You know, even with a real pinball, if you change the sloope, you have big changes.
And the sloope is not the same for Em's, SS's or DMD's.
I agree with JP you can get close. You might try the values in the following tutorial and see what you think. I think it plays well on ~90% of the tables. You may need to make some adjustments to get the ball to traverse ramps.11) now I ask ALL you, is it possible to create optimal physics that can be used in all tables? IS a dream of mine in technicolor, or is it possible?
as JP pointed out, your xml has errors, for other objects regarding the mass....if I'm wrong, correct me, I'm ready to apologizeYou might try the values in the following tutorial and see what you think. I think it plays well on ~90% of the tables. You may need to make some adjustments to get the ball to traverse ramps.
I have never noticed that the values for mass are not consistent for one parameter to the next until JP brought it up. ...But in the end, it doesn't really make much difference when you consider the trial and error method that you have to use to make changes. If the mass is low, you raise it until it plays the way you want.some questions .... you have been making "mods" for many years, in your tables you always change physics or xml configurations right? are you satisfied with the gameplay you ultimately have at that table?
I start an XML file where I have made adjustments over the years. I make changes to it from there. There are some parameters I almost never change from the start file. I nearly always change the ball parameters.in xml, you, configure everything?
sure it is all trial and error. If you like a change you make, you keep it. If the table plays worse, you change it.did you ever know that in xml there are wrong values such as mass of objects?
have you ever noticed that when you do your xml configurations such as mass and gravity, some objects no longer work well?
It might help somewhat. Mass and gravity affect each other is something I added.do you think your knowledge in this matter can be of help here?
No. You can find definitions of many of the terms on the internet. If you think it will help, you can try it. I tried it. It didn't help me as much as increasing a value and observing the effects when I play the table.you know each line of the xml, and what it is, and what it refers to, and above all the values?
I think JPs point is that the values for mass are not consistent from one listing to the next. I suppose you can call them errors but it plays the way I want so I am satisfied.as JP pointed out, your xml has errors, for other objects regarding the mass....if I'm wrong, correct me, I'm ready to apologize
It's not an error. Well, it's an error considering real physic. But not for FP. Original .xml have the same errors.as JP pointed out, your xml has errors, for other objects regarding the mass....if I'm wrong, correct me, I'm ready to apologize
Yes of course they call them errors, if they are not consistent, to the mass that a person imposes, what would you like to call them?I think JPs point is that the values for mass are not consistent from one listing to the next. I suppose you can call them errors but it plays the way I want so I am satisfied.
It could be a reason why some folks don't like Newtonian physics.It's not an error. Well, it's an error considering real physic. But not for FP. Original .xml have the same errors.
You could say that Newtonian physics is messed up. ...Or maybe the values for mass in different parameters were never intended to be compared with each other.Yes of course they call them errors, if they are not consistent, to the mass that a person imposes, what would you like to call them?
ok, I agree with what you say, call it whatever you think best, error or other name ... it doesn't matter ... what is important is that: IF you manage to have an "instruction", such as " CreateExt for all "to set all xml in an optimal configuration, right? with cheat keys .... we can have the possibility of having an improved xml, therefore a much better gameplay than what the standard fp xml offers, (the one I put on the front page)It's not an error. Well, it's an error considering real physic. But not for FP. Original .xml have the same errors.
I don't know, this I !!! how can I know!!! I don't know what it is!!!It could be a reason why some folks don't like Newtonian physics.
you have never played at any vpx table?I don't know anything about vpx.
ok...it could also be a Martian for me ... instead of Newtonian, but that's not the point .... the point is: can we improve the physics of fp, via bam, which is based on the xml file ....? according to JP, yes.....and can't wait to see it if Rav allows itNewtonian physics is the physics engine that FP uses
Rafal looked at upgrading the physics engine. He said the newer versions either didn't improve anything or made it worse.Even worse worse the physics engine continued its development but FP did not so it does not have the most updated physics engine either.
1. Bumper1.Impulse =...I don't know if it would be .CreateAllExt, what I want is the possibility, in the script, to have (for example):
Bumper1.Impulse = "100"
LeftSlingshot.vectorramdomness = "5"
Spinner.angularDamp = "1.25"
...
I don't care about the name of the instruction to do that.
@ravarcadeI will look at this next weekend.