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Support File Tutorial Help BAM About physics ......For a better gameplay!

GeorgeH

Flippered Out
Staff member
Site Supporters
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.
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.)

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
End if
 

Paolo

No Bam no Play
Chat Moderator
Site Supporters
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.
BRAVO!!!!

This is what I wanted to do,increasing the speed of the swing ..... this is why you will see (or maybe you have noticed) that I have changed the flipper to DW, made it longer, to have this kind of control, to hit the absurd ramp and complete it ......

We want the same thing, but with two different methods ..... but which lead to the same path......it's amazing

If Rav,create a code so xBAM.SetSwingSpeedFlipper1, x, x, x I believe(maybe I Farnetic) that maybe it would be the same thing
 
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hellrzr2k1

Pinball Wizard
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.)

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
End if
ok, first I only have toyed with values.
You said, FP will do simple math. How simple. If your trying to Pinpoint a better center point, extend your decimals. Can you add to the calculated value?
If the scripting forgiving, I do not know scripting.
Does FP consider the length of the flipper, assuming it does , 0.0 and 1.2 .
your center is .6,

If RightFlipperExt.ContactPoint < .5 and >.7 then RightFlipperExt.Omega = omegaCorrectionR+(ammount you want to increase)

can you have multiple values that produce a result?
if you set a constant does not use the curve?
can you check the value on the curve?

My guess (first time trying to do this)
If (RightFlipperExt.ContactPoint => 0.5) And (RightFlipperExt.ContactPoint =< .7) then
RightFlipperExt.Omega = omegaCorrectionR+(Your value)
 
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hellrzr2k1

Pinball Wizard
it there a table that has basics with dynamic flippers and a ball. for testing.
also in BAM, where you go to dev mode there are flipper adjustments.
are all those values stored in the xml if you produce one?
 

GeorgeH

Flippered Out
Staff member
Site Supporters
it there a table that has basics with dynamic flippers and a ball. for testing.

I don't think anyone ever made a demo table. However, Space Shuttle is a fairly simple table with dynamic flippers that you can get here:


also in BAM, where you go to dev mode there are flipper adjustments.
are all those values stored in the xml if you produce one?

Dynamic flippers are done entirely in the script. The 2 omega values are changed here:

const MinOmega = 31 ' Omega at tip of flipper. Must be < MaxOmega. Default = 33
const MaxOmega = 47 ' Omega at base of flipper. Must be > MinOmega. Default = 50


Omega is the same thing as strength.

ok, first I only have toyed with values.
You said, FP will do simple math. How simple. If your trying to Pinpoint a better center point, extend your decimals. Can you add to the calculated value?

The value at the base of the flipper is 0.0 and and 1.2 at the tip. FP will do 4 function basic math. The center contact point would be 0.6. The problem is the current formula ramps up from the minimum omega to the maximum in a liner manner. We would like the omega at the base and at the tip to have lower values and the center be a bit higher in a curved fashion.

If the scripting forgiving, I do not know scripting.
Does FP consider the length of the flipper, assuming it does , 0.0 and 1.2 .
your center is .6,

The script for this is not too difficult but I can help in you need it. It is not too forgiving though.

If RightFlipperExt.ContactPoint < .5 and >.7 then RightFlipperExt.Omega = omegaCorrectionR+(ammount you want to increase)

can you have multiple values that produce a result?

You can assume that the ball will hit the flippers one at a time. There is a very remote possibility that 2 balls could hit a flipper at the same time during multiball but the chances aren't really worth considering.

if you set a constant does not use the curve?

We've never used a constant.

can you check the value on the curve?

There is a debug option in FP where some code can be added to the script and display the contact point value and other info when you play a game.

My guess (first time trying to do this)
If (RightFlipperExt.ContactPoint => 0.5) And (RightFlipperExt.ContactPoint =< .7) then
RightFlipperExt.Omega = omegaCorrectionR+(Your value)

This looks like it would produce a higher value in the center with a sharp drop on either side of 0.6. The omega needs to ramp down or become progressively lower from the center to the flipper tip and the base.
 

hellrzr2k1

Pinball Wizard
I thought I was asked if maybe I could figure this out.
Maybe each possible contact ti the flipper needs addressed in the script.
I'll have to ask a math professor. But I'm sure there is a formula that will work, HOWEVER will fp handle the formula.
 

hellrzr2k1

Pinball Wizard
I thought I was asked if maybe I could figure this out.
Maybe each possible contact ti the flipper needs addressed in the script.
I'll have to ask a math professor. But I'm sure there is a formula that will work, HOWEVER will fp handle the formula.

Seems like its linear or nothing.

Even had 3 sections of code for each flipper a section from 0.0 to .5 and a second from .5 to .7 and a third from .7 to 1.2 it would still be linear.
To get a curve there would have to factor speed of the ball mass and gravity and also the damping.
So you would need those values in your formula for the flipper .
 

JLou5641

Pinball Wizard
@hellrzr2k1 , I invite you to read the BAM Rotation Charts topic:
 

hellrzr2k1

Pinball Wizard
My sister in law is a math professor, she hasnt saw the code yet, but from a brief chat she said it may not be possible because your dealing with a single flat surface. We will get more in depth about this when she isnt working.
If its possible she will figure it out. Ill keep you guys informed.
 

hellrzr2k1

Pinball Wizard
Hello everyone......

Okay, this is probably a topic discussed many and many times, but sometimes things happen that a person, who cannot explain certain situations.
Now, I don't know if the fact that I have not always installed every release of Bam, but only replaced, from version 290, up to the latest current version, which I installed this time.

I state that I am not a great "physics tweaks man", like @GeorgeH or someone else.I almost always left the standard FP physics in my tables, that is, not using other types of "xml" but only making my changes to the objects in the fp editor, so never in "physics tweaks" in menu bam, and only for a few years I use "dynamic flippers", then only after having tried everything, I create my own "xml"

So I ask those who somehow have had a feeling that something is different in the physics of FP ...I mean, it seems that all of a sudden, the FP gameplay, has become slow, I don't know if I can be clear, that is to have a faster gameplay I would have to make changes that I never needed to do .... maybe a another user who recently discussed this with me ... can make a speech ....

The crux of the matter is whether by chance installing the last version of Bam, the 329 .... I had this feeling of slowness,underline "feeling" because I don't know how to define this situation.


I noticed some 2.7 tables not right and went back to 2.6
same physic mass gravity and damping if I remember correctly
 

Paolo

No Bam no Play
Chat Moderator
Site Supporters
I noticed some 2.7 tables not right and went back to 2.6
same physic mass gravity and damping if I remember correctly
these are physics created by "slamtilt", I don't know why from 2.7 to 2.6 .... I think other things change too.
 
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