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The Pinball Arcade / Farsight Studios
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<blockquote data-quote="Fungi" data-source="post: 176082" data-attributes="member: 16"><p>I've got a question for anyone that has plenty of real life experience. Due to my frustration with the "tuning" of certain TPA tables, I'm now questioning the ball paths. What I expect out of these simulations is for the ball to react like real tables. Flying every which way, randomly reacting to however the ball hits surfaces. What I'm finding lately is the ball following preprogrammed paths that take them directly to the exits. It's as if Bobby has heard the pleas of everyone saying the tables are too easy, and therefore his solution seems to be is to artificially make the ball go directly out once it hits certain points on the tables.</p><p></p><p>How is it that hitting the top of a slingshot drives the ball either directly into the neighboring outlane or creates a nice lofty arch that goes directly into the opposite outlane? How is it that a ball hitting a wall, no matter how hard or soft, has just the right amount of bounce to make it drop right between the flippers? I'm seeing these two reactions an inordinate amount in BSD and POTO.</p><p></p><p>Am I the only one seeing this, or do the real tables do this?</p></blockquote><p></p>
[QUOTE="Fungi, post: 176082, member: 16"] I've got a question for anyone that has plenty of real life experience. Due to my frustration with the "tuning" of certain TPA tables, I'm now questioning the ball paths. What I expect out of these simulations is for the ball to react like real tables. Flying every which way, randomly reacting to however the ball hits surfaces. What I'm finding lately is the ball following preprogrammed paths that take them directly to the exits. It's as if Bobby has heard the pleas of everyone saying the tables are too easy, and therefore his solution seems to be is to artificially make the ball go directly out once it hits certain points on the tables. How is it that hitting the top of a slingshot drives the ball either directly into the neighboring outlane or creates a nice lofty arch that goes directly into the opposite outlane? How is it that a ball hitting a wall, no matter how hard or soft, has just the right amount of bounce to make it drop right between the flippers? I'm seeing these two reactions an inordinate amount in BSD and POTO. Am I the only one seeing this, or do the real tables do this? [/QUOTE]
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