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Just tried it again after yesterday and now it works without a hitch, but i hope that if it is a problem with other people i could help in one way or the other
@GodNnelg - I don't currently own Tabletop Playground. Maybe at some point I can take a look but not at this moment.
Fixed player hands
Converted table to an assetbundle instead of multiple pieces, should speed up loading times a bit.
Thanks for the feedback
file:///D:/Unity Projects/Tabletop-Simulator-Modding-master/AssetBundles/poolball1.unity3d
file:///D:/Unity Projects/Tabletop-Simulator-Modding-master/AssetBundles/poolballsounds.unity3d
-Script performance improved greatly. Reduced their size by over 50%
-Found a nice fix to slow the balls down saving a lot of computing time.
-Auto-set gravity in the script so balls should feel heavier.
-Removed the default table as it's not really needed.
But now you should be able to use the in game tools to position it precisely.
Slightly increased speed that balls should be stopped at, hopefully should solve the ones that kept rolling.
I've just changed the scripts slightly to hopefully stop the balls. The reason they were moving in some cases was that they were moving just beyond the scope on which they would have been stopped by the script. So I upped it a bit, that should catch it hopefully.
Like, sometimes it's like the script would "break" and then the balls wouldn't stop anymore.
Also, I've been thinking. Instead of having people increase the gravity, maybe you could have the same effect by increasing the balls mass?
Minor update to scripts to utilize the new object 'resting' variable.
However, I think that there may be a bit of an issue with the ball scripting. For example, after the break shot, the balls...never stop rolling. Is something wrong with the scripting?
-Added Rob5251's suggestions for ball physics
-Made changes to ball stop script
-Minor changes to scripts
-Moved notepad information to a notecard
-Set some objects to be boards to avoid alt zoom on them
Thanks for taking the time to look into the physics in more detail, those numbers do feel a little more comfortable.
I've been busy the last couple days but I've finally managed to add your physics suggestions into the mod.
I won't add the red dot to the cue ball until spin becomes really usable. At the moment angular velocity is capped in the engine to a very small number.
I'm assuming that in-game mass is most closely resembeling lbs and that drag is based on drag coefficients.
I've kept the gravity setting at 1.00
All balls:
Drag: 0.47 (Drag coefficient for a sphere)
Angular Drag: 0.47
Cue ball
Mass: 0.375 (6 ounces -> lbs)
Numbered balls:
Mass: 0.34375 (5.5 ounces -> lbs)
Try these settings out and let me know what you think.
I think it would be nice to have the red dot on the cue ball as well, but thats just personal preference. :P
I honestly don't know how I missed that lol
Updated to fix that
Minor fix for the script
Lines 61, 63, and 65 of Global should read "sunk in center pocket" instead of "sunk in corner pocket"
Fixed error when table is flipped or when added objects are dropped off table
Good job on this, it's very fun.