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Spinners don't spin for long enough


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#1 nimitz

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Posted 26 February 2010 - 02:46 AM

Ok, so I was modifying the "Popotte" Eight Ball Bally Table to try and make it close to realistic and there is a major problem.

The spinner Damping is set to "Loose" but even then with a fast ball it spins only about 1/4th of the time it would in an actual Eight Ball table.

Anyone knows if theres a way to script it so it spins longer?

#2 freakofspeed

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Posted 26 February 2010 - 08:48 AM

Its a known issue with the Physics of FP. perhaps try and raise the spinner a little.

#3 Steve Paradis

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Posted 26 February 2010 - 10:31 AM

I guess you asked Popotte permission for doing so, because the rule here is to do so.
you might not consider posting your effort right now, but you might at some point as you improve.
so it is always best practice to ask permission before modding or tweaking a table.

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#4 nimitz

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Posted 26 February 2010 - 10:55 AM

Oh don't worry, this is strictly for personal use.

This is more like "tweaking" than actual modding. The kind that takes 10 minutes and that no one would be interested in but me. But obviously if I ever consider the thought of maybe one day sharing with anyone any kind of modded content from anyone on this forum I will ask his permission beforehand.

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Edited by nimitz, 26 February 2010 - 10:57 AM.


#5 Gravy

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Posted 26 February 2010 - 10:55 AM

QUOTE (Steve Paradis @ Feb 26 2010, 09:31 PM) <{POST_SNAPBACK}>
I guess you asked Popotte permission for doing so, because the rule here is to do so.
you might not consider posting your effort right now, but you might at some point as you improve.
so it is always best practice to ask permission before modding or tweaking a table.

Steve


Without wanting to get into a disagreement and I understand the thinking behind the rule but perhaps the modding of tables for one's own use should be considered for discussion (without asking permission every time).

For instance, it would seem a little extreme to have to contact a table designer every time I wanted to adjust the height of a table to increase the speed of play provided I had no intention of releasing it as a mod. Particulary where the original author is no longer contactable.

It is an editor we have in our hands after all and its in many people's nature to want to tinker under the hood.

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#6 EalaDubhSidhe

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Posted 26 February 2010 - 10:59 AM

Modding of tables for one's personal use is pretty much a non-issue, for the simple reason that if you don't release it or bother to tell anyone, who's to know? The only time when it may matter is if the table goes missing, and your 'modified' version is the only one that happens to be left.

#7 Steve Paradis

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Posted 26 February 2010 - 11:11 AM

QUOTE (nimitz @ Feb 25 2010, 09:46 PM) <{POST_SNAPBACK}>
Ok, so I was modifying the "Popotte" Eight Ball Bally Table to try and make it close to realistic and there is a major problem.


Hey Guys, stop shooting at me. there is NOWHERE in that statement saying the mod was for personnal use.
I dont think I misread. Im glad that the user clarify the use, that's all.

Steve
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#8 StevOz

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Posted 26 February 2010 - 11:17 AM

Actually describing how to modify a table is not against any rule either. wink.gif

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#9 Gravy

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Posted 26 February 2010 - 11:28 AM

Dont worry Steve... not having a go at you, just thinking it needs discussion as at present the rules for modding read as follows:

"This apply to anyone who want to start learning by moding tables in FP
- you should have permission at any time to mod a table. the original author disappear? you cannot reach him? YOU DON'T MOD the table(period).
- if you use copyrighted image or music or sound effect into a table, Give credits to anyone you can...it is good for the soul..."


That wording would mean to me that tweaking for your own use it out of the question without permission, thats what needs discussion I think.

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#10 Steve Paradis

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Posted 26 February 2010 - 01:17 PM

QUOTE (Gravy @ Feb 26 2010, 06:28 AM) <{POST_SNAPBACK}>
Dont worry Steve... not having a go at you, just thinking it needs discussion as at present the rules for modding read as follows:

"This apply to anyone who want to start learning by moding tables in FP
- you should have permission at any time to mod a table. the original author disappear? you cannot reach him? YOU DON'T MOD the table(period).
- if you use copyrighted image or music or sound effect into a table, Give credits to anyone you can...it is good for the soul..."


