
It is (poor) game design, and Zen and Zaccaria have this as well.įriction modeling should be different from one era to the next.

I don't like vacuum helpers in plunger lanes or ramps either, but that isn't just physics modeling. For example, on tables with upper playfields, the ball always seems to roll down the inclines/ramps leading to said upper playfields in exactly the same speed and direction, where those should vary depending on how the ball was moving as it entered the exit ramp.īall movement, Have you ever actually played a real pinball machine that wasn't a brand new Stern made in the last 5 years? Seriously go watch some (non competition) videos of the EM and SS tables that are in TPA, the ball behaves as it does in real life. Pre-set spots where the ball seems to always behave the same way, where there should be variation. Especially noticable on the flippers, ball handling feels off and you can't pull off nearly all manouvers you should be able to do. Friction modeling: it feels as if differing friction qualities of different materials aren't quite modeled right. "vacuuming ramps" - noticability varies from table to table, but on some you can clearly see how the ramps are made to have a certain point, upon reaching which a ball gets sucked up to complete the ramp shot. weirdly floaty ball movement, they don't feel like steel balls with proper weight ? Care to give some quantifiable examples of this, or is this just you parroting what you may have read on pinside 5 years ago? Examples of poor physics modeling in TPA: I remember one thing that I thought was peculiar.having to do with needing to p,as a certain number of games before something else that could be adjusted could be accessed.Ursprünglich geschrieben von EST:Too bad the shoddy physics really break the immersion on PA, though. I can’t remember all the parameters that were adjustable, but there were a lot. I owned the game and played the hell out of it.
#The web pro pinball software
I'm talking mainly about Adjustments like Saver Time, Balls per Game, Replay Thresholds, Replay Rewards, as well as more Table Specific features like time for each Mode or the Lock Difficulty and the like.ĭid not think so, being s it was always a software table and that is not normally a feature of thoseĪctually, there was a service menu in the original game and it was quite extensive. The service menu for the original "The Web" allowed to change the settings of viewing angle, screen resolution and DMD placement. This is more flexibility than the original game had and I had no intentions to add a separate DMD menu for that. You can set some variables at the top of the script. Sorry, I do not understand Your question completely. Now I will create my own L-profiles and drill the holes where I want them. I changed now to 3mm rivets and checked the position and ball diameter in Blender, before the next try.Īlso the pre-fabricated L-profiles have been not a good idea, as the drilled holes are situated too high. The rivets for fastening the metal guides have been too large (4mm rivets) and were placed too high, so that the ball was deflected by the rivet heads. I am really looking forward to print Zany's space ship models for real. That way, I now have a 7 ball trough, that has no jam switch but should work as intended.


I also printed a switch housing for my incomplete Sega trough, that is missing the top ball release unit. The ball guides next to the flippers are nice already and maybe I can print the ramps too. The printing process is quite slow but the results are worth it. The printer setup was nice and easy and I have printed some parts just to check the accuracy and the durability of the printed objects.

While waiting on my Autoplunger and Kickback units, I bought a 3D printer (Sovol SV01) to create the non-standard stuff on my own.
