Thanks for the feedback and examples gents.
Won't promise I'll use everything, but for sure I'll try to fix that spinner (I thought it was fixed and hadn't seen it get stuck ever since).
This table is much easier when everyone understands that you can very easily shoot to the center vuk which kicks to the mid left flipper, which you can then trap the ball every time very easily. Then you have full control at that point from that flipper. So many people just hit the ball off the flipper and never try to trap and control it. Table is so much easier when you trap and control.
I'm pretty happy with the mid left flipper as it plays exactly how I wanted it to, and I never have a problem hitting the post. I like being able to trap it and flick it up to the loop ramp kicker above it (or shoot to the upper right if needed). I'm really surprised when I watch people play how no one seems to trap the ball on flippers (or use nudge to move the ball more to the flippers). People just hit flippers and hope for the best.
Flippers / physics updates are no rush, as DF2 is on the horizon, and I don't want to keep doing this over and over again... but if I can get a quick and easy DF1 update I'm happy with, I'll try. TILT is something I may be updating anyway for use with PinEvent and real TILT Bobs. I like the idea of reseting the TILT warning after x time, but the rest is a wait and see as I need it to work with a TILT Bob function for PinEvent.
My focus right now is completely updating PinEvent to V2, which will make it much more refined and simpler for everyone, and won't "require" any external vbs files at all. The tables will be all self contained. So that means PinEvent code, smoke ball rolling, dof, pup ssf, pup dmd, DF1 / DF2 (in the future) will not need any extra vbs files for my releases. (but if you want to use pup / dof, you need those installed of course).
This means the table will do lots of "checks" for everything and if dof / pup are not detected / available then it will fall back to normal FP and normal FP sounds for everyone (instead of pup ssf). There will still be a PinEvent_V2_Settings.txt file for global settings for all tables (so the player doesn't need to change settings for every table), but this is optional now. The table will check for that file... and if not found, will fallback to the table's settings for cabinet users, and for desktop users, etc.
The bottom line is... I will now have a singular table release that works for everyone, and won't need any extra vbs files at all just to play it. It will just work automatically.
After Pinevent is updated.... then I need to add Pinevent support (DOF, SSF, PUPDMD) to Sonic, BvP, JYC, and then I need to update the other PinEvent tables as well as their pup-packs.... and also update them for better lighting / shadows / ray cast. That's a lot of work.... and I really need to do all that first... and then I really want to get back to Silent Hill and RF2 (all this needs to be done before that).
PHEW!