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<blockquote data-quote="Sean DonCarlos" data-source="post: 8960" data-attributes="member: 152"><p>Welcome to the forums!</p><p></p><p></p><p>Depending on maintenance and the amount of play each receives, they could be night and day. Besides obvious mechanical failures and issues, a dirty playfield will slow the ball down (greater friction) relative to a clean, freshly waxed field. Then you also have differences in operator settings (difficulty, extra ball/replay percentages, etc.), playfield slope, tilt settings, etc.</p><p></p><p></p><p>FarSight actually restores their tables to a pristine condition before disassembling them for photography and 3D modeling, and according to their kickstarter video, they have a full-time person just for table maintenance. In terms of accuracy, it's the closest I've ever seen in a simulation, but of course there are differences. TPA's ball is a tad bouncy in some cases, which makes some ball control techniques unusually difficult, and some tables have isolated spots of weirdness in the physics - you sometimes get some pretty wicked acceleration on the ramps in Medieval Madness, for example - but I'd say 98% of the time the ball is doing more or less what a real pinball would do.</p><p></p><p></p><p>It's more a matter of timing than force (except on machines like Whirlwind with two-stage upper flippers), and this is TPA's chief area needing improvement. There are little flick passes and other nuances you can do with the flippers by quickly releasing and repressing the button, and thereby not allowing the flippers to travel all the way down and back up again. In TPA, even the slightest release and repress of the flipper controls will cause the flipper to travel its full distance, thereby launching the ball into the stratosphere. On a real machine, you wouldn't get that.</p></blockquote><p></p>
[QUOTE="Sean DonCarlos, post: 8960, member: 152"] Welcome to the forums! Depending on maintenance and the amount of play each receives, they could be night and day. Besides obvious mechanical failures and issues, a dirty playfield will slow the ball down (greater friction) relative to a clean, freshly waxed field. Then you also have differences in operator settings (difficulty, extra ball/replay percentages, etc.), playfield slope, tilt settings, etc. FarSight actually restores their tables to a pristine condition before disassembling them for photography and 3D modeling, and according to their kickstarter video, they have a full-time person just for table maintenance. In terms of accuracy, it's the closest I've ever seen in a simulation, but of course there are differences. TPA's ball is a tad bouncy in some cases, which makes some ball control techniques unusually difficult, and some tables have isolated spots of weirdness in the physics - you sometimes get some pretty wicked acceleration on the ramps in Medieval Madness, for example - but I'd say 98% of the time the ball is doing more or less what a real pinball would do. It's more a matter of timing than force (except on machines like Whirlwind with two-stage upper flippers), and this is TPA's chief area needing improvement. There are little flick passes and other nuances you can do with the flippers by quickly releasing and repressing the button, and thereby not allowing the flippers to travel all the way down and back up again. In TPA, even the slightest release and repress of the flipper controls will cause the flipper to travel its full distance, thereby launching the ball into the stratosphere. On a real machine, you wouldn't get that. [/QUOTE]
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