We warned you to not get too optimistic.GIANT bummer. Jeez. What a letdown.
Those Zacc guys are super responsive to the user community. Amazingly so. Totally looking forward to their Steam release. And, their physics are damn good too.
Based on what would be an appropriate interpretation (the labels would need to be misleading), it may be the difference between a flip after a catch verses a flip when a ball is falling towards the flipper. Elasticity is about how the impact of two objects (and their materials) affect each other and the transition of momentum between the two. If you have a ball that is in continuous contact with a flipper's surface, it is a launch which indicates a different type of physics than an impact between a ball that collides with the flipper.We don't know, we can only guess.
What I find odd is the physics aren't too complicated. You know the masses and can set the inelasticity of the impacts (based on what objects are hit) before hand. The ball's velocity and the angle of impact would be what control where a ball goes and how fast. It'd seem harder to go brute force as the code appears to be written. Granted, I haven't written code to do this (but I have written code), but it seems harder to go the route FS went.I always suspected that TPA's input resolution was coarser than 60 Hz, but never suspected it was so crude as to be deliberately coded into the flippers that way.