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How about if they are just being used for their collision hull (cylindrical pins)? or their elastic, friction-free surface (the level itself)? For the balls that aren't in the playing field, perhaps I could use "Fake Fizziks"?



For the balls outside the field just disable physics again: phent_settype(my,0,0); will make my an obstacle for other balls but not move my anymore.

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Anyway, it's all for naught if the collision system can't handle small steel balls wizzing around hitting pins and other small objects (ramps, spinners, rails). At any scale the pins have to be small in comparison to the balls. No pinball simulation is possible without that.



I think fastlane pointed that out before, you should scale up the whole design for better collision detection, e.g. 10 quants per inch as opposed to the standard 1 quant per inch.

Do the balls penetrate geometry when on their own (e.g. single ball in the machine) or only when pushed there by dozens of other balls?

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Though I haven't tried scaling the larger sized blocks down yet. Notably the invisable "glass" front.


Use an MDL block set to appropriate scale in WED with visible=off.

If it gets to frustrating just send me a mail with your level and I'll take a look at what is going wrong.