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Farsight Studios
The Pinball Arcade / Farsight Studios
TPA Flipper Bug Confirmed
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<blockquote data-quote="superballs" data-source="post: 21335" data-attributes="member: 341"><p>Bobby,</p><p></p><p>Thank you for the insight on why this is happening, </p><p>I don't recall ever seeing this happen on any of the mobile devices. I've played a bit on the Samsung Galaxy SIII and extensively on the iPhone 4 (basically played MM from iOS launch to XBOX launch). If this is in fact happening on the mobile platforms I'm hoping someone will chime in and correct me on that.</p><p></p><p>Is it possible to change how often collision detection is run on the flippers on the fly? If so, could it be set higher if the ball is below a certain level on the playfield? Something close as in wherever would be the theoretical maximum distance the ball could make to to the flippers from in 1/60th of a second?</p><p></p><p>I know squat about programming and physics routines, but I would hope a solution like that could have minimal impact on the graphics engine, even maybe tie it to ball speed.</p><p></p><p>While we're at it, would it be possible to work on the flipper mechanics in order to make drop catches, flip catches and cradle seperation a bit more feasable? I find them quite difficult in TPA and they are some of the few things I'm actually very good at IRL.</p><p></p><p>Thanks in advance and I hope I can be of some assistance.</p></blockquote><p></p>
[QUOTE="superballs, post: 21335, member: 341"] Bobby, Thank you for the insight on why this is happening, I don't recall ever seeing this happen on any of the mobile devices. I've played a bit on the Samsung Galaxy SIII and extensively on the iPhone 4 (basically played MM from iOS launch to XBOX launch). If this is in fact happening on the mobile platforms I'm hoping someone will chime in and correct me on that. Is it possible to change how often collision detection is run on the flippers on the fly? If so, could it be set higher if the ball is below a certain level on the playfield? Something close as in wherever would be the theoretical maximum distance the ball could make to to the flippers from in 1/60th of a second? I know squat about programming and physics routines, but I would hope a solution like that could have minimal impact on the graphics engine, even maybe tie it to ball speed. While we're at it, would it be possible to work on the flipper mechanics in order to make drop catches, flip catches and cradle seperation a bit more feasable? I find them quite difficult in TPA and they are some of the few things I'm actually very good at IRL. Thanks in advance and I hope I can be of some assistance. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Farsight Studios
The Pinball Arcade / Farsight Studios
TPA Flipper Bug Confirmed
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