And another thing I have been forgetting to mention: personally I don't really care about "my choice of flipper color" option. Perhaps because of such option currently the flippers look really flat and are not well blended with other rather really nice looking parts. Do people really care about the feature? I think using original flipper texture to match the rest of things would be nicer...
There will be some changes in the upcoming update, a detailed list comes next Monday. Till then here is a quick footage about renewed metal and reflection on iPad Air, recorded by an iPhone 5. We hope iPad 2 also will be able to handle these new features.
Well, some real tables do have these transparent flippers, it would be great to see them in Zac.
Yeah, so it would be nice for the flippers being same to the original, rather than your choice of color of 5 with flat texture-less ones.
I also forgot to mention (wrote before tho), upper flippers of some tables are too long (compare to the real table) and that's regardless of flipper size setting.
^
I must say that I find the overall graphics of ASK Devil Riders not the best, it looks a bit dirty/smudgy, not clean like the later tables. Same goes for Pinball Champ, a lot of dirt.
those aren't renderings, they're photos...
To Zsolt, when comparing the ball behaviour of the ASK Zaccs with the real Zaccs theres still quite a noticable difference showing imo,
the ball physics on the ASK Zaccs are still a bit lightweighted and seem to act more like a rubber ball instead of a steel ball, while on the real zaccs the ball acts less bouncy and moves more in a straight line while in contact with different elements on the table.
While I agree with you to some degree, try this setting: PlayfieldTilt: 16%(very flat), FlipperForce: 0%, BallEalasticity: 50% (or less), BallFriction: 95%, BallVerlocity: 0%
This setting may be extreme but then now I can feel the ball is made of iron, sort of. So, this setting suggests me that, aside from the ball rolling sound (which I believe has a great effect on our perceived feelings of the ball), I think the current flipper is too powerful even at the lowest setting and that may be resulting in extreme acceleration to the ball. In my general impression, ball accelerate too high degree, I really feel so when the ball builds speed while bouncing on sling shots (excuse me for my poor English vocabulary/expression!)
Another thing is, although I may be wrong since I've never played or seen the real those pins, ball physics may need to be adjusted table basis... I'm not suggesting individual physics setting per table, tho. That would be overkill... But parameter like PlayfieldTilt which contributes to ball "floating" feel a lot (especially for older tables) may be good to be settable per table.
While I agree with you to some degree, try this setting: PlayfieldTilt: 16%(very flat), FlipperForce: 0%, BallEalasticity: 50% (or less), BallFriction: 95%, BallVerlocity: 0%
Thanks for the advice hai but i think the aim should be to step by step create a close virtual reproduction of the physics engine based on the physics behaviour of the real Zaccs as a standard in the ASK Zacc collection, instead of fiddling around for ours with parameters, because the actual physics just arent what they should be compared to the real Zacc physics.
Thanks for that! I never would have thought of going for such radical numbers, but it has given me a different start for tweaking physics. Flipper force 0% Who would have thought!