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<blockquote data-quote="bavelb" data-source="post: 24398" data-attributes="member: 358"><p>No your PS3 won't adjust to the code.</p><p></p><p>The through the flipper bug happens in panicy situations, when the ball comes screaming down from a wrong shot and mostly happens when you attempt a death slap when it bounces of the tip of one flipper and you flip the other quickly in an attmept to save it. Both the ball and the flipper move at it's fastest towards another and the calculations needed for a collision detection don't keep up...at the calculation step before the collison the ball is very near the moving flipper (but not touching it), while in the next calculation step the bal has moved lower and the flipper higher, and the game didnt detect a collision. The only way to prevent this is to introduce more calculation steps per second so the increments between steps is shorter and this won't happen anymore (because there is a limitation to both ballspeed and flippermovement.</p><p></p><p>This isn't an answer top your question though, or a solution to your conundrum. But if you play a table a LOT and you get to know it's paths, the bounces, the risks, where to nudge and how hard....these kind of panicky situations happen far less and your actions become much more deliberate, thought out. When a bal comes screaming down from a brick shot, you chose not to flip in the hope of a save for instance but, knowing that the risky bounce of a certain post could happen you were prepared to nudge and simply bounce pass.</p><p></p><p>It's also why you hear about this issue a LOT more when tables just get released as opposed to when they have been out for a while.</p><p></p><p></p><p>I think it's more matter of adjusting to the table to prevent uncontrolled situations, which happen to be those situations wherein the bug mostly occurs.</p></blockquote><p></p>
[QUOTE="bavelb, post: 24398, member: 358"] No your PS3 won't adjust to the code. The through the flipper bug happens in panicy situations, when the ball comes screaming down from a wrong shot and mostly happens when you attempt a death slap when it bounces of the tip of one flipper and you flip the other quickly in an attmept to save it. Both the ball and the flipper move at it's fastest towards another and the calculations needed for a collision detection don't keep up...at the calculation step before the collison the ball is very near the moving flipper (but not touching it), while in the next calculation step the bal has moved lower and the flipper higher, and the game didnt detect a collision. The only way to prevent this is to introduce more calculation steps per second so the increments between steps is shorter and this won't happen anymore (because there is a limitation to both ballspeed and flippermovement. This isn't an answer top your question though, or a solution to your conundrum. But if you play a table a LOT and you get to know it's paths, the bounces, the risks, where to nudge and how hard....these kind of panicky situations happen far less and your actions become much more deliberate, thought out. When a bal comes screaming down from a brick shot, you chose not to flip in the hope of a save for instance but, knowing that the risky bounce of a certain post could happen you were prepared to nudge and simply bounce pass. It's also why you hear about this issue a LOT more when tables just get released as opposed to when they have been out for a while. I think it's more matter of adjusting to the table to prevent uncontrolled situations, which happen to be those situations wherein the bug mostly occurs. [/QUOTE]
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