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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: 239910" data-attributes="member: 3745"><p>We've long known about the 60 Hz limitation. This thread is about realizing that that's not the whole story.</p><p></p><p>The evidence is that some railroads are more frequent than others. On STTNG, there's a railroad from the left popper that almost-but-not-quite makes the lock hole, which I can make happen like 90% of the time. But there are other railroads that occur much less than that; notably the lock release on TZ ricocheted off the held upper-left flipper into the piano, which happens for me about 25%.</p><p></p><p>The most straightforward explanation is that TZ gives you 1/60 second to make that shot but STTNG gives you a wider window, because TPA artificially consolidates multiple 1/60 second intervals into the same result.</p><p></p><p>I always suspected that was happening but could never think of how it would, until invitro discovered those "transfer points". As Zaphod said, single-frame links in fighting games have long existed and nobody can do them consistently. I can make the same railroads in TPA occur more reliably than anyone can hit a single frame timing window in anything.</p><p></p><p>Finally, how do we explain the temple shot on Ripley's? Before some recent tweaking, this shot would always railroad into the C lane the same way. Now there are a few different possibilities up that ramp, at least one that goes to B and two different paths into C. How is this possible if there was only one 1/60 input into the original railroad?</p></blockquote><p></p>
[QUOTE="vikingerik, post: 239910, member: 3745"] We've long known about the 60 Hz limitation. This thread is about realizing that that's not the whole story. The evidence is that some railroads are more frequent than others. On STTNG, there's a railroad from the left popper that almost-but-not-quite makes the lock hole, which I can make happen like 90% of the time. But there are other railroads that occur much less than that; notably the lock release on TZ ricocheted off the held upper-left flipper into the piano, which happens for me about 25%. The most straightforward explanation is that TZ gives you 1/60 second to make that shot but STTNG gives you a wider window, because TPA artificially consolidates multiple 1/60 second intervals into the same result. I always suspected that was happening but could never think of how it would, until invitro discovered those "transfer points". As Zaphod said, single-frame links in fighting games have long existed and nobody can do them consistently. I can make the same railroads in TPA occur more reliably than anyone can hit a single frame timing window in anything. Finally, how do we explain the temple shot on Ripley's? Before some recent tweaking, this shot would always railroad into the C lane the same way. Now there are a few different possibilities up that ramp, at least one that goes to B and two different paths into C. How is this possible if there was only one 1/60 input into the original railroad? [/QUOTE]
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Farsight Studios
The Pinball Arcade / Farsight Studios
Physics engine discussion
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