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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Xenon (1980)
Flipper physics 3.0
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<blockquote data-quote="vikingerik" data-source="post: 208993" data-attributes="member: 3745"><p>It's an improvement, not a big one, but welcome.</p><p></p><p>It doesn't really feel like fluid physics, though. It's not really modeling the flipper acceleration and deceleration to do the catches. It just feels like a few more chunky if-then statements. Live catches in particular. When one happens, the ball just instantly glues itself to the flipper at zero velocity. There's no range of outcomes involving small bounces or anything, it's either on or off you did a perfect live catch or nothing happened.</p><p></p><p>Drop catches feel similar. There are a range of outcomes and bounces, but it feels like it's dependent only on the ball's incoming velocity, and not really on what the flipper is doing. Like the drop catch works the same way no matter where on the flipper stroke the ball hits. Also, drop catches aren't all that useful, since without ball spin, most times you could do a drop catch you can just make a simple hold catch or dead pass instead.</p><p></p><p>Tap passes have been around like that at least since Addams, I think. I've done them readily there all along. Again it's not real physics but a simplified recreation. Real tap passes are done by hitting the flipper button extremely quickly so it never even accelerates to full extension. TPA tap passes aren't based on the flipper swing, just happen automatically anytime the ball is near the tip of the flipper and going in the direction of the opposite inlane.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 208993, member: 3745"] It's an improvement, not a big one, but welcome. It doesn't really feel like fluid physics, though. It's not really modeling the flipper acceleration and deceleration to do the catches. It just feels like a few more chunky if-then statements. Live catches in particular. When one happens, the ball just instantly glues itself to the flipper at zero velocity. There's no range of outcomes involving small bounces or anything, it's either on or off you did a perfect live catch or nothing happened. Drop catches feel similar. There are a range of outcomes and bounces, but it feels like it's dependent only on the ball's incoming velocity, and not really on what the flipper is doing. Like the drop catch works the same way no matter where on the flipper stroke the ball hits. Also, drop catches aren't all that useful, since without ball spin, most times you could do a drop catch you can just make a simple hold catch or dead pass instead. Tap passes have been around like that at least since Addams, I think. I've done them readily there all along. Again it's not real physics but a simplified recreation. Real tap passes are done by hitting the flipper button extremely quickly so it never even accelerates to full extension. TPA tap passes aren't based on the flipper swing, just happen automatically anytime the ball is near the tip of the flipper and going in the direction of the opposite inlane. [/QUOTE]
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Home
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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Xenon (1980)
Flipper physics 3.0
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