@Terryred
If this is even better than the BAM physics i have been applying to the FP tables i have, this should really be kind of a major improvement.
The present BAM physics took FP tables that i liked but had laughable physics and made them play fun.
Maybe not VPX but FP is not VPX it is FP
So if this is better still, then that should be pretty amazing.
I may not get to personally see it, as most good FP tables need PUP or PinEvent etc or all of the above
and i by choice keep a light uncomplicated setup, bare minimum of extras
but perhaps a tutorial will come out some that lets me apply this to the tables i have
It's not even close to the same thing as we had before on FP with what you have seen on newer releases (not counting shiva's Jungle Girl, he uses his own excellent system).
To add FizX to a FP table is similar to how you would add nFozzy to a VP table.
You copy / paste the FizX code. For FP, you very much undo / restrict much of what FP does with the Newton engine on the editor, and replace it with better settings (still using Newton for everything) and you add better items on the table to allow the new FizX code to do its magic.
FizX has two main parts. Dynamic Flippers 2 and Dynamic Physics.
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Dynamic Flippers 2:
The old FP flippers are gone. I mean gone. The terrible wide shots are gone. They aim and shoot like you would expect (and are adjustable). The flippers are no longer on/off and have EOS. You can do micro-flips (as they are fully dynamic), only limited to how fast your keyboard / gamepad, etc is. They work like you would expect. You can do post passes, drop catches, live catches, tap passes (again, limited by your keyboard / controller). Bounce / rubbers can be adjusted greatly. The flippers even bounce a little when returning to rest position.
I can do live catches and drop catches a lot now, whereas that was never possible in FP before (and the difficulty can be adjusted).
The flippers alone are a massive improvement. Backhands are still hard to pull off... but each table may vary, and there's lots of adjustments / tweaking that can still be done. They however are a massive improvement compared to before.... and everyone who has tried it notices it right away. You don't have to play a table like a "FP" table anymore with these new flippers.
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Dynamic Physics:
This is the rest of the stuff. Everything is changed in the main physics settings, so gravity and ball weight feel very different than before. No need to use slopes of 7+ just to make the ball feel like its moving faster. We are using mostly slopes of 5 to 6 now and still getting modern table speeds and feel.
Rubbers in the main settings are very different to allow new "FizX rubbers" to be used (we add them to replace all rubbers and posts etc). So this allows for dynamic control / scatter angles, etc to be used on a per rubber basis. Simply put... the ball doesn't go flying all over the place like before, and we can tweak / tune much more now.
Slingshots:
This also effects the slingshots, which means you now add new items to make the slingshots more realistic. They no longer just trigger everytime a ball touches any part of the rubber. The ball speed will effect if the sling will actually trigger, and you can adjust the sensitivity threshold. The upper / lower parts of the sling won't send the ball flying off like crazy. If the ball rolls down along the sling, now it wont go off, whereas before it would go flying off and upwards everytime.
Drop Targets
Now we add new items to block all targets so we can have full control over them, and be able to use FizX bounce and scatter, and maybe even speed based hits in the future.
Bumpers:
Using new models for the bumper and skirt separately with the new settings works much better. No need for the old methods of adding in mini EM kickers around the bumper, etc.
Ball:
You can optionally use a higher polygon ball (8000+) to get more accurate behavior.
xml settings:
- these can still be greatly adjusted as needed.
- changing the Newton fps settings from 296 to 592 can give even better results (but you need a faster PC if this makes the table stutter for you).
Many settings and parts of the new code can be changed to work with whatever dynamic code you want to use (based on ball velocity, movement, kinetic friction, etc).
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If someone only played FP tables (and never played real pins or VPX), then they would have to "adjust" to how this plays. Its that different. For those who play VPX, you'll be more familiar with how it should play (but I won't claim it's "the same")
That said... sometimes FP's jankiness can creep in at times and sometimes the ball does things it shouldn't.... but that is now much less of a thing whereas before it was all the time
There is still more that can be done... and fine tuning / tweaks / better methods are never ending. Honestly, I suck at that stuff, and that is where I need JLou's help.
The old FP flippers are now GONE. That I can guarantee you, and my releases will play MUCH better now... that I can guarantee you!
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PinEvent V2 tables don't require anything extra at all to play. No PUP (its optional), and no extra files. It simply needs the newest BAM and will play like any other FP table. The only exception is now you need to patch FP and BAM to allow 4GB ram access for Star Wars DSA Galactic Edition, and maybe Silent Hill and RF2 in the future. (detailed in the Star Wars Install Instructions - super easy to do).
Edited by TerryRed, 25 August 2022 - 05:07 AM.