Post B4pKwsCRVmOCdu33h2 by apzpins@some.apz.fi
 (DIR) More posts by apzpins@some.apz.fi
 (DIR) Post #B4pKwqnEk0dIHRFPlY by apzpins@some.apz.fi
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       There's this certain hubris to a lot of commentary about #pinball every time something I post goes a bit viral. The most typical comment is seeing some mechanism and commenting on how stupid it is because the commenter's tech bro expertise would have replaced it with a one cent part. This is what happened with the tilt sensor video where I compared 70s and 2020s tilt sensors.People were fist fighting each other to tell that it should be replaced with a MEMS sensor. I tried to explain the issue to some, as in the deeper soul of the game there are some things that have always remained no matter how much the technology has progressed. One obvious is the purely mechanical playfield and a ball, which to this day have not been simulated anywhere near satisfactory level. This other example is the tilt sensor, which many just see as momentary switch and completely miss that it actually keeps its momentum and forces the player to "cool it off" after some noticeably strong save move. So, it'd require simulating all that movement, not just the "indicate if the game was pushed beyond this force" information alone. It's also always "simple", but I see no one actually implementing it.
       
 (DIR) Post #B4pKwsCRVmOCdu33h2 by apzpins@some.apz.fi
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       Just to demonstrate how bad the ball physics in pinball sims were, here's a slight nudge in PInball dreams 2. This would require an insane amount of force to happen on a real game.https://www.twitch.tv/apzpins/clip/AbstruseSpicyMagpieStinkyCheese-axTfTG9l0Wg3SKDY
       
 (DIR) Post #B4pKwwynjvRrT2hjcm by apzpins@some.apz.fi
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       That being said, we've been discussing about the solid state tilt for some time now and it'd be very curious thing to get right. One obvious benefit would be resetting it between players, as the real thing is left swinging if the previous player tilts the game. Another interesting thing would be some kind of an indicator of just how close to the limits the game is taken. A skilled player typically has some kind of a mental model of what's going on, so the simulation would have to match that image pretty closely, or else we're just getting the same reaction as a skilled pinball player playing any of the old simulations and just laughing when the ball does something physically impossible.