HorsePin Posted June 10, 2014 Share Posted June 10, 2014 Trying from a blank table here to find some good settings. Out of the box they seem no different to me. Way too powerful on the flippers. Ball is like a ping pong ball, very light. I suppose it could be worth trying to find the "light tap flippers" script for a start that were used in a few tables before , but has anyone managed to create some nice settings yet? I don't tend to play any VP table that has no BMPR. These were the best tables by a mile for near accurate physics but were always undocumented and too time consuming to get going. Link to comment Share on other sites More sharing options...
Loafmeister Posted June 10, 2014 Share Posted June 10, 2014 I know this is not answering your question but have you experimented with the new physics exe? Link to comment Share on other sites More sharing options...
HorsePin Posted June 10, 2014 Author Share Posted June 10, 2014 No, don't know anything about that. Just the Global physics options. I had word that they were improved. You have a link? Link to comment Share on other sites More sharing options...
Content Provider Itchigo Posted June 10, 2014 Content Provider Share Posted June 10, 2014 I could be wrong, but I thought I had heard the new physics settings were to be in vp10. Link to comment Share on other sites More sharing options...
Loafmeister Posted June 10, 2014 Share Posted June 10, 2014 I can't link from my phone and busy at work but will look into it to I by if no one else has There is a vp9 with physics mod exe but tables MUST be converted, it's not a drop exe into vp folder solution but... It makes all the difference in the world. There is a thread at vpf that contains 1 or 2 tables to test it. Converting is a matter of adjusting table object settings and global settings, depending in table can take 10 min to 90 min Link to comment Share on other sites More sharing options...
Content Provider gtxjoe Posted June 10, 2014 Content Provider Share Posted June 10, 2014 http://www.vpforums.org/index.php?showtopic=27416&page=1 There is a modified CFTBL table link also Press F11 to enable green markers on the ball to track ball spin. Link to comment Share on other sites More sharing options...
HorsePin Posted June 10, 2014 Author Share Posted June 10, 2014 Oh wow, cool. Looks deep! Cheers. Link to comment Share on other sites More sharing options...
HorsePin Posted June 10, 2014 Author Share Posted June 10, 2014 Miles better. http://www.vpforums.org/index.php?showtopic=27416&page=17#entry263100 Went with these, plus make sure you add the coil ramp up to about 3 and more friction for flippers. Link to comment Share on other sites More sharing options...
Loafmeister Posted June 11, 2014 Share Posted June 11, 2014 Don't forget for any tables that have BMPR you have to remove all that for it to work. Link to comment Share on other sites More sharing options...
HorsePin Posted June 11, 2014 Author Share Posted June 11, 2014 I did mention to someone earlier I won't be touching the BMPR tables. They are pretty close as it is. Best played with an older version. Anyone have the ball spinning forward and bouncing on the flipper in held up position?? Was ok with a blank template, only just spotted this. Link to comment Share on other sites More sharing options...
HorsePin Posted June 11, 2014 Author Share Posted June 11, 2014 https://www.youtube.com/watch?v=5_iprp-bYas&feature=youtu.be Might explain it better, hopefully I can get a better look at it tomorow , unless somebody knows? Link to comment Share on other sites More sharing options...
Loafmeister Posted June 11, 2014 Share Posted June 11, 2014 Which physmod exe version are you using? That happened a lot with the physmod3.exe but was fixed, however because of bugs fixed, some of the ramps don't work as well without adjustments on the current physmod5.exe (I guess some bugs are needed for older tables lol) so because of that, most stick with physmod 2. Its a catch 22, some fixes in physmod5.exe really improve the experience over physmod2.exe. Confusing huh? At least you have an advantage horsey, if you come across such bugs, you can fix them yourselves due to your knowledge. Link to comment Share on other sites More sharing options...
HorsePin Posted June 11, 2014 Author Share Posted June 11, 2014 Using physmod5. Trouble is, I haven't followed any VP development for a while, I've been more into building Unit3D tables whilst all this has been going on. Trying to catch up in a thread on there is pretty hard work. The rings on the launch wire ramp had to be changed to non-collidable to get the ball into the playfield too, so I guess you're right on some ramps being a bit buggy. Joe pointed out the physmod2 as well, going to have to try that one. Cheers Link to comment Share on other sites More sharing options...
HorsePin Posted June 11, 2014 Author Share Posted June 11, 2014 https://github.com/c-f-h/vpinball/wiki/VP10-Physics If you follow that for a starting point for flippers it removes that bounce. This is probably why I didn't notice it doing it on the blank template I tested on before. Deffo will have to mess with the angle though for that Robocop, quite a way off , but it's much better. Link to comment Share on other sites More sharing options...
faralos Posted June 11, 2014 Share Posted June 11, 2014 Trying from a blank table here to find some good settings. Out of the box they seem no different to me. Way too powerful on the flippers. Ball is like a ping pong ball, very light. I suppose it could be worth trying to find the "light tap flippers" script for a start that were used in a few tables before , but has anyone managed to create some nice settings yet? I don't tend to play any VP table that has no BMPR. These were the best tables by a mile for near accurate physics but were always undocumented and too time consuming to get going. then you are missing out on hundreds of tables! sorry to hear you being so biased against the older pins have you even tried any of the newer originals yet? try one it may shock you with the physics Link to comment Share on other sites More sharing options...
HorsePin Posted June 11, 2014 Author Share Posted June 11, 2014 Sorry , but I don't miss out because playing the real tables are far superior. When you play a lot of real games and then step onto old builds with no bmpr they're not very good. It's nothing to do with how old the pin was built , but the version of VP. I think this JP Robocop is borderline VP8 but has been totally changed now with these settings, the only problem I have is with the Jump/Ramp, but this was a problem even in VP9. It's easy for YOU to get used to the older VP physics and get caught out with what's real & what's not. Same goes for 90% of FP users, you're happy with it virtually yes , but nothing like real thing. It's a new dawn for VP now though, tables will take a bit of work to be converted to newer settings, but it's a LOT better than it ever was out of the box. Flippers are MILES better. Link to comment Share on other sites More sharing options...
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