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 Post subject: Iron Man ULTIMATE 1.06-2
 Post Posted: Tue Dec 04, 2018 1:23 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1783
Location: Arkansas, USA
Version 1.06-2 has been posted. This version fixes the bounce control with assistance from Ravarcade. No other changes.

George


=== Version 1.06-1 ===
This is the fourth table in "Slamt1lt's Collection". These are the changes:

1) Posted three versions of the table
a) The "Day" version has a new playfield texture that has been edited extensively.
b) Included Slamt1lt's "Night" version with the other enhancements.
c) Added a "Day" version of the table for use on a single monitor with a portrait orientation such that the monitor on your PC can be rotated 90 degrees.

2) I repeated the two lane lights on the back wall to make them more visible using a model that Wild created. Thanks Wild!

3) Created custom physics with dynamic flippers including adjusting strengths of all the objects on the table. The flippers have a bit more bounce than I have added to other tables. Let me know how you like it.

4) Fixed two locations where the ball would get stuck.

5) Added new portrait and landscape loading screens.

6) Added a HUD Toggle Key that saves setting to the fpRAM file.

7) Implemented a plunger mod that makes the plunger operate more smoothly.

I remember some discussion a while back about exceeding the 800 object limit on FP. This table exceeds 800 objects. It was the only way I could add Wild's new light model. I edited the table using the Physics 2.7 Future Pinball exe file. I verified the table plays on the original Future Pinball exe file without any errors.

The table has been released. It is available at:

http://www.pinsimdb.org/pinball/table-2 ... n_ultimate

George


Last edited by GeorgeH on Mon Dec 10, 2018 6:52 pm, edited 2 times in total.

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 Post subject: Re: Iron Man ULTIMATE 1.06-1
 Post Posted: Wed Dec 05, 2018 1:22 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2219
Location: Ontario, Canada
Thx George
I hope to try tonight


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 Post subject: Re: Iron Man ULTIMATE 1.06-1
 Post Posted: Wed Dec 05, 2018 6:15 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2219
Location: Ontario, Canada
Just tried it an LOVE IT !!
Great work George.

There is definitely more bounce and you can easily do the dead flipper to dead flipper pass.
I believe the VR Version of Pinball FX2 bounces like you have it now...

But you really should have seen the real table I played recently it definitely bounces much more...

Again I don't really like it , but it may be more realistic?

I don't know ! We are chasing an illusive and subjective goal but at least we have the means now.

I have asked Rav to give us a tutorial with some examples of bounce control recipes with different degrees of bounce... and to explain all the parameters...

Here is a "recipe" that I find bounces a little more...

Code:
Sub BAM_Init()
   If BAM_VERSION < 233 then Exit Sub
   Set RightFlipperExt      = xBAM.Flipper("RightFlipper")
   Set LeftFlipperExt       = xBAM.Flipper("LeftFlipper")
   RightFlipperExt.Omega    =         50
   RightFlipperExt.SetMaterial      1,        0.1,       0.05,      0.065
   LeftFlipperExt.Omega     =         50
   LeftFlipperExt.SetMaterial     1,        0.1,       0.05,      0.065
End Sub
Sub OnPreHitFlipperSettings_bounceControl(FlipperExt)
   If BAM_VERSION < 233 then Exit Sub
   ' Params to tweak
   const base_elasticCoef                        = 1  ' very bouncy flipper rubber
   const expected_ball_speed_after_hit           = 280  ' calc elasticCoef to get desired ball speed after ball hit flipper
   const minimum_elasticCoef_to_scale_fast_balls = 0.18 ' we will add this to calculated elastiCoef, so ball after hit will have aditional 5% of speed before hit
   const reduction_for_flipper_in_motion         = 0.10 ' if flipper is not in starting point, reduce elasticCoef by 10%
   const min_elasticCoef                         = .8 ' 2%, ball will almost glue to flipper, this is minimum value

   If FlipperExt.Hit Then
      Dim elasticCoef
      ' ball_speed_after_hit = elastic_coef * ball_speed_before_hit
      ' so, elastic_coef = expected_ball_speed_after_hit / ball_speed_before hit !
      elasticCoef = 2
      If expected_ball_speed_after_hit < xBAM.Ball.Speed Then elasticCoef = expected_ball_speed_after_hit / xBAM.Ball.Speed

      ' now add little bit to preserv atleast 5% of ball speed before hit (not all balls should end with 240 mm/s)
      elasticCoef = elasticCoef + minimum_elasticCoef_to_scale_fast_balls

      ' make sure, we to not have elasticCoef higher than base value
      If elasticCoef > base_elasticCoef Then elasticCoef = base_elasticCoef

      ' now, reduce elastic coef if flipper is not at StartAngle (1 deg difference or more required)
      If FlipperExt.AngleDiff > 1 Then elasticCoef = elasticCoef - reduction_for_flipper_in_motion

      ' ... finally make sure, that elasticCoef will not be "negative" or to smalll
      If elasticCoef < min_elasticCoef Then elasticCoef = min_elasticCoef

      FlipperExt.SetMaterial elasticCoef
   End If
End Sub


This is just my subjective opinion, lets see how Ravarcade Explains it


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 Post subject: Re: Iron Man ULTIMATE 1.06-1
 Post Posted: Wed Dec 05, 2018 7:08 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1783
Location: Arkansas, USA
Your version is pretty good. It might be slightly a bit much but it seems to play pretty well. Maybe it should be set somewhere in between yours and mine? I never even thought about changing "elasticCoef = 2". Rav didn't set a constant for it so I didn't change it. Maybe Rav's code is more complex than it needs to be? It is pretty confusing. I'll be interested in Rav's feedback. Maybe Slam will have some feedback.

George


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 Post subject: Re: Iron Man ULTIMATE 1.06-1
 Post Posted: Fri Dec 07, 2018 1:41 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1074
Location: Sicily-Italy
well done Geoger...very nice.bravo


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 Post subject: Re: Iron Man ULTIMATE 1.06-1
 Post Posted: Fri Dec 07, 2018 6:29 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1783
Location: Arkansas, USA
Thanks Wild. You model helped!

George


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 Post subject: Re: Iron Man ULTIMATE 1.06-2
 Post Posted: Mon Dec 10, 2018 6:53 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1783
Location: Arkansas, USA
Version 1.06-2 has been posted. This version fixes the bounce control described on this thread:

viewtopic.php?f=86&t=6676&start=110

George


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