Your custom CPU for Centaur was my favorite thing you ever did.
I've mentioned it here and in our BlahCade podcast. I even described it to Bobby and Norman at FarSight as being pure genius and highly disappointing it can never be added to TPA. While I enjoyed your other CPUs, that one actually changed the game and was the only way I played it. I still hear the multiball music I used (Burly Brawl from the Matrix) in my head start up when I get multiball in TPA version.
Hands down your were my favorite VP author and when you bailed from the scene, I pretty much did too. Your attention to detail was bar none and sorely missed after.
The odd thing is tat not every table gets this easy treatment. BSD, for example, is the noob killer in TPA that it was in real life. Space SHuttle has an evil. bumper to right outlane vacuum. DIner and Phantom of the OPera are a real challenge, but still not impossible to do well on.
Did the Pro Pinball tables have ball spin physics?Still have to figure out a way to include ball-spin physics that don't alter the game mechanics in odd ways or bring gaming systems to their knees.
Did the Pro Pinball tables have ball spin physics?
The former ended up in that Ultracade pinball thing.
TO a certain extent, digital pinball will always be easier then real life.simply put, real life runs at greater then 60 frames per second. And it's totally unfair to use randomness in the flippers to make things difficult. Shots usually are either too easy or too hard, and it's a problem with digital pinball since day one.
Add Whirlwind to that list - a table where it's not even safe to plunge the ball. Yeah part of it is the inconsistency of TPA's manual plunger, but in this case, it makes plunging a risk. Personally I think WW is the best-implemented table in TPA. Not necessarily the best-looking, but it plays closer to the original (of those I've had extensive experience of, and WW certainly counts there) than any other table.
That's a given. not all shots are same width. some shots, like final draw on world cup soccer, or guile on street fighter two, are insanely difficult.Well, pinball in real life isn't that different in some respects. Some shots are easier than others.
Yes soem shots are harder then it seems they shoud be in real life. THere are a few effects that cause this.I can shoot all the shots on the real Theatre of Magic all day long in the real world on a properly maintained machine EXCEPT the right ramp (and the right orbit to a lesser extent). I've shot the center ramp like 20 times in a row before and then hit the inner right loop without missing a beat.
this is the other problem. one pixel is too early, and one pixel is too late. at certain ball speed,s certain shots are literally impossible. i HATE it when digital pinball games do this. HATE HATE HATE> it cannot be totally eliminated, but i try my best to minimize it. I do my best to make sure all orbits and ramps and everything else is hittable both from a trap and from a ramp feed. There are a few exceptions (vault on a properly set up TAF is near impossible to hit from a trap) but fo the ost part i used this principle to guide me.There's something I'd call "flipper resolution" too in the digital world. That is in VP the number of points where you could hit the ball was like a digital stair-step. You could hit points 1,2,3,4,5,6,7,8,9 and 10 and perhaps you could hit points 1.5, 2.5, 3.5, etc., but you COULD NOT NO MATTER WHAT hit points 1.1, 1.2, 1.3, etc. "directly" off the flippers. It's like the clock-steps of when you could contact the ball or flip the flipper was only available at 0.5 increments. In the real world, there's no such thing (maybe the speed of light or something). The ball moves in a linear fashion along the flipper and you can technically hit ANY POINT on the table with the right timing. This was a big problem in VP as well. I haven't noticed it as much in Pinball Arcade, but I haven't played enough to make a detailed analysis. But these two aspects of the flipper physics alone made the "aiming" feel off in VP. Everything was a matter of trade-offs. You could get some shots to feel right, but others would be off a bit and no matter what you did, you couldn't hit certain in-between shots very well.
You are right. it's not randomness in real life, it's chaos. (slight difference in initial conditions making a big difference in results) But we can cheat and get away with in under the right circumstances. TPA correctly randomizes jet action. the jet bumper doesn't settle back inot precisely the same spot it was in before. so there's a difference. what TPA does NOT take into account is that the same thing happens with standups. they deform a bit after each hit, and do not go back exactly to the same spot. we can model this effectively with randomness. The same is true of slingshots.the rubber stretches each time they free, and does not snap back precisely to the same spot.Those two factors (aim and ball return speed) things affect my enjoyment more than anything else, but you're right there's also a certain "randomness" to collisions (I'm sure it's really not random, but micro-oddities of moving standup switches, etc.)
As i said above, some thing really are effectively random in real life, and thus can be simulated with actual randomness in pinball sims without being unfair. But if we try applying the same strategy to the flippers, it all falls apart. We CAN, however randomize the inlane feed from a ramp dropoff, though. just a slight difference. but the variation will affect your flipper shots just enough to make hard shots hard.I don't feel like "randomness" is the solution as it's not really random in the real world, it's just high resolution reactions to physics. Randomness might APPEAR to hit that 1.2, 1.3, 1.4 type spots, but it's going AROUND the problem rather than at it. You'll hit those points, but you won't be able to do is consistently since it's "random" now. In the real world, it's actually consistent, it's just that such small timing differences aren't readily apparent to the human eye. There are probably nuances that aren't obvious to physics engines sometimes either. For example, we have 16 day weather forecasts with computer simulations, but they're rarely ACCURATE to even 3 days. The simulation is missing SOMETHING they can't account for in their simulation that is present and has huge effects in the real world. We think we understand how systems work and how physics collisions react from experimentation, etc., but there seems to be something missing on the micro level (let alone quantum weird effects) that has substantial effects on the outcome. I tried to work around whatever it was the best I could and just get the table to feel as close to the real one as I could get it, but none are ever perfect.
One frame can be too soon to make the shot, and the frame after can be too late, and this will cause a shot to be literally impossible. that's my digital pinball complaint. God simulation will work around that as best as they can, at the expense of things being too easy.
.does the pro menu let you adjust the table slope angle?
Negative