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Farsight Studios
The Pinball Arcade / Farsight Studios
Physics engine discussion
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<blockquote data-quote="invitro" data-source="post: 239892" data-attributes="member: 446"><p>Thanks for your post, Mike. Well, different people posting here have different agendas. Personally, I think 60 possible shots is enough. The problem I see is that those shots are not assigned to targets correctly, and it's easy to see how that can happen if the assigning is done artificially (as appears to be the case) rather than naturally.</p><p></p><p>Now, we <em>know </em>that your assigning of shots was done incorrectly, from the previously impossible shots (AFM R ramp, HRC R orbit, et al.) being changed in version 1.41.7. The suspicion I have is that the errors go beyond this... various ramp "vacuums" being assigned more of those 60 shots than they should be, maybe to even a global overassignment of low-angle shots (backhands and flipper-tip shots) and underassignment of center shots.</p><p></p><p>I personally use "railroad" not to refer to flipper shots, but to kickouts and other ball returns from the upper playfield. Like the TZ Slot Machine return, and the Cirqus Ringmaster return that vikingerik mentioned in the parent of this post. I don't see how the current frame rate limit could possibly be responsible for those railroads.</p><p></p><p>I probably don't need to say this, but I am thrilled with TPA and am satisfied with its physics in general. I might have an agenda to try to get people on this forum to realize that a >60 frame rate would give less general improvement in physics than fixing the flipper shot assignments, which I suppose is called "tuning." Well, since I'm not sure that my claims are correct, my real agenda is to figure out what <em>is </em>correct, first <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />, based on hard facts like those in the PBT*.csv files.</p></blockquote><p></p>
[QUOTE="invitro, post: 239892, member: 446"] Thanks for your post, Mike. Well, different people posting here have different agendas. Personally, I think 60 possible shots is enough. The problem I see is that those shots are not assigned to targets correctly, and it's easy to see how that can happen if the assigning is done artificially (as appears to be the case) rather than naturally. Now, we [I]know [/I]that your assigning of shots was done incorrectly, from the previously impossible shots (AFM R ramp, HRC R orbit, et al.) being changed in version 1.41.7. The suspicion I have is that the errors go beyond this... various ramp "vacuums" being assigned more of those 60 shots than they should be, maybe to even a global overassignment of low-angle shots (backhands and flipper-tip shots) and underassignment of center shots. I personally use "railroad" not to refer to flipper shots, but to kickouts and other ball returns from the upper playfield. Like the TZ Slot Machine return, and the Cirqus Ringmaster return that vikingerik mentioned in the parent of this post. I don't see how the current frame rate limit could possibly be responsible for those railroads. I probably don't need to say this, but I am thrilled with TPA and am satisfied with its physics in general. I might have an agenda to try to get people on this forum to realize that a >60 frame rate would give less general improvement in physics than fixing the flipper shot assignments, which I suppose is called "tuning." Well, since I'm not sure that my claims are correct, my real agenda is to figure out what [I]is [/I]correct, first :), based on hard facts like those in the PBT*.csv files. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Physics engine discussion
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