Shockman
appropriate at this time
- Joined
- Oct 26, 2004
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- 3,199
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- Star Trek
I think this table could act as a base line for simple and basic nudge physics.
One ball will sit in a dip in the center of the wall. Of course a nudge would be plenty enough force being directional to knock it out of there, but the recoil will have to prevent that for the physics to be acceptable, in the least. A launched ball will come to rest against the left wall. A nudge being set strong enough to for demonstration will knock it into the ball in the center taking it's place there and knocking the other ball to the right wall. This showing that the action is acting on the table and not the ball, as evident by the table knocking the left ball to the center, and not hitting the center ball resulting in different ends to the same means.
Nudge again, before the ball hits the center ball and there will be slight hesitation as the table moves under the ball resulting in friction that effects the ball. This ball must for the most part. In all in term of human perception, not loose it momentum because of this. It should be on it same course with the same velocity as far as we can tell, afterward.
Until someone comes up with physics that do what is described on this table, then even in the most basic sense, VP has no nudging physics.
This table is scripted to make the described action work. You will see it's success and failings. But compared to VP9 and the default settings, it's nudging, vs a fucking joke.
The timers should not exist though, they do not work good and should not be needed. VP had nudging with a recoil all the time, from the start up until and not including VP9. It needs it. It's important.
There is some attention these days at VPF.org, which is good, but a core.vbs fix is not good enough. The core.vbs file is not even used outside of running VPM.
One ball will sit in a dip in the center of the wall. Of course a nudge would be plenty enough force being directional to knock it out of there, but the recoil will have to prevent that for the physics to be acceptable, in the least. A launched ball will come to rest against the left wall. A nudge being set strong enough to for demonstration will knock it into the ball in the center taking it's place there and knocking the other ball to the right wall. This showing that the action is acting on the table and not the ball, as evident by the table knocking the left ball to the center, and not hitting the center ball resulting in different ends to the same means.
Nudge again, before the ball hits the center ball and there will be slight hesitation as the table moves under the ball resulting in friction that effects the ball. This ball must for the most part. In all in term of human perception, not loose it momentum because of this. It should be on it same course with the same velocity as far as we can tell, afterward.
Until someone comes up with physics that do what is described on this table, then even in the most basic sense, VP has no nudging physics.
This table is scripted to make the described action work. You will see it's success and failings. But compared to VP9 and the default settings, it's nudging, vs a fucking joke.
The timers should not exist though, they do not work good and should not be needed. VP had nudging with a recoil all the time, from the start up until and not including VP9. It needs it. It's important.
There is some attention these days at VPF.org, which is good, but a core.vbs fix is not good enough. The core.vbs file is not even used outside of running VPM.
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