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Farsight Studios
The Pinball Arcade / Farsight Studios
Proper extra ball limits in all games.
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<blockquote data-quote="soundwave106" data-source="post: 137099" data-attributes="member: 3746"><p>That type of randomization is what I feel is "computerized" to me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> But, this is a simulation so it's probably a bit of an esoteric point. </p><p></p><p>If these values were kept small, though, as suggested in that thread, this probably would be okay and be a good low-CPU compromise. What has bugged me in TPA is certain randomizations ("if then else" types) where kickouts are wildly different for no good reason. Usually a *very* huge change in real life pinball kickouts is caused by external factors (for instance, putting more than one ball on a kickout solenoid). This isn't quantum physics (we aren't playing "molecule" ball), pinballs can be described by classic physics.</p><p></p><p>It's probably possible to add some "variability" that kind of is the same as real life, eg model a realistic solenoid kickout with small "randomization"... that less relies on a pure random number, and more relies on factors. (Like: the time before the last kickout to simulate rapid-fire solenoids; the angle that the ball went into the kickout; a certain "friction / dirt" factor that is slightly different on a per game basis; a "ball #" factor that assigns a slightly different weight to each pinball, etc.)</p></blockquote><p></p>
[QUOTE="soundwave106, post: 137099, member: 3746"] That type of randomization is what I feel is "computerized" to me. :p But, this is a simulation so it's probably a bit of an esoteric point. If these values were kept small, though, as suggested in that thread, this probably would be okay and be a good low-CPU compromise. What has bugged me in TPA is certain randomizations ("if then else" types) where kickouts are wildly different for no good reason. Usually a *very* huge change in real life pinball kickouts is caused by external factors (for instance, putting more than one ball on a kickout solenoid). This isn't quantum physics (we aren't playing "molecule" ball), pinballs can be described by classic physics. It's probably possible to add some "variability" that kind of is the same as real life, eg model a realistic solenoid kickout with small "randomization"... that less relies on a pure random number, and more relies on factors. (Like: the time before the last kickout to simulate rapid-fire solenoids; the angle that the ball went into the kickout; a certain "friction / dirt" factor that is slightly different on a per game basis; a "ball #" factor that assigns a slightly different weight to each pinball, etc.) [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Farsight Studios
The Pinball Arcade / Farsight Studios
Proper extra ball limits in all games.
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