BTTF solution involving changing flipper speed?

Pinball Monk

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I’ve been tinkering around with Scapino’s Cirqus Voltaire 3.0, trying to get it to run a bit better on my poor little PC. The most annoying problem was the ball through the flipper phenomenon. I did the usual research, searching threads, and came across a thread regarding using the Ultracade physics setting to fix the flipper problem in VP 8.1. Here’s my question: has the other problem with ramps in the Ultracade setting been solved yet? By this I mean, when the ball flies off the ramps, or even off the table. This is much better than having the ball go through the flippers, but I was just wondering if anyone had come up with a fix for this yet. I haven’t been able to find the thread I was reading again. It was over in the VP forums somewhere.
<O:p</O:p
I’ve also read comments that hint at a BTTF solution involving changing flipper speed but didn’t mention the exact settings or code. Can anyone point me to a detailed explanation of the flipper settings needed?
<O:p</O:p

Thanks very much,
<O:p</O:p

Dave
 
Last edited:
Yes I use the normal VP physics with a faster downswing in my original tables to prevent the ball though flippers. Here is the code.

Code:
 Sub Table1_KeyDown(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.PullBack
    End If

    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
         LeftFlipper.Speed = 0.07
         LeftFlipper.Strength = 3
         LeftFlipper.RotateToEnd
         PlaySound "FlipperUp"
     End If
      
     If keycode = RightFlipperKey and gameon and Tilt < 3 Then
         RightFlipper.Speed = 0.07
         RightFlipper.Strength = 3
         RightFlipper.RotateToEnd
         PlaySound "FlipperUp"
     End If
 
 
 
    
    If keycode = LeftTiltKey Then
        Nudge 30, 2
    End If
    
    If keycode = RightTiltKey Then
        Nudge 330, 2
    End If
    
    If keycode = CenterTiltKey Then
        Nudge 0, 2
    End If
    
End Sub

Sub Table1_KeyUp(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.Fire
    End If
            
     If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
            LeftFlipper.Speed = 0.15
         LeftFlipper.Strength = 0.1
         LeftFlipper.RotateToStart
         PlaySound "FlipperDown"
     End If
          
     If keycode = RightFlipperKey and gameon and Tilt < 3 Then
         RightFlipper.Speed = 0.15
         RightFlipper.Strength = 0.1
         RightFlipper.RotateToStart
         PlaySound "FlipperDown"
     End If
 
End Sub
 
Fixing balls flying off the ramps was an easy problem compar
 
Last edited:
I don't know how that happened. I never edited that post.

I said the ball through the flipper though a simple solution, took hundreds of hours with many people working on methods to reduce it, and some worked very well, but nothing worked 100% until moving the flipper down so fast the ball would not touch it.

Balls flying off a ramp should never happen. I can make a ramp shaped like an upside down V and the ball would not fly off if i did not want it to. You can set the glass height to 50 above it if it is the highest element on the table that will hold a ball, or you could put a roof with invisible ramps the same height above them. Not a complete foof. just a patch of two or three slivers of ramp so nerrow you can't see them.
 
Thanks for the info Shockman. I think my "flying balls" problem had to do with Ultracade physics. One time a ball bounced into the plunger lane and landed on the right side rail. Part of the ball was actually in the side artwork. :headscratch:

Anyway after changing the flipper speed, the BTTF problem happens a lot less often.

Thanks again.
 
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