Post subject: Future Pinball Table Version/Physics FAQ 1.0
Posted: Thu Nov 21, 2013 2:36 pm
Joined: Fri Nov 08, 2013 12:13 am Posts: 58
Future Pinball Table Version/Physics FAQ 1.0 by BigSilverHotdog
What are the different physics versions?
- 1.0 is the original FP release. ONLY for use with tables designed for 1.0 - 2.4 is a baseline physics profile designed ONLY for use with tables engineered for 2.4 - 2.5 is a baseline physics profile designed ONLY for use with tables engineered for 2.5 - 2.6 is a variant of 2.5 propagated by SLAMT1LT for use mainly with his tables. It is similar to 2.5 but has increased rubber bounce, ball weight, and changes the ratio of elastic coefficients between the primary material types. ONLY for use with tables designed for 2.6 - 2.7 is a system of table balancing and physics improvements using BAM to autoload prepared table/XML packages. It requires BAM, and each table must be customized and prepared individually. - Zedonius/Zedpinball/Zed/etc is a system of table balancing and physics improvements using XML profiles that also requires separate Zedonius assets in a zip file along with the table. The table itself must also be extensively modified and balanced for play. See the Zed forum for details.
Do I need to pick one version and stick with it?
No! BAM (Better Arcade Mode, a loader for Future Pinball that also has many other amazing features) can automatically load any physics preset you want. You must simply set it up beforehand so that BAM can do the job automatically.
Can I use any physics version I want on any table I want?
Yes, but no. You can do it, but mix-and-match physics won't give you a good result. The table itself must be set up to work properly with the physics version you are using. This is a complex and difficult process. Experiment if you can't find good results, or put in a request for your favourite table to be balanced with 2.7 physics
How do I load different physics versions on different tables?
Use BAM to autoload whatever physics you want. The BAM website can tell you how to do this, but short version is that you simply take the physics .xml file you wish to use for that table, name it a name IDENTICAL to the table name (so example taxi2_0.fpt you'd rename your XML preset file to taxi2_0.xml) and then put the xml file in the \tables directory. The various versions of physics (1.0, 2.5, 2.6, Zed) can be found in \bam\XML. Physics 2.7 does not use a base version and is customized for every table.
There are 5 different versions of this table, how do I pick the right one?
Look for the latest version number, or for the build using the physics system you prefer.
For tables involving SLAMT1LT, his own ranking order is as follows: ultra, gold, platinum, VIP, ultimate
What are the most current and up-to-date physics for Future Pinball?
There is no straightforward answer to this question. It varies from table to table, and author to author. Always remember that unless a table was designed with a physics version in mind it won't work correctly with it, and even then some tables that state they were designed for a specific physics version will still have glaring problems within it.
I hate all this confusion and complexity. There is too many options, and too much to deal with. Why can't everything be packaged up in an easy 1-Click Install?
Intel i7-6700K @4.5Ghz • AMD Radeon R9 390 8GB • 32GB RAM • Windows 10 Pro x64
promise2die4
Post subject: Re: Future Pinball Table Version/Physics FAQ 1.0
Posted: Mon Dec 16, 2013 5:43 am
Joined: Sat Jan 07, 2012 1:14 pm Posts: 180
Thats a clear explaining of the physics
and i didn't knew you can change the name of the physics in the table name and load it,..
so tnx made you made my day cause some tables didn't play nice with some physics and now,... problem solved
GeorgeH
Post subject: Re: Future Pinball Table Version/Physics FAQ 1.0
Posted: Mon Oct 05, 2015 1:37 pm
Joined: Thu Aug 16, 2012 11:12 pm Posts: 2524 Location: Arkansas, USA
You might mention that SLAMT1LT has introduced a new version of physics that he calls version 2.7. It is different from the previous 2.7 as identified on pinsimdb.org. The previous 2.7 is more like custom physics because the physics settings are different for each table and each download of a table has an accompanying file that contains the physics. SLAMT1LT's new version has the same physics that he applies to all his new tables. You can get SLAMT1LT's new version on his new web site:
...or you can get SLAMT1LT's new version right here. You can just copy and paste the following code into a Notepad file and save it as a file with an XML extension.
