

Especially considering n3tizen's post confirming that Zaccaria tables did use tilt bobs.Įcktown is being polite saying "far from ideal" - the current system is just wrong. Trying to second-guess physics with some second-level abstraction of "real hard nudges," "rapid nudges" or anything that describes a manner of play instead of the actual mechaism seems like a lot of user input analysis and integration work that could not possibly improve on simulating a tilt bob. (Where the support and ring moving with the playfield and the bob's intertia tries to maintain its position, thereby moving relative to the ring.) If the angular displacement of the virtual bob exceeds some absolute value, then you've tilted. I think you could further simplify the simulation by accelerating the virtual bob in the opposite direction to the playfield move instead of modeling the real system. Unless I'm missing some recent non-Newtonian development, the physics of a pendulum are very well known and relatively simple. The game already seems to have a pretty good physics simulation of the manner in which a nudge moves the playfield and the playfield returns to rest, including the effect this has on the ball's movement and inertia.
#Zaccaria pinball 120 slingshots software
Possibly the software in a table allows one or more warnings before claiming the ball. See for example: More compact alternatives have been devised for pincabs. All of these rely on the intertia of a weight (sometimes a ball, sometimes a pendulum bob, rarely a mass on a rod) and the force of the game being displaced causing this weight to contact a switch or complete a circuit. In the very first 2 builds here on Steam they weren't as sensitive, but have changed for some reason.īROWCOW, what exactly causes a tilt in real tables is fairly well known see for example the descriptions at and just for completeness (William's original "stool pigeon" approach). The slings are back to being the ridiculously sensitive bastards I have learned to hate from playing Zaccaria on mobile. I haven't really had much time to play lately, not since the closed beta, but I have to agree about the slings. Maybe keep that mechanic for Arcade, but there needs to be a better system, or a more adjustable one, for Simulation/User. IDK if going the add/subtract method of TPA is the solution, but the single nudge, wait, and no tilt that exists is kind of fustrating and too unreal. Will that be enough to shut down the "These didn't even have a tilt in them" side convo?

Or the switch matrix diagrams for Star God: Here's a picture of Lucky Fruit, notice the tilit-bob in the lower right under the ball trough
