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Physmod and EM Tables

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Itchigo:
I made a Physicsmod section in Downloads. Just specify what version it's for. I should've probably done something a while ago, I just haven't had time to get into those yet. :Smile:

Don't forget when uploading you have to copy and paste the description from the download to the release thread. It doesn't carry the description over for some reason. Unfortunately it's the only downloads software written for SMF.

Can we appoint you as "the Argrim of PM". :Content:

Shockman:
I used that new Physmod section to download Mr. & Mrs. PAC-MAN for Physmod5.

Itchigo:
Thanks Shockman! One thing I had set wrong was having the download start the release thread. :Censored: If you want to start a release thread, I'll add the links.

Sorry about that. :Smile:

Forum/Visual Pinball Releases/Physicsmods

Pintrepid:
Curioius ... what is involved in the Physmods?

I've started going through my collection of late EM/early SS tables, many of which could use a complete rebuild for VP9. Sometimes it's enough to adjust flipper strength, bumpers and slingshots. Also, tables with the default VP sounds seem much better when replaced with better sounds.

But I take it there are more changes made than just flipper and bumper strength?

Shockman:
Flippers settings go a long way with the conversion. Flipper strength needs to be a couple thousand at least. The first thing you will notice in a conversion is the flippers will take a few seconds to raise and fall.

Mass - Just that. You can have a light hollow or heavy solid. 1 is default and good as a default.
Strength - This could have just as easily been called speed as it is the power of the solenoid, so a logical speed and strength combination. Between 2000 and 3000 are a good working range.
Elasticity - Just as before, but like strength is just a base, as elasticity, like strength has another dynamic setting (falloff).
Elasticity Falloff - reduces elasticity for faster balls.
Friction - As before.
Return Strength - Replaces return speed. 1=100 % and .5 would be half strength.
Coil Ramp UP - The higher this whole number the longer the flipper coil will take to get to full strength. Now a quick tap of the flipper will move the flipper just a bit using the finesse power setting of the solenoid. Same with an extended flipper... a quick release and tap will drop the flipper just a bit and raise it again under the set fraction of power. So for example if you do this as you catch a ball you can kill the momentum without letting the elasticity bounce it up much.

Table slope will probably need adjusting, as well as playfield friction set ( a large fraction like .8). when you get the basic ball motion and flipper action then you will want to adjust the collisions (power of bumpers, slings, and plunger and elasticity of targets, walls, etc.)

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