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Found 7 results

  1. Hi, So I've just get some recreations of Stern tables on VPX but I like to modify the physics myself for a better experience sometimes. I've just noticed that even if I copy/paste the same slope, gravity, playfield friction, flippers, rubber posts elasticity, scripts (ball size, mass) settings and so on.. I'm not able to get the same results from one table to another. Is there any other setting involved that I'm missing (table size itself for example?) Kinda weird especially for the overall behavior of the ball.. On some tables It reminds me old VP9 while some others feel really great to play in a more "natural" way. Thanks and have good pinball
  2. I have noticed on some tables in vp10 that the ball sometimes does not follow the path i anticipated. Example, if a ball is just dropping down it suddenly as it had hit an obstacle or glue on the table changes direction. Think of it like those tables that have magnets to divert balls. If you have a trajectory that should throw it at the flipper but suddenly changes path to between the flippers. Could it be connected to friction in the table setting?
  3. This is a Hybrid of my Firepower BMPR Mod from NFs / URs original Firepower table but blended with PhysMODv5 in attempts to get the best of both and make up a little for some nuances still with PhysMODv5 (Mod of a Mod). In general, BMPR Mod tables (at least my versions of BMPR) are good PhysMODv5 staring points because, since the first PhysMOD versions, it's been required to modify table components and have higher elasticity and bumper / slingshot strength settings for example. This has been something that I've been having to do in my BMPR Mods anyway because at the core of my modifications was increasing table friction to help the ball look weightier but using the actual BMPR routine to help compensate for the friction increases (and lower slope for lateral ball motion improvement). Also, by doing these elasticity increases already with my BMPR mods, I had added / needed my dampening routines to the rubber objects groups for not having the ball bounce as hard / fast at higher collision speeds and these same routines are helpful in PhysMODv5 tables for similar reasons (although the new spin and friction models helps with this somewhat now too). The flippers with PhysMODv5 are much improved with aim and interaction but backhands from the base / heel area of the flippers are a bit weak and have some difficulty representing the shots / angles that are attainable on comparable real tables / flipper setups (when keeping the flipper geometry - start / end angles - consistent with their real world counterparts). This is an aspect that seems to have been mentioned by a few other people as well in the main PhysMOD topic / VP development topic. These backhand / base shots are tougher when the ball is moving through the in-lane towards the flipper (especially with some speed) but also are experienced somewhat with the ball cradled and then shot from close to the base / heel. In efforts to improve the backhand issue slightly the flippers are a little higher set for strength settings and I've crated a revised "FlipperDampener" routine and trigger size to assist with taking some speed off the ball but not doing so in the small area close to the corresponding flipper bases. However, unlike the previous routine(s), there is no alteration of trajectory disproportionately from the VelX and VelY values (i.e. does not mess with the nice aim of the PhysMOD flippers). The BMPR routine used is based from the revised one implemented with the Centaur Table Fuzzel and I did. It uses a faster timer but smaller values for the various augmenting equations, which themselves have been altered slightly in their formula (for side action, up table, and down table - MX, MYU, and MYD respectively). It's mostly used in this table to allow for a lower table slope value that helps for more lateral ball movement that still seems not quite as realistic with PhysMOD alone as in the real world, especially for older generation SS and EM tables, despite the improvement from ball spin helping to carry the ball further than with native VP. Would be nice to see if some of the future / proposed mass settings that were discussed ever can be implemented and the affects on the lateral motion / momentum of the ball. Ultimately too, the way that rubbers interact with the ball on a real table (absorbing and compressing) would have some bearing on the angles / force of ball bounces and lateral game play aspects that maybe too some day can be incorporated into VP's physics Other "helper" physics routines have been removed where possible and the original BMPR Firepower table had some for the left loop and top middle area that now are no longer needed thanks the the new physics of the PhysMOD v5 The rubber dampen routines I used have been modified to actually do the opposite at very low speeds and that is, with a currently crude implementation,.the ball actually gets a bit of a bounce boost for low speeds off of the rubbers. This is to help mimic again the real life way that a ball can bounce frequently but minimally off of the top of a lane guide / rubber post but while not having to drop the PhysMOD table friction settings too