Jump to content



Photo
- - - - -

Flipper rubber physics - dead bounce

flipper physics rubber

  • Please log in to reply
4 replies to this topic

#1 wolis

wolis

    Enthusiast

  • Members
  • PipPipPip
  • 65 posts

  • Flag: Australia

  • Favorite Pinball: Black Knight

Posted 03 September 2022 - 07:31 AM

I notice in the X-Man LE (Stern 2012) table that the ball just stops when it hits the left flipper when the flipper is down.

 

Most other VPX tables, and mostly in real life, the ball will bounce off a flipper when its down = dead bounce.

 

I can imagine some physics where there is a tiny little gap between flipper at rest and some block stopping it from moving further when hit. This could account for absorbing all of the balls energy and simply stopping not bouncing on a dead flipper.

 

Does anyone know what flipper physics settings govern this?

 

We have a real life X-Men LE (Stern 2012) at our local bar and the a dead bounce works as expected.

 

But the VPX X-Men LE (Stern 2012) version simply stops the ball and rolls its straight down the guts.

 

I would live to tweak this as dead bouncing is so useful.. and lots of fun :-)

 

I have compared the flipper physics of another table POTC (Stern 2006) and the numbers look identical.

 

Any thoughts?

 

 

 

 



#2 bigus1

bigus1

    Pinball Fan

  • Members
  • PipPipPipPip
  • 968 posts
  • Location:Brisbane, Australia

  • Flag: Australia

  • Favorite Pinball: Firepower

Posted 03 September 2022 - 08:11 AM

It uses a heavy ball physics setup and that's one of the side effects. I'm working on another table with the same setup atm and I've just finished another in an update. I might take a look at that one soon.



#3 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 03 September 2022 - 11:24 AM

It's the physics set up that table uses

 

It annoyed me, cause everything the ball hits kind of acts like that, like pieces of lead hitting eachother, so i yanked that table apart and redid it with JP's physics

but i have no permission to mod.

 

You could edit it the same, it takes a while

lot of chopping stuff out of the script

 

and then going through all the table objects


The 2.01 version of the table is supposed to be better, but i dont think i ever tried it


Edited by wiesshund, 03 September 2022 - 11:16 AM.

If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#4 wolis

wolis

    Enthusiast

  • Members
  • PipPipPip
  • 65 posts

  • Flag: Australia

  • Favorite Pinball: Black Knight

Posted 03 September 2022 - 09:54 PM

Heavy ball physics  eh..  too many leavers to pull :-)

 

I would be interested knowing what is involved with re-working the physics - but I'm probably not up to that level of table editing :-)



#5 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 03 September 2022 - 10:13 PM

 

 

I would be interested knowing what is involved with re-working the physics - but I'm probably not up to that level of table editing :-)

 

Lots of careful deleting and testing until you get the table stripped of all script based physics but have the table still function otherwise

then importing physics materials, and going through every part in the table that has physics and getting the right material assigned to it

and importing the base physics values as well

 

then putting in the script components needed.

 

All of the info comes with vpx in the jp physics files in the zip

 

it is the removing the existing physics that is a pain


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow






Also tagged with one or more of these keywords: flipper, physics, rubber