That wording would mean to me that tweaking for your own use it out of the question without permission, thats what needs discussion I think.



I have dozen of tables here, modded for my own cabinet and will never share them.
It would be stupid of me to go at someone who do that. I was just nicely "underlining" to the user that it was good practice to follow some of our rules,
if he was to eventually be distributing his mod(never talked about it being personnal or not). you cannot assume one knows the rule.

Steve
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#11 Gravy

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Posted 26 February 2010 - 01:35 PM

perhaps clarify that in the rules thread Steve.

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#12 megamike36

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Posted 26 February 2010 - 05:39 PM

I don't think that modifying a table for own use needs to be discussed.
If I am playing a new table i sometimes close all exits with a wall to become familiar with ta game. (of cause I "save as..." the changes. The original table remains untouched,) I dont call that modifying. I also like to mess around with the scripts to learn and improove my skills.
After all FP comes with an Editor. It would make no sense not o use it.

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#13 destruk

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Posted 26 February 2010 - 07:38 PM

QUOTE (freakofspeed @ Feb 26 2010, 01:48 AM) <{POST_SNAPBACK}>
Its a known issue with the Physics of FP. perhaps try and raise the spinner a little.



Wow...all these posts and one useful relevant idea. You could try changing the angle of the spinner. I've found in using future pinball if the angle is adjusted a little (3-4 degrees or so) then the spinner could work better. Also, changing the model type can have good effect from spinner medium to long or short. Another option, with script, would be if the spinner is moving real fast, you can script it so each spin counts twice until it slows down. This would be done with a timer to track the interval between spin events, or use the system timer. That would allow you to simulate/compensate for lack of spins by adding more.

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#14 EalaDubhSidhe

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Posted 27 February 2010 - 02:53 AM

QUOTE (destruk @ Feb 26 2010, 07:38 PM) <{POST_SNAPBACK}>
QUOTE (freakofspeed @ Feb 26 2010, 01:48 AM) <{POST_SNAPBACK}>
Its a known issue with the Physics of FP. perhaps try and raise the spinner a little.



Wow...all these posts and one useful relevant idea. You could try changing the angle of the spinner. I've found in using future pinball if the angle is adjusted a little (3-4 degrees or so) then the spinner could work better. Also, changing the model type can have good effect from spinner medium to long or short. Another option, with script, would be if the spinner is moving real fast, you can script it so each spin counts twice until it slows down. This would be done with a timer to track the interval between spin events, or use the system timer. That would allow you to simulate/compensate for lack of spins by adding more.


This is similar to a long-standing issue with VP spinners whereby a strong ball that passes through the spinner more or less face on will not make it move. The solution, as here, is to tilt the spinner angle so that it's a shade more oblique to the ball channel.

#15 freakofspeed

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Posted 27 February 2010 - 04:13 AM

" add a bit of angle to the spinner " I must try that



#16 megamike36

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Posted 27 February 2010 - 05:19 PM

QUOTE (freakofspeed @ Feb 27 2010, 05:13 AM) <{POST_SNAPBACK}>
" add a bit of angle to the spinner " I must try that

" add a bit of angle to the spinner " I must try that


Yo! Angle and Height should do the trick to make the spinner moove. The counting or scoring ist up to the script.
(To change the hight i always create some refering surfaces with different heights that are placed outside the table)
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#17 nimitz

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Posted 01 March 2010 - 11:56 AM

Thanks for the tips guys, I will try these out today.

There's another problem though, the bumpers, they tend to whiff half the time and the ball barely bounces off. Are there other "tricks" for that problem?

#18 destruk

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Posted 01 March 2010 - 01:47 PM

That's not a "problem" - it's supposed to be that way in Future Pinball as all the solenoids pick a random value. Every once in a while a bumper hit will send the ball across the table at light speed, if you're lucky.

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#19 megamike36

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Posted 01 March 2010 - 09:56 PM

Maybe you try another Bumper-Model. They seem to have slightly behaviour.
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