low. I have seen some tables released with very low PhysMODv5 friction setting and the result of any friction setting much below about .07 or .06 is that the ball is sliding much more on the table than actually rolling with the effects of ball spin on the PF itself becoming essentially nothing (this is easily observed on any table with very low PhysMOD friction settings by using the F11 key as you will see the ball move / pushed across the table but not have the green dots depict any rolling behaviour). This tight relation with friction and ball spin / slide is another large part of the reason that the BMPR hybrid is helping out. However, on this table I feel it's still a little "sticky" / tiny bit slow but not out of the realm of what someone's real Firepower table may be set to play as or in general for what a table of this generation would play like. I've kept all the visuals identical as with the original BMPR Mod release except for enabling the built-in ball reflections and increasing the ball size to match better the table dimensions that were used (keeping it close so that better comparisons can be drawn from the two versions - and even the original from NF / UR). Increasing the ball size can also have the appearance of slowing down game play / adding weight, which can help the look and feel at times but in this case may contribute to a little bit of the slower play. I've come to think that it's not so much the ball size increase that seems to give it the look of more weight / less speed (even on VP9x tables) but more to do with the fact that a larger dimension / oversized table, which are the ones needing the ball size changes, requires the ball to travel further and as such while keeping the same space available on one's display effectively means the ball is not going as fast per inch of screen (a theory I'm still contemplating). In any case, using the ability to increase the ball size seems to result in a heavier looking ball / slightly slower play. Lastly, the big changes were in huge amounts of time spent trying to find the best blend of flipper settings for tricks and realism (not having the ball fly around the table from a flick or with a post pass that looks like it could rip the post off the table). These refined flipper tricks and interaction were the subject of a video post I made last week that can be found here: http://www.vpforums.org/index.php?showtopic=29166&hl=%2Bfirepower+%2Bbmpr If anyone trying this table is not able to make some of the same flipper plays as in that video, especially the tap passes, then you may need to look at assessing / improving / overclocking your USB polling rate if your input devices are USB based. I wrote another post on that topic here: http://www.vpforums.org/index.php?showtopic=29207 It seems better to not post PhysMODv5 tables in the actual table release sections so, following a similar method, here is the link for a public download location: https://dl.dropboxusercontent.com/u/31270914/Firepower%20(PhysMODv5%20BMPR%20Hybrid).vpt Enjoy and I hope people have a similar experience as I did playing this table that for me produced as close to the "real thing" as I've witnessed in VP to date. Thanks too for the VP development team and the advancements they are facilitating from physics to graphics to ease of use.
  4. Physics 2.5 is now good to go. Fully tested and working. Improvements: - Settings for ball mass, gravity, surfaces and flippers have all been improved to more accurately match the behavior of real pinball (or as close as FP and the Newton Engine can get). - Some dll files have been updated with latest versions. - The 800 object limitation for table construction has been increased to 3000. - Arcade Lighting settings that were present in the pre-2010 version of FP are now back. - Startup screen, FP watermark and loading information have been removed to speed up loading time. There are 2 versions - 2.5.165 and 2.5.178: Version 2.5.165 (Authors) - Textures are loaded into the editor for table creation. Version 2.5.178 (Players) - No textures are loaded into the editor, faster loading time (newest version of dll used). Both versions are identical apart form the dll used to access the textures for the editor. 165 is the old version, 178 is the newest and more stable version but it doesn't load the textures into the editor. Download links (hosted): http://vpuniverse.com/forums/index.php/files/download/442-future-pinball-physics-mod/ Backup your existing files first or create a new directory. Unpack, copy and paste all the files into your FP directory (replace the old files when prompted) Kudos and thanks to the team involved with this update. Any problems, please discuss them here in VPUniverse.
  5. Version Release 2


    Future Pinball 2.5 Release 2. Based on FP2.5 Original from 2013 (Based on the FP latest version 2010). This version besides being almost the same as 2.5 in "Physics" aspect, has a lot more to offer. (since I had lot of ppl asking me... here's the changes) Faster "Splash" screen closing, starting of game more rapid, no Objects Limit,no "Table MAC" check, "Save for Arcade" mode, registry values added, RSS Feeds and "Table Laucher" working, API calling, no "Table Slope" limitation, support for using 4Gb virtual memory in x64 system, "Black Bar" effect of FP2.5R1 resolved.
