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Thanks for the info metallik-
In your opinion, can these things be fixed by Randy?
Also, what are your thoughts on ProPinball's flippers?
-Steve
> > Increase the flipper speed to 0.11 and reduce flipper power to 2. The control > > becomes just like the real deal. Someone posted this in > > Well, those settings help (they're a LOT better than the defaults) .. but it's > still a far cry from the "real deal." I've spent hours tweaking with the > flippers, and have come to the conclusion it's impossible to improve the > accuracy much past how AFM is, due to VP's inability to handle fast flippers. > > Here's the problem in a nutshell: On a real machine, when the flipper is > activated, the bat snaps to the up position almost immediately. You can't see > the rotation around the base.. the movement is so fast. If the ball is feeding > from the inlane at anything close to a normal speed, the player can flip early > and send a good, strong shot directly up the playfield. If the ball is cradled > and then immediately flipped, it's even possible to shoot apprx 5 degrees > "backhand" of staight up (although usually not strong enough to make a ramp). > The aiming area of the flipper should range from straight up the playfield, to > about 60-70 degrees off-horizontal. Shots such as Dr Who's "collision," Monster > Bash's swamp creature, MM's catapult, etc. have to be made as the ball is > rolling off the tip.. these represent the low end of the range. > > The problem is, if you set the flippers in VP fast enough to make shots from the > base accurate, it really screws things up. Shots from the middle of the bat > have a strange tendancy to come off as ultra-backhands, and shots from the tip > oftentimes are so fast, they "break" the virtual table by flying off ramps, etc. > It appears VP doesn't take the weight of the ball into consideration... on a > real machine, shots from the end of the bat don't come off at mach 5 because the > furthur down the bat the ball is, the more power is needed just to propel it > since it's furthur from the fulcrum. The bat still snaps to position, but the > shot power is reduced. Even if this was fixed, the problem with VP being unable > to accurately simulate a very snappy flipper still remains.. On a VP-only table, > with little overhead, one can make faster flippers (up to a point), but with > PinMame running, fast flippers more often than not equal wierd physics. > > The best setings I've found are apprx 0.135 speed (this starts to push things a > bit), and a strength of 1.85 - 2.0. The best "feeling" flippers I've been able > to make are the ones on AFM .. I think since they're smaller than most, they tax > the engine less and therefore are more realistic. Angles are important also.. > currently the angle of the flipper at rest and in the up position need to be a > few degres "higher" than normal to help up the middle. > > Hopefully, Randy will introduce a newer VP with a bit more robust flipper > support, although I'm not sure how doable that will be.. VP+PinMame requires a > lot of CPU.. and there's a lot of calculations that need to be done VERY quickly > when a player flips the ball. It'd be great if more CPU could be devoted to the > flippers though.. basically, it doesn't matter how nice the playfield art is, or > how accurate the table was recreated, or what cool tricks one employed to > simulate the playfield toys.. if the flippers suck, the game's no fun. Just > like the real thing. >
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