Since you know something about math, maybe you could try to figure a way to change dynamic flippers so it uses a mathematical curve in the red section of the code below (that I think you have seen before). The red section just produces a linear curve. I don't know if it is possible but I would like a curve that has a higher omega in the middle of the flipper than at the tip or the base. The FP script will do simple math functions like add, subtract, multiply and divide (nothing else.)ok when you described tables that had ball bounce all over was correct,.
the way you describe bad physics was correct (funny). The values were an example of a table that has the ball flying all over the place. (agreeing with you)
YOU were 100% correct. you said nothing wrong at all, I consider you a MENTOR
and no, i am for sure a beginner. using FP maybe 5 months, but I learn quick on and my math used to be very good, trying to be helpful and learn at the same time, and maybe I may find a different solution in the future.
omegaCorrectionR = MaxOmega - (RightFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
If RightFlipperExt.ContactPoint < 0.0 then RightFlipperExt.Omega = MaxOmega
If RightFlipperExt.ContactPoint > 1.2 then RightFlipperExt.Omega = MinOmega
If (RightFlipperExt.ContactPoint => 0.0) And (RightFlipperExt.ContactPoint =< 1.2) then
RightFlipperExt.Omega = omegaCorrectionR