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Farsight Studios
The Pinball Arcade / Farsight Studios
BREAKING NEWS: New Difficulty Mode w/ Separate Leaderboards Coming!
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<blockquote data-quote="relaxation" data-source="post: 234120" data-attributes="member: 5759"><p><a href="https://en.wikipedia.org/wiki/Linear_interpolation" target="_blank">https://en.wikipedia.org/wiki/Linear_interpolation</a></p><p></p><p>it's usually implemented by the games devs, like moving your character half a step, it should be done to the flippers for tap pass ability (not to be confused with a flick pass), vikingerik wants it done to the digital nudge.</p><p></p><p><em><strong>big leap here:</strong></em>Problem likely is a hardware limitation, the game interprets an input from frame A to frame B and then does it on frame B, this time frame is 16.7ms and we'll exclude debounce (the time it takes the key to register it's not bouncing off the contact from the inital press, ~5ms), a standard USB polling rate of 125Hz, 8ms, tells the computer the keys state if it's on or off so 8ms on and 8ms off (no room for linear interpretation), PS/2 interfaces didn't have this problem 19 years ago, so there isn't likely anything farsight can do unless people get over-clocked USB peripherals.. atleast that's what I tell myself. I haven't tested how Pro Pinball implements their nudges.</p><p></p><p>I know nudging is a topic of concern, especially it's secondary property, they've admitted they have an allowance on how floaty they can make their game so we should accept thats how they intend it to play. However, introducing a difficulty setting could allow them to re-tune that nudge without wiping leaderboards.</p><p></p><p>If they truely want to make a difficulty setting, simulate the tilt-bob too since half the gameplay is the ball coming back toward you. The meter does not reflect a real tilt-bob. I can nudge, wait then nudge again to have the meter think it's going to reduce the emulated momentum and it <em>kind of</em> does that but just before it reduces it'll spike.. exactly what I intended to avoid.</p><p><em>no game I know of has properly reproduced the behavoir of a tilt-bob yet, likely has to do with how input should be handled from a keypress/analog stick since you can tilt a real machine from one nudge but not a virtual one because they set it up that way.</em></p><p></p><p>That last bit is important because if you really wanted to emulate a tilt-bob and make it have a tighter tolerance for a difficulty setting.. you can nudge as hard as you can atleast once [decided by farsight], perhaps at a different interval, and never tilt.<em>likely why this design problem is avoided on cabs by using a real tilt-bob as a sensor to detect when 'too much' happens</em></p></blockquote><p></p>
[QUOTE="relaxation, post: 234120, member: 5759"] [url]https://en.wikipedia.org/wiki/Linear_interpolation[/url] it's usually implemented by the games devs, like moving your character half a step, it should be done to the flippers for tap pass ability (not to be confused with a flick pass), vikingerik wants it done to the digital nudge. [i][b]big leap here:[/b][/i]Problem likely is a hardware limitation, the game interprets an input from frame A to frame B and then does it on frame B, this time frame is 16.7ms and we'll exclude debounce (the time it takes the key to register it's not bouncing off the contact from the inital press, ~5ms), a standard USB polling rate of 125Hz, 8ms, tells the computer the keys state if it's on or off so 8ms on and 8ms off (no room for linear interpretation), PS/2 interfaces didn't have this problem 19 years ago, so there isn't likely anything farsight can do unless people get over-clocked USB peripherals.. atleast that's what I tell myself. I haven't tested how Pro Pinball implements their nudges. I know nudging is a topic of concern, especially it's secondary property, they've admitted they have an allowance on how floaty they can make their game so we should accept thats how they intend it to play. However, introducing a difficulty setting could allow them to re-tune that nudge without wiping leaderboards. If they truely want to make a difficulty setting, simulate the tilt-bob too since half the gameplay is the ball coming back toward you. The meter does not reflect a real tilt-bob. I can nudge, wait then nudge again to have the meter think it's going to reduce the emulated momentum and it [i]kind of[/i] does that but just before it reduces it'll spike.. exactly what I intended to avoid. [i]no game I know of has properly reproduced the behavoir of a tilt-bob yet, likely has to do with how input should be handled from a keypress/analog stick since you can tilt a real machine from one nudge but not a virtual one because they set it up that way.[/i] That last bit is important because if you really wanted to emulate a tilt-bob and make it have a tighter tolerance for a difficulty setting.. you can nudge as hard as you can atleast once [decided by farsight], perhaps at a different interval, and never tilt.[i]likely why this design problem is avoided on cabs by using a real tilt-bob as a sensor to detect when 'too much' happens[/i] [/QUOTE]
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Farsight Studios
The Pinball Arcade / Farsight Studios
BREAKING NEWS: New Difficulty Mode w/ Separate Leaderboards Coming!
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