Code:
<?xml version="1.0" encoding="utf-8"?> <document>
<!-- Physics processing --> <!-- Note. Changing the FPS will effect how how all the other values interact with each other and should be a high value due to the fact the ball in a pinball is moving very fast and lower values will cause the ball to go into objects fractionally (thus we must sample at a higher rate)
threaded (true/false) defines if the physics runs in a separate thread for multicore CPU's (dev version only) --> <physics fps="296" threaded="0"></physics>
<!-- Settings for various objects --> <ball mass="35" gravity="5200.0" damping="0.66"></ball>
<!-- moeMethod="0" Auto-calculate the moments of Inertia for the flipper using internal Newton functions --> <!-- moeMethod="1" Calculate the Flipper MOE based on a rectangle (changes aiming behaivour) --> <!-- Note: omega is rotational force --> <flipper mass="15000.0" omega="50.0" moeMethod="0" leftXoff="0" leftYoff="1500" leftZoff="0" rightXoff="0" rightYoff="1500" rightZoff="0"></flipper>
<!-- impluse The amount of power applied to the ball (normal setting).. this is then scalled up or down to suit the strength setting impulseRandomness Random Percentage (of impulse) added to impulse when the ball hits the object vectorRandomness Random Angle change +/- value to ball direction --> <bumper impulse="85.0" impulseRandomness="0" vectorRandomness="6"></bumper> <autoplunger mass="25000.0" force="60000.0"></autoplunger> <diverter mass="10000.0" omega="33.0"></diverter> <gate mass="2.0" gravity="4500.0" damping="0.25"></gate> <kicker impulse="950.0" vukImpulse="1500.0" impulseRandomness="4" vectorRandomness="1"></kicker> <plunger mass="20000.0" force="45000.0"></plunger> <slingshot impulse="600.0" impulseRandomness="20" vectorRandomness="5"></slingshot> <spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
<!-- Static coefficient - - - - - - - - - - Static friction is the force that holds back a stationary object up to the point that it just starts moving. Thus, the static coefficient of friction concerns the force restricting the movement of an object that is stationary on a relatively smooth, hard surface.
Kinetic coefficient - - - - - - - - - - Once you overcome static friction, kinetic friction is the force holding back regular motion. This, kinetic fiction coefficient of friction concerns the force restricting the movement of an object that is sliding on a relatively smooth, hard surface.
Both coefficients are based on material pairs (ie wood on wood, metal on wood) etc..
In FP all the settings are for Ball on Wood/Plastic/Rubber/Metal etc..
and from the Newton docs.. staticFriction and kineticFriction must be positive values. kineticFriction must be lower or equal than staticFriction. It is recommended that staticFriction and kineticFriction be set to a value lower or equal to 1.0, however because some syntetic materials can have higher than one coeficient of friction Newton allows for the coeficient of friction to be as high as 2.0.
For more information refer to http://en.wikipedia.org/wiki/Friction -->
<!-- Default Materal Settings to act as defaults incase we forget to set an object during development. There shouldn't be any objects set to this material so these are just a fail safe values --> <defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.02" kineticFriction="0.02"></defaultMat>
<!-- Material Settings for surfaces marked as playfields --> <playfieldMat softnessCoef="0.03" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.01"></playfieldMat>
Then you open a table as is shown in the image above. You can either edit the table with the options that are there or you push the "Play Table" button to play.
GeorgeH
Post subject: Re: Future Pinball Table Version/Physics FAQ 1.0
Posted: Fri Apr 12, 2019 1:29 pm
Joined: Thu Aug 16, 2012 11:12 pm Posts: 2524 Location: Arkansas, USA
What do you mean by activation limit?
OK you can delete this too.
George
Last edited by GeorgeH on Fri Apr 12, 2019 6:51 pm, edited 1 time in total.
TheNalex
Post subject: Re: Future Pinball Table Version/Physics FAQ 1.0
Posted: Fri Apr 12, 2019 5:49 pm
Joined: Fri Jul 02, 2010 4:32 am Posts: 1695
It was a spam, deleted
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