Shockman
appropriate at this time
- Joined
- Oct 26, 2004
- Messages
- 3,199
- Solutions
- 5
- Reaction score
- 119
- Points
- 90
- Favorite Pinball Machine
- Star Trek
These restore lost functionality due to resent core changes, Namely, the ability to adjust flipper speeds without ending up with balls through the flippers.
-Mods are allowed (as usual with my releases), but please label your tables as such, both in this table info section and the table and zip file names and leave my credits intact. I'd prefer you keep your own RevHistory file with a different name, but including the previous entries prior to your mod.
THE PROBLEM,
All tables released so far has flipper speeds that are unrealistic, and many have shape, size, and swing that are unrealistic, but the biggest problem is flipper up speeds. This is what makes aiming accurately and consistently impossible. The downswing is tied to this upswing, and that is why you see, if you can, the flippers move too fast in both directions. This method is unacceptable, if you want realistic simulation, but I understand why it is going on, I discovered it as a way to end balls rolling through the flippers like they were not even there. It is however, outdated, and now obsolete.
THE SOLUTION,
Using this new method, the flippers can be set to any speed that you want, realistic or not, and they will still not ignore the ball. The method uses triggers to trigger the flippers to speed up only when they need to. It can be expanded to increase the flipper speed only as much as they need to be increased, and add a pseudo .Hit routine for the flippers, as well as other events. The basic point though is to give control of all aspects of the flippers to the author, and the player, without any of the limitations inherent, or injected into the simulation.
THE END RESULT,
Is an easier game. A better looking game, and a better playing game, and no balls through the flippers. It is indeed nothing less than a physics overhaul of the flippers, if not in fact, definitely in perception.
-Mods are allowed (as usual with my releases), but please label your tables as such, both in this table info section and the table and zip file names and leave my credits intact. I'd prefer you keep your own RevHistory file with a different name, but including the previous entries prior to your mod.
THE PROBLEM,
All tables released so far has flipper speeds that are unrealistic, and many have shape, size, and swing that are unrealistic, but the biggest problem is flipper up speeds. This is what makes aiming accurately and consistently impossible. The downswing is tied to this upswing, and that is why you see, if you can, the flippers move too fast in both directions. This method is unacceptable, if you want realistic simulation, but I understand why it is going on, I discovered it as a way to end balls rolling through the flippers like they were not even there. It is however, outdated, and now obsolete.
THE SOLUTION,
Using this new method, the flippers can be set to any speed that you want, realistic or not, and they will still not ignore the ball. The method uses triggers to trigger the flippers to speed up only when they need to. It can be expanded to increase the flipper speed only as much as they need to be increased, and add a pseudo .Hit routine for the flippers, as well as other events. The basic point though is to give control of all aspects of the flippers to the author, and the player, without any of the limitations inherent, or injected into the simulation.
THE END RESULT,
Is an easier game. A better looking game, and a better playing game, and no balls through the flippers. It is indeed nothing less than a physics overhaul of the flippers, if not in fact, definitely in perception.