Does seem to happen more than in the past. I'll try to execute a slap save and the ball just appears to pass through the second flipper. I'd record it and slow it down, but I'm afraid of what I'll see.
Trust me, Mike, if I knew how I would. If you ever have free time, you can test it by getting multiball and just wailing on the flippers... or wait for the ball to come screaming down from above, hit one flipped flipper on the edge, and crash through the other flipper long enough to send it down when the other flipper is released. Beyond words, I can't do squat unfortunately.
Now that I played much more I can say that it's definitely happening with the extra flipper on Ripley. When the ball comes from out of the lane above it doesn't seem to collide with it. It that cases it looks and feels like the flipper is 5 cm above the playfield or something.
It's happened to me. Its tough to reproduce, but it happens when the ball is going a million miles an hour, seemed like a noclip type bug. No pattern noticed as far as tables.
I've only seen the ball outright pass through flippers under normal circumstances once or twice, but I have noticed that it seems to be impossible to execute a slap save. For those unfamiliar with the term, it's when the ball is coming down close to SDTM (straight down the middle) and you hit the flipper it's closest to and then quickly hit the other flipper. The idea is to nick the ball with the one flipper just enough to push it over to get a shot with the other. This works on pretty much every other pinball simulation I've played.
In TPA, the first part of the slap save seems to be fine (meaning, you can slightly hit the ball with the tip of the flipper and push it toward the other flipper), but the ball will simply pass through the other flipper every time if it's raised. It's as though the physics engine can't handle contact with one flipper and then the other so quickly, so it just ignores it. It's gotten to the point where I've trained myself to never try the slap save, and only try to hit the one flipper and hope it moves it over enough to contact the stationary flipper.
In such a phenomenal sim in other ways, this is quite the jarring bug. I assume FarSight's testers have the ability to set up "ball generators" at particular places and velocity to be able to test this.
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