perplexicon

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Posted 13 April 2014 - 08:13 PM

You are a wizard. I can basically replicate the feel of the Addams Family table I last played. Nudging the friction down a bit so there's a little more -bounce- feels good to me. Of course the tables I've played recently haven't been in a great state of repair, but hey it feels so right! I don't think I'm going to need another exe for a while, just going to go and tweak a bunch of my favourite tables, see you in a few months :D 

 

Thanks for tackling all of this physics stuff, to me there is nothing comparable right now! Thanks doesn't even cut it really! 



#178 mukuste

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Posted 13 April 2014 - 08:19 PM

Nice, great to hear!

 

Playfield friction is the value I have the least experimental data on, so I'm really interested what people find feels "right" once they've had a while to play around with it.



#179 ClarkKent

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Posted 13 April 2014 - 08:35 PM

I was just experimenting with the Cyclone table. First, with the regular physics, it was almost unplayable. I really couldn't recognize gameplay as I have this machine and it plays different.

Now I changed some settings as specified and I have to say: now it plays almost like the real thing! The ball behaves very much like on the real Cyclone pinball! Not fully but close enough to have the illusion to play on the real machine! :)

I have to admit: I really do not want to play with the "old" physics anymore! The new one is so much better and extremely realistic!

As tables are easy to adapt why not beginning to adapt tables to the new physics!


Why not starting a post for every table where everybody can post his numbers changed? This should be within the rules and shouldnt harm any recreator of any table ...

Cyclone: flippers 1,4/3000/0,8, bumpers strength 12, gravity 1,0, slope 6,2

Nice, great to hear!
 
Playfield friction is the value I have the least experimental data on, so I'm really interested what people find feels "right" once they've had a while to play around with it.

Do you have some pinball machines or access to some? So you could perform some friction tests!

#180 Practicedummy

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Posted 13 April 2014 - 08:36 PM

I run Windows 8, and the past two 'releases' of the physics mod VP I get the VP window to come up but it crashes. I run it as administrator, but still the crash happens. I am totally missing something (or deleted something that I forgot about).


Edited by Practicedummy, 13 April 2014 - 08:36 PM.

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