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Farsight Studios
The Pinball Arcade / Farsight Studios
Physics engine discussion
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<blockquote data-quote="vikingerik" data-source="post: 239762" data-attributes="member: 3745"><p>They're not using all the transfer points. There are many railroads that occur far too frequently for even me to be hitting a 1/60 timing window that consistently. CFTBL's ramp is the obvious one. STTNG also has a lot of these, most notably the shot from the left popper that almost-but-not-quite reaches the lock hole, and there's also one too-frequent railroad that occurs on a miss to the mission start hole. These shots are defined by transfer points that must be more than 1/60 second wide (based on how often everyone experiences them) and therefore must apply the railroad ignoring the ball's incoming position and velocity.</p><p></p><p>Ripley's makes what happened really obvious. Consider the temple ramp shot that always found the C lane. Then that was tweaked so that more possibilities could happen on that shot -- <em>without changing any other flipper behavior or railroads</em>. This had to have been subdividing one transfer point that was wider than 1/60 second into more.</p><p></p><p>But some shots and railroads do depend on and occur because of the 60 Hz resolution. I think Twilight Zone has two. One is the shot from the left flipper that hits the post between the right ramp and lock lane, then bounces into the piano. The other is the upper-right flipper shot from a lock release that bounces off the held upper-left flipper and into the piano. I can get each of these to happen sometimes but not consistently, maybe 25% accurate. Farsight would not have tuned rebound shots like that. Those really are emergent behavior that occur not because of the transfer points but because of the 60 Hz cycle.</p><p></p><p>One more example is on Ripley's, with the eject from the continent scoop. The upper-right flipper can shoot the ball at the closest post so that it rebounds up the right orbit (useful for Antarctica Penguin jackpots.) I can also hit this about 25% accurate, and it railroads the same way whenever I do. So I think this is also a 1/60 untuned emergent timing window.</p><p></p><p>Finally, consider Funhouse's pre-tuning shot from the upper flipper off the T target into the trap door. The explanation for this is obvious now. There must have been transfer points enabling that railroad to be wider than 1/60 second; the proof is that I (and everyone) can hit it much more accurately than those TZ and Ripley's rebound shots. Farsight tuned a rebound shot <em>without realizing it was a rebound shot</em> hitting the T.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 239762, member: 3745"] They're not using all the transfer points. There are many railroads that occur far too frequently for even me to be hitting a 1/60 timing window that consistently. CFTBL's ramp is the obvious one. STTNG also has a lot of these, most notably the shot from the left popper that almost-but-not-quite reaches the lock hole, and there's also one too-frequent railroad that occurs on a miss to the mission start hole. These shots are defined by transfer points that must be more than 1/60 second wide (based on how often everyone experiences them) and therefore must apply the railroad ignoring the ball's incoming position and velocity. Ripley's makes what happened really obvious. Consider the temple ramp shot that always found the C lane. Then that was tweaked so that more possibilities could happen on that shot -- [i]without changing any other flipper behavior or railroads[/i]. This had to have been subdividing one transfer point that was wider than 1/60 second into more. But some shots and railroads do depend on and occur because of the 60 Hz resolution. I think Twilight Zone has two. One is the shot from the left flipper that hits the post between the right ramp and lock lane, then bounces into the piano. The other is the upper-right flipper shot from a lock release that bounces off the held upper-left flipper and into the piano. I can get each of these to happen sometimes but not consistently, maybe 25% accurate. Farsight would not have tuned rebound shots like that. Those really are emergent behavior that occur not because of the transfer points but because of the 60 Hz cycle. One more example is on Ripley's, with the eject from the continent scoop. The upper-right flipper can shoot the ball at the closest post so that it rebounds up the right orbit (useful for Antarctica Penguin jackpots.) I can also hit this about 25% accurate, and it railroads the same way whenever I do. So I think this is also a 1/60 untuned emergent timing window. Finally, consider Funhouse's pre-tuning shot from the upper flipper off the T target into the trap door. The explanation for this is obvious now. There must have been transfer points enabling that railroad to be wider than 1/60 second; the proof is that I (and everyone) can hit it much more accurately than those TZ and Ripley's rebound shots. Farsight tuned a rebound shot [i]without realizing it was a rebound shot[/i] hitting the T. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Physics engine discussion
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