Ok after a ton of playtime with the physmod stuff, I'm pretty impressed. But some areas where it can improve when comparing to real pinballs. When analyzing this, I'm purely analyzing flippers right now.
Flippers feel slightly lagged. Not a lot. But if you play a real game then go back to
VP, there's a super small adjustment. I am wondering what the latency is with
VPM. A single frame is 16.67ms. When the flippers are hit, a switch closure is sent to vpinmame and the flipper moves in the callback of the solenoid. If there are a couple timer cycles for this, perhaps some of that can explain some of the lag. I might modify a table so that the flipper buttons are directly controlled without pinmame and compare.
Second, flipper backhands from a stopped ball on the flipper have a lot more strength on a real pin. There are several tables where you can easily backhand ramps but its very hard in
VP. It helps if you increase the flipper angles a bit. But then you get into a situation where its super easy to capture the ball on the flipper by just holding it up. I'm not sure what properties of real flippers would allow for easier backhanding.
I'd like to get
VP compiling again on my system so I could maybe tweak some of these values and test and report back what values seem to work the best.
Mukeste: I have modified this judge dredd table to show the physmod4 problem that didn't exist in physmod2. I moved the ball release up into the right orbit so it releases the ball down. It's very easy to see. Just hit start, and the ball immediately is in play. If you let it drain the ball saver will immediately kick out another and repeat. As the ball comes down, it hits a wall and bounces outward. When you shoot the ball using the left flipper into the loop the other way, it travels very smoothly. The ball travels smoothly in physmod2 (you can use both to compare). In physmod4, it bounces.
I have looked into it a lot more and Ramp658 is the cause. But I think there's a height but somewhere. The ball is on the surface of the playfield. The ramp height is 0.5 bottom to 105 top, and it is near the very top where the problem occurs. It should be way above 50 at that point. The ramp only has two points. Does adding more points modify the height spread algorithm? Shortening this ramp a tiny bit and lengthening ramp924 to compensate solves the problem, but it feels like it shouldn't have to be done.
The table is here to examine:
http://pinballbulbs....edreddbouce.zipEdit: simply right clicking on Ramp658 and selecting "add point" solves the problem. That creates another segment in the ramp and must do something to recalc the height values internally. This really feels like a bug.
Edited by BigBoss, 18 May 2014 - 03:24 AM.