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Farsight Studios
The Pinball Arcade / Farsight Studios
Where should randomness be inserted into ball movement physics?
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<blockquote data-quote="Zaphod77" data-source="post: 99130" data-attributes="member: 2101"><p>Where randomness is good.</p><p></p><p>1) Jet bumpers</p><p>2) slingshots</p><p>3) eject holes</p><p>4) kickouts</p><p>5) rebounds off a standup. they tend to settle somewhat randomly, so the rebounds off them should not be quite so predictable.</p><p>6) ramp rejects. these can be rather unpredictable in real life.</p><p></p><p>Where there should be no randomness.</p><p></p><p>1) drop targets. these are very reliable to bank off off.</p><p>2) Manual plunges. if you pull the plunger to the exact same spot, it should go to the same place.</p><p>3) AUtoplungers, in some cases. T2s shouldn't be random. Or at least not random enough to mess with the skillshot. the standup rebonud provides the randomness here.</p><p>4) High SPeed 2's kickback. it should reliably kick the ball straight into burn rubber. But for most a small amount of randmness is a godo idea.</p><p>5) orbit feeds.</p><p>6) cannons, like T2 or STNG</p><p></p><p>And, a special case...</p><p></p><p>FLippers. The EOS switch tends to wiggle a bit after a flip, which will cause the mysterious variation in flipper strength that makes those hard shots so difficult in real life. But this should be implemented by the flipper power starting to oscillate when you release the flipper before settling on the original strength. It sohld be a bathtub curve, wit the wakest or the strongest possibel flip usually what happens unless you wait 10 seconds.</p><p></p><p>Spin, unless it's truly extreme and the table is dirty, doesn't affect ball trajectory much, just like on a pool table. but is significantly affects the direction of the rebound. and again the ball will tend to pick up a random small amount of sidespin out of a scoop kickout.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 99130, member: 2101"] Where randomness is good. 1) Jet bumpers 2) slingshots 3) eject holes 4) kickouts 5) rebounds off a standup. they tend to settle somewhat randomly, so the rebounds off them should not be quite so predictable. 6) ramp rejects. these can be rather unpredictable in real life. Where there should be no randomness. 1) drop targets. these are very reliable to bank off off. 2) Manual plunges. if you pull the plunger to the exact same spot, it should go to the same place. 3) AUtoplungers, in some cases. T2s shouldn't be random. Or at least not random enough to mess with the skillshot. the standup rebonud provides the randomness here. 4) High SPeed 2's kickback. it should reliably kick the ball straight into burn rubber. But for most a small amount of randmness is a godo idea. 5) orbit feeds. 6) cannons, like T2 or STNG And, a special case... FLippers. The EOS switch tends to wiggle a bit after a flip, which will cause the mysterious variation in flipper strength that makes those hard shots so difficult in real life. But this should be implemented by the flipper power starting to oscillate when you release the flipper before settling on the original strength. It sohld be a bathtub curve, wit the wakest or the strongest possibel flip usually what happens unless you wait 10 seconds. Spin, unless it's truly extreme and the table is dirty, doesn't affect ball trajectory much, just like on a pool table. but is significantly affects the direction of the rebound. and again the ball will tend to pick up a random small amount of sidespin out of a scoop kickout. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Where should randomness be inserted into ball movement physics?
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