@NitroNimbus
To be clear, DFv2 not release yet.. So there is not table yet with the Release Candidate / Final version.
DFv2 permit to make more close to real gameplay, that was not possible before with DFv1.
But where DFv2 is a big step foward for FP, it's the aimaing and trajectory correction wich resolved the trajecory issue due to geometry calculation error ( and why Ravarcade made FlipperExt ).
We also added a Fall off Factor for bouncing, so no need more the Rav' bounce code.
We added some stuff that missing since ever...
All new option are customisable as you want for your preference:
Code:
EOSTorque = 0.25 ' Default: 0.25 ' Percentage from max omega for EOS Angle - Defaut : 0.25 ( 25% of defined Omega)
EOSAngle = 2 ' Default: 2 ' End Of Stroke angle ( angle range where the Omega is reduced )
BaseOmega = 55 ' Default: 45 ' Flipper Strength near the base
TipOmega = 37.5 ' Flipper's strength at the tip
LiveCatchDifficulty = 2 ' Default: 0 ' Set Difficulty for Livecatch. 0 = Easy; 10 = Hard
SwingAngle = 48 ' Must be set like flippers swing angle in FP editor.
AimRange = 0 ' Can be compare to a FOV for FPS or Race Sim. It make the range of your shot more close from base to tip with negative value, or more wide with positive value ( In degrees ). Note the base is like origin and tip is the max range which moving. Ex: -10° mean shot from base not change, shot from middle take -5°, and tip -10°
AimOrientation = -10 ' set up your aiming Orientation from default. Ex: -10° mean all shot are closer from 10°
FlipperBouncingCoeff = 0.65 ' Default: 0.85 ' Bounce Coefficient for Flipper rubber. Higher has more bounce effect
FlipperBouncingFallOff = 0.30 ' Default: 0.25 ' Bouncing Falloff factor. Reduces BouncingCoeff depending of ball speed and energy.
' 0 = same bouncing coeff effect on every hit. ::: 0.5 = 50% less when ball velocity reach 1000mm/s or over. ::: 1 = 100% energy is absorb when ball velocity reach 1000mm/s or over
FlipperStaticFriction = 0.55 ' Default: 0.75 ' Flipper friction applied to static ball
FlipperKineticFriction = 0.35 ' Default: 0.6 ' Flipper friction applied to moving ball
SlingShotThreshold = 3 'Slinghshot sensivity
And so, it's not the DFv2 that make table arcadish au realistic... it's you, how you set DFv2 and your XML.. But now, we have the choice, fun or realistic?
I want to thank you very much
@GeorgeH ,
@TerryRed for our discussion and debate that help me on choice to do for DFv2, to make DFv2 great for all
Thanks to
@Gimli ,
@ravarcade for their help on Math and BAM function..
And for sure, my partner
@AnonTet wich make a ton of test and feedback... maybe more than 2000 exit and relaunch, he pushed me more each time to make it better or have new idea.
So
@Paolo i'm so disappointed from your answer.. you was the guy with I take the most of time to help you, to answer you. You ask me to make you a special version before the end, you ask me to help you... That i do... With Anontet we explain you the same things several times, but each time you don't or won't understand i don't know..
You don't know my life... you don't know the time i needed to take for you at moment i can't... 90% of DFv2, it's a time I take at my lunchbrake at work.. Because when i'm at home i prefer to take time with my beloved family.
DFv2 is not for me.. Is for all.. So sorry, if you have never see new tools from Rav' like Rotation Charts, what i said is not false... But you have probably more time than me if you can make entire table.. So like you, some of you ( not all ) could potentialy search for it before how it work... That is not the case.
So now debate is closed.. Stay tune guys, let us work with our free time... We planned to release it very soon, but we are buzy.. So we have delayed.
Greatings,
JLou