  6. Some people were asking about the FlipperDampener routine. I'll try to explain it briefly and hopefully can do so in an effective enough manner. A while back I noticed and saw other people discuss VP's ability to not shoot well straight up the table, especially if the ball was coming around the inlane with some speed vs. slower moving or from cradled shots. It had seemed in real pinball the flippers still had more affect on sending the pinball relatively straight up whether it was moving fast or slow and was still more down to just being more demanding on the timing (it also did so with not actually sending the ball flying around the table – again maybe related to the ball density differences in real pinball than appear to be in play with VP). I actually noticed this when comparing video and working with the Scared Stiff GI8 Mod table (trying to make the crate shots from the right flipper). Although, on that Mod I purposely edited no physics at all and wanted to keep JPs original settings for everything focusing solely on the lighting (plus I don’t think I’d developed any of my physics routines at that point). Some discussion and theories were around about raising the speed and strength to help with this dilemma - both displaying different nuances in what they alter, but if they were both increased, the flippers shot the ball too fast / hard (albeit maybe more in the direction one was expecting it to go). Eala talked about it in one post and theorized as well as tested - I believe (at least I know UW did) - by doubling the size of the table to compensate for the faster shots from the flippers. So, instead of that approach and the effect it would have on rebuilding an entire table, I tested / created the trigger in the spot it currently / typically exists to edit the balls speed leaving the flipper and allow in general for stronger / faster flippers but would tone down the result without anyone really noticing the change in motion. What ended up happening is that after making and evolving the formula / calculations, I was able to not only adjust the Y velocity but could for the X velocity as well (needed to actually) so it would still remain natural looking / feeling when slowed (If only VelY got altered the VelX would be high still and the and result was an overly wide trajectory). This calculation and breaking out of the “XFactor” parameter allowed to also alter the X speed disproportionately to the main level of the effect and allowed for the application of more or less straightening effect, which was a nice option to have. Further to this I added trigonometric factoring (TrigFactor) so that it would not straighten the ball as much on shots that were already more towards the side, thus still allowing the side target type shots to be makable. The threshold to apply any of this has pretty much been standard since the first instances of the routine at -10 (10 up table) so as to not affect already softer shots or plays in and around the area between the slingshots. The over strength (that affects the X factor more the higher it gets) is the “Level” parameter and it’s formula is hyperbolic in shape so it’s much more stronger in the higher levels (8 or 9) than at the lower ones. The X speed change is always in general proportion to the main level but does need less manual increasing the higher the main level is and the XFactor parameter allows for this tuning by increasing or decreasing it’s value independently. Overall, what it’s done is allow for much more options when combined with the flipper’s regular physics choices to tune the flipper interaction / game play while being able to keep the ball speed of the game in more realistic realms and potentially true to the real table while not sacrificing shot aim. I use it solely with higher speed / somewhat lower strength flippers (i.e. between .75 - .85 speed and .225 to .275 for strength) then tune the rest with the dampener’s parameters. Flipper swing angle (end – start angles) is still very important as this effects a lot from what I’ve seen with VP (maybe even too much) and most tables that I’ve studied originally had their VP versions with much too high “end” angles, which I surmise was more to do with trying to get VP flippers to do more of what their real life counterparts were doing vs. for how they looked - on some tables it is clear to see they’re much to hard of an angle and extremely easy to cradle the ball. The higher angle has shown to shoot (flip) the ball much better so that the center shots were better even if the ball had speed. But aside from the looks, over simplified cradling, and incorrectness of how it was in relation to the real game, it had some crazy backhands associated with it also. Using the dampener allows for these changes and alterations while also keeping the flippers start and end points consistent with the real games so that not only straighter / more intuitive shots can be made, but the action and difficulty levels around the flippers can be maintained. The dampener is pretty much entirely isolated from BMPR though and can be used independently. A few things might relate in how it’s set do to other physics changes between a BMPR and a normal table, but in general the code could be used without BMPR at all. The FlipperDampener and the flipper settings I refer to above do however compliment the tap code. Although the tap code can work with other flipper objects level physics settings, I’ve tuned it more and designed it more with the flipper settings I found personally best. Hope this helps to those that are / were interested. Edit: Typo of 3rd last sentence, 2nd last paragraph (with was supposed to be without for describing whether it needs the BMPR)
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