Sorry i'm lost now.
Are we talking about live catch? Then using speed is irrelevant because it can be done at any ball speed. If done this way it'll feel very artificial.
If the above is just for the flick when flipper up then use Sub OnPrehitFlipperSettings(FlipperEXT) and the elastCoef in there
Const FlipperSwing = 50 ' this has to match the editor settings. Fixed value Const EOS_Angle = 5 ' define the EOS activation angles. Fixed value ' ^ -- set this as global not inside the Sub. ' v -- set this inside the Sub If abs (FlipperExt.Angle) >= (FlipperSwing - EOS_Angle) Then ' for reference elasticCoef, softnessCoef, staticFriction, kineticFriction FlipperEXT.SetMaterial = elasticCoef ' where elasticCoef must be a low bounce number End If
Apologies for mistakes in coding as I did not test. I'm just brain dumping ideias.
Hi @AnonTet , Hi @GeorgeH ,I have found the formulas don't work in a way that it appears they would. I tried substituting values in the formulas and this is what I got:
omegaCorrectionR12 = 70 - (from 0 to .25 * ((70 - 70)/1.2)) -- creates omegas from 70 to 70
omegaCorrectionR23 = 70 - (from .25 to .6 * ((70 - 70)/1.2)) -- creates omegas from 70 to 70
omegaCorrectionR34 = 70 - (from .6 to .75 * ((70 - 40)/1.2)) -- creates omegas from 55 to 51.25
omegaCorrectionR45 = 40 - (from .75 to 1.2 * ((40 - 20)/1.2)) -- creates omegas from 27.5 to 20
The bolded values are a range of contact points (just solve for the low and high number). As you can see the omegas jump immediately from 27.5 to 51.25 and then from 55 to 70.
Am I wrong or missing something?
Happy you work on it with me. So i'm busy now, i will answer you this afternoon ( from France )