This was suppose to be a post not a thread. I failed in my attempt though. It's locked. the password is protected, I think. This as i said is exaggerated, in function it could be thought of as just a booster when and only when the ball is actually where it could and probably will be in contact with the ball. In real life, a real table, VP speaking, then you aren't going to notice much. It eliminates the ball through the flipper in just another way, probably used before. With the next release I hope to have the flippers downswing only speeding up to the point that it needs to. I have done that, but at certain set values, not in a dynamic way. there is no problem when the flipper is still, and the values I played with when the flipper would just beat the ball down, and stop, and with lower elastic setting than I would have liked, that drop catches were possible. I have not seen many balls through the flippers when I have played originals, people are taking care of this in one way or another it seems, this can get fairly advanced I think and fairly portable. I can imagine, since we have control of the ball as well that we could do some simple physics there and help things like drop catches, and a bit of spin on the ball and eliminate those ballistic balls you see with back slaps often. Even increase the vector resolution of the ball off the flipper. Why? because it's there (I think) When? I don't know. One thing I am certain of though, is that I would not know how to do some of that stuff. I use to know. The hardest thing, I imagine, would be applying the sine wave and converting it to velx and vely, for the spin, but then I would put that at the bottom of this particular features list.