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Farsight Studios
The Pinball Arcade / Farsight Studios
The ball...
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<blockquote data-quote="superballs" data-source="post: 3855" data-attributes="member: 341"><p>Thank you Serenseven.</p><p></p><p>Regarding slap saves though...i think this is one of the worst things right now in this game...this is where the "through the flippers" thing seems to get me the most.</p><p></p><p>I've had so many slap saves that should have went well just drop through a flipper on me. Now this "bug" isn't just a detriment, i've had it work in my favour too. Not sure about ratio of favorable to unfavorable but at this point if i see that i'm going to have to do one, i just react and pray the ball goes up instead of down.</p><p>It's almost as if there's a certain point in the flipper's animation with a certain ball speed where it almost becomes an intangible object.</p><p></p><p>And yes live catches are indeed possible. Hard as hell (to me anyway) to pull off in this game. And believe me, this is the ONE "advanced" technique that I would really consider myself good at IRL, mainly because I've always thought that a live trap and flipping the ball right on target is one of the sweetest moments in a game of pin, the way it just seems to defy physics as it comes to a dead stop on your flipper for that brief moment.</p><p></p><p>This brings me to my next point when it comes to some of the flipper physics issues i percieve. I think i'm noticing that it's not a question of dodgy physics but the programming of flipper behaviour.</p><p></p><p>On a real table...i'm not quite sure how it works and i'm hoping someone can step in and explain the actual details, but i know the "feel" of it when playing a real pin. There are times when you can just really quickly tap the flipper button and release it as quick as you've pressed it and it seems that the flipper will either only go up halfway or finish it's arc with less "oomph". This is important in multiball when you're tossing one around, you have two on your other flipper and just let the flipper give a light "flick" up the kicker allowing you to perform a post transfer. With the flipper behaviour as it is, I don't think it is possible in TPA. </p><p></p><p>I'm not too picky on how the ball reacts to the table vis a vis the real table (so far the only table released that I've actually played IRL is ToM). But I've played a good share of tables and I think the biggest tweaks need to be done to the flippers. Mainly not having them always fully return (or mostly return) to a rest position, allowing for those little flicks and taps.</p><p></p><p>Check out 1:54 or so of this video (by RipleYYY no less):</p><p></p><p>[MEDIA=youtube]KGbTQPknl9Q[/MEDIA]</p></blockquote><p></p>
[QUOTE="superballs, post: 3855, member: 341"] Thank you Serenseven. Regarding slap saves though...i think this is one of the worst things right now in this game...this is where the "through the flippers" thing seems to get me the most. I've had so many slap saves that should have went well just drop through a flipper on me. Now this "bug" isn't just a detriment, i've had it work in my favour too. Not sure about ratio of favorable to unfavorable but at this point if i see that i'm going to have to do one, i just react and pray the ball goes up instead of down. It's almost as if there's a certain point in the flipper's animation with a certain ball speed where it almost becomes an intangible object. And yes live catches are indeed possible. Hard as hell (to me anyway) to pull off in this game. And believe me, this is the ONE "advanced" technique that I would really consider myself good at IRL, mainly because I've always thought that a live trap and flipping the ball right on target is one of the sweetest moments in a game of pin, the way it just seems to defy physics as it comes to a dead stop on your flipper for that brief moment. This brings me to my next point when it comes to some of the flipper physics issues i percieve. I think i'm noticing that it's not a question of dodgy physics but the programming of flipper behaviour. On a real table...i'm not quite sure how it works and i'm hoping someone can step in and explain the actual details, but i know the "feel" of it when playing a real pin. There are times when you can just really quickly tap the flipper button and release it as quick as you've pressed it and it seems that the flipper will either only go up halfway or finish it's arc with less "oomph". This is important in multiball when you're tossing one around, you have two on your other flipper and just let the flipper give a light "flick" up the kicker allowing you to perform a post transfer. With the flipper behaviour as it is, I don't think it is possible in TPA. I'm not too picky on how the ball reacts to the table vis a vis the real table (so far the only table released that I've actually played IRL is ToM). But I've played a good share of tables and I think the biggest tweaks need to be done to the flippers. Mainly not having them always fully return (or mostly return) to a rest position, allowing for those little flicks and taps. Check out 1:54 or so of this video (by RipleYYY no less): [MEDIA=youtube]KGbTQPknl9Q[/MEDIA] [/QUOTE]
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The Pinball Arcade / Farsight Studios
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