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Farsight Studios
The Pinball Arcade / Farsight Studios
General Game Discussion - Stern Pinball
New Stern Pinball Arcade: AC/DC Kickstarter is FULLY FUNDED!!!
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<blockquote data-quote="vikingerik" data-source="post: 239015" data-attributes="member: 3745"><p>High spatial resolution. A ball resting in a hole or on a flipper does not sit at exactly the same coordinates every time, as in TPA. It will be fractions of a millimeter different based on how far it sank into the flipper rubber or how exactly it rattled into the hole. Because the initial conditions aren't exactly the same for every eject or flip, Timeshock doesn't suffer from the railroad problem that TPA does even if it's running at the same 60 Hz input frame rate. And this wildness is fully natural and emergent, not crudely simulated by artifically varying the ejects as TPA's later tables do.</p><p></p><p>Timeshock also gets ball spin (almost*) correct which no sim other than Pro Pinball really does, and that's another degree of freedom, another dimension of wildness. Not only is the ball's position infinitesimally different on each eject or flip, so is the spin it picks up from that kicker or flipper. And that spin makes the ball's next point of contact and reaction that much more chaotic, and so on.</p><p></p><p>*Timeshock's ball spins only on the vertical axis, not properly on any arbitrary axis in 3D space. BRUSA and FJ added that capability and also the ability for the ball to slide without rolling, which is also an important aspect of how real balls react to real flippers. Retrofitting that into Timeshock is on the list of Ultra things to do but they haven't gotten to it yet. Although my personal opinion is that BRUSA and FJ actually go a bit too far and Timeshock's version is the most fun and playable.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 239015, member: 3745"] High spatial resolution. A ball resting in a hole or on a flipper does not sit at exactly the same coordinates every time, as in TPA. It will be fractions of a millimeter different based on how far it sank into the flipper rubber or how exactly it rattled into the hole. Because the initial conditions aren't exactly the same for every eject or flip, Timeshock doesn't suffer from the railroad problem that TPA does even if it's running at the same 60 Hz input frame rate. And this wildness is fully natural and emergent, not crudely simulated by artifically varying the ejects as TPA's later tables do. Timeshock also gets ball spin (almost*) correct which no sim other than Pro Pinball really does, and that's another degree of freedom, another dimension of wildness. Not only is the ball's position infinitesimally different on each eject or flip, so is the spin it picks up from that kicker or flipper. And that spin makes the ball's next point of contact and reaction that much more chaotic, and so on. *Timeshock's ball spins only on the vertical axis, not properly on any arbitrary axis in 3D space. BRUSA and FJ added that capability and also the ability for the ball to slide without rolling, which is also an important aspect of how real balls react to real flippers. Retrofitting that into Timeshock is on the list of Ultra things to do but they haven't gotten to it yet. Although my personal opinion is that BRUSA and FJ actually go a bit too far and Timeshock's version is the most fun and playable. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Home
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Farsight Studios
The Pinball Arcade / Farsight Studios
General Game Discussion - Stern Pinball
New Stern Pinball Arcade: AC/DC Kickstarter is FULLY FUNDED!!!
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