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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Wed Jun 22, 2016 2:28 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
Gimli wrote:
...
1.Is it possible to make all balls on the playfield "lose their ID/have same ID" via the script, so they all could change to the same ball (ie we have 3 balls currently
on playfield: a basket ball, a golf ball and a baseball. When one of them hits kicker1 , they all become soccer balls?
...

Almost. You can't change fpBallID but you can change value returned from xBAM.GetBallName(fpBallID). I will add function to select balls by ballName and change it.
Note: This way you will only change textures. Not size or mass.
I'm 100% sure that you can't change ball size. You can do only in kicker by destroing and creating another ball.
Maybe there is way to change ball mass. (is it needed?)

Gimli wrote:
...
2. What potential developments do you see with BAM next?
We can now change ball mass during game which really is tweaking physics on the fly. It begs the question, will it be possible to have
The full range of xml parameters codable and variable based on game events? I am not sure why this would be good or bad but it would lead to a mind numbing ability to tweak game events

Probably not. I will add gravity direction control (for miniplayfields).
Most of params are associated with "materials". All balls are from same material. So there is no way change for example friction for one ball.

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current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Wed Jun 22, 2016 5:39 pm 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1063
Location: Turin-ITALY
GeorgeH wrote:
.....I always thought that Cirqus Voltaire could be improved. The ring master just suddenly appears instead of slowly rising up. There is a also a lot of DMD work that was never done. Unfortunately, the visual pinball version of this table has us beat. Of course, it just uses ROMs.......


I find your comments too fatalistic.....
It was resolved the only insoluble problem of this table!!
Now only a few people who just picks up the table and work on the DMD.
One other table that it is possible to do with the new Bam is: "Cue Ball Wizard".
It seems a big step forward for FP.
Greetings to all..... and more optimism.

Gianfranco


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Mon Sep 12, 2016 10:54 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2113
Location: Ontario, Canada
Attention Moderators :
please make this topic as sticky

Thanks!!


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Thu Sep 15, 2016 7:17 am 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1113
Location: Paris - France
Sticked...

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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Thu Sep 15, 2016 4:13 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1685
Location: Arkansas, USA
ravarcade wrote:
Gimli wrote:
...
1.Is it possible to make all balls on the playfield "lose their ID/have same ID" via the script, so they all could change to the same ball (ie we have 3 balls currently
on playfield: a basket ball, a golf ball and a baseball. When one of them hits kicker1 , they all become soccer balls?
...

Almost. You can't change fpBallID but you can change value returned from xBAM.GetBallName(fpBallID). I will add function to select balls by ballName and change it.
Note: This way you will only change textures. Not size or mass.
I'm 100% sure that you can't change ball size. You can do only in kicker by destroing and creating another ball.
Maybe there is way to change ball mass. (is it needed?)

Gimli wrote:
...
2. What potential developments do you see with BAM next?
We can now change ball mass during game which really is tweaking physics on the fly. It begs the question, will it be possible to have
The full range of xml parameters codable and variable based on game events? I am not sure why this would be good or bad but it would lead to a mind numbing ability to tweak game events

Probably not. I will add gravity direction control (for miniplayfields).
Most of params are associated with "materials". All balls are from same material. So there is no way change for example friction for one ball.


Rav,

How about just adding the parameters for the settings for the ball, gravity and damping and the settings for the flippers, mass and omega. That is all I ever change in XML files.

George


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Thu Sep 15, 2016 6:33 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
GeorgeH wrote:
Rav,

How about just adding the parameters for the settings for the ball, gravity and damping and the settings for the flippers, mass and omega. That is all I ever change in XML files.

George

Not all things are esasy to set during game.
For sure i can change for existing ball/flipper:
- ball mass
- gravity - strength
- gravity - table slope (well only for ball, not for gates but i don't think it will be big problem).
- flipper mass

Problematic things:
- for ball FP sets damping to zero (or almost to zero). I have to check.
- flipper damping
- flipper angles
Most of that thing i don't know how FP uses values from XML.
Also detection of flipper object is not simple.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Thu Sep 15, 2016 11:56 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1685
Location: Arkansas, USA
ravarcade wrote:
GeorgeH wrote:
Rav,

How about just adding the parameters for the settings for the ball, gravity and damping and the settings for the flippers, mass and omega. That is all I ever change in XML files.

George

Not all things are esasy to set during game.
For sure i can change for existing ball/flipper:
- ball mass
- gravity - strength
- gravity - table slope (well only for ball, not for gates but i don't think it will be big problem).
- flipper mass

Problematic things:
- for ball FP sets damping to zero (or almost to zero). I have to check.
- flipper damping
- flipper angles
Most of that thing i don't know how FP uses values from XML.
Also detection of flipper object is not simple.


From the XML files:

Only need gravity and damping for ball settings.

Only need mass and omega for flippers (omega is less important).

Don't need flipper damping (it is not in the XML file), only ball damping is needed.

Putting a lower limit on ball damping would be OK. I have never seen it set to "0".

From the table:

table slope would be nice

The angle of each flipper needs to be able to be set differently. I don't think this will work as a general adjustment.

The strength settings on all the objects on the table need to be set independently. I don't think this will work as a general adjustment either.

George


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Fri Sep 16, 2016 7:30 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2113
Location: Ontario, Canada
Rav
the xml files were originally extracted from the fp.exe right?

We can tweak them and then Bam uses them in place of the internal physics?

My question is are all the enclosed parameters actualy available to flippers , but just havn't yet been used that way by us?

For instance flipper randomness
Flipper impulse , flipper friction

Not that I want new parameters, just wondering if these are somehow hidden in the fp.exe
And are part of the issue....

i guess I'd need to research that version of newton physics and see if all object parameters apply to all objects that collide as they do in the real world?


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Fri Sep 16, 2016 5:57 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 930
Gimli wrote:
My question is are all the enclosed parameters actualy available to flippers , but just havn't yet been used that way by us?

For instance flipper randomness
Flipper impulse , flipper friction

Not that I want new parameters, just wondering if these are somehow hidden in the fp.exe
And are part of the issue....

i guess I'd need to research that version of newton physics and see if all object parameters apply to all objects that collide as they do in the real world?

I belive, all params used by FP for physics sim are from XML.

All <flipper> params from XML are used for sure.

I have to check, but i guess there is no random values used on fippers.
I belive i can add some. So there is way to define randomnes in flipper impulse or create non-linear force to move flippers. (same way as in Unity Pinball).

Flipper friction: In contact with ball params of rubberHardMat/rubberIntMat/rubberSoftMat are used. (It depends on Elasticity param for flipper). Flippers don't have any other interactions (no playfield friction or something like that).

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-240, released: Aug 16, 2018


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 Post subject: Re: BAM/VBS: how to change ball radius and ball mass in scri
 Post Posted: Fri Mar 03, 2017 6:59 am 
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Joined: Mon Feb 27, 2012 10:39 am
Posts: 1867
Tried Demo 6 and 7 and something didn't work for me.

********************************************

Ball with Radius bigger than 20 roll down the table and half way down plunge/vanish under the table.

********************************************

Also tried :
ball with radius 13.5 and mass 1
ball with radius 13.5 and mass 150

no effect on ball and collision with flipper. I assume here that a heavier ball roll slower?

********************************************

Also ball change color when hitting left and right slingshots and kickers but texture never change (baseball, basketball)?? - Yes I did change it in the code.

Any clues?

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