Shockman
appropriate at this time
- Joined
- Oct 26, 2004
- Messages
- 3,199
- Solutions
- 5
- Reaction score
- 119
- Points
- 90
- Favorite Pinball Machine
- Star Trek
Good luck with the health issue.
I tinkered a while last night with your project.
Ball hit ball events would really be nice. We should ask Randy for that, as well as ball hit flipper event if we get a chance.
I made a nine ball table, as that is my favorite game. I then looked at the English. I amped it up to see the effect better and noticed that the ball hit routine is hit and miss, and that the effect mostly showed up with subsequent ball hits that for the initial ball.
I meant to figure out if you are detecting hits with que vel changes, or detecting the other ball moving, but got too busy playing with the way it is. It occurred to me that you might be reading the vel after it is reduced to near zero sometimes, so used a real number instead of doing math on the vels and it seemed to support at assumption. I got some pretty realistic top spin and back spin on the ball after going back to math (for correct vectors) and adding value instead of multiplying and dividing it, but it was very inconsistent. A couple of things I could not understand, and altered was the effect coming into play only with a vel over 15. This increased the consistency, but it was still hit and miss and the ball hit sound confirms the hit and miss.
It was fun tinkering with it and playing it. I don't know if the things I imagined when I first saw this would fly given the way of things as they are, but it is further that I would have thought before. I bet with something like Blitz, or Dark Basic, that you could build a top notch pool simulation.
I tinkered a while last night with your project.
Ball hit ball events would really be nice. We should ask Randy for that, as well as ball hit flipper event if we get a chance.
I made a nine ball table, as that is my favorite game. I then looked at the English. I amped it up to see the effect better and noticed that the ball hit routine is hit and miss, and that the effect mostly showed up with subsequent ball hits that for the initial ball.
I meant to figure out if you are detecting hits with que vel changes, or detecting the other ball moving, but got too busy playing with the way it is. It occurred to me that you might be reading the vel after it is reduced to near zero sometimes, so used a real number instead of doing math on the vels and it seemed to support at assumption. I got some pretty realistic top spin and back spin on the ball after going back to math (for correct vectors) and adding value instead of multiplying and dividing it, but it was very inconsistent. A couple of things I could not understand, and altered was the effect coming into play only with a vel over 15. This increased the consistency, but it was still hit and miss and the ball hit sound confirms the hit and miss.
It was fun tinkering with it and playing it. I don't know if the things I imagined when I first saw this would fly given the way of things as they are, but it is further that I would have thought before. I bet with something like Blitz, or Dark Basic, that you could build a top notch pool simulation.
Last edited: