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105 lines
6.1 KiB
XML
105 lines
6.1 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<document>
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<!-- Physics processing -->
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<!-- Note. Changing the FPS will effect how how all the other values interact with each other and should
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be a high value due to the fact the ball in a pinball is moving very fast and lower values will cause the ball
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to go into objects fractionally (thus we must sample at a higher rate)
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threaded (true/false) defines if the physics runs in a separate thread for multicore CPU's (dev version only)
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-->
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<physics fps="256" threaded="0"></physics>
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<!-- Settings for various objects -->
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<ball mass="18.0" gravity="4000.0" damping="0.25"></ball>
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<!-- moeMethod="0" Auto-calculate the moments of Inertia for the flipper using internal Newton functions -->
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<!-- moeMethod="1" Calculate the Flipper MOE based on a rectangle (changes aiming behaivour) -->
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<!-- Note: omega is rotational force -->
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<flipper mass="20000.0" omega="33.0" moeMethod="0"
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leftXoff="0" leftYoff="0" leftZoff="0"
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rightXoff="0" rightYoff="0" rightZoff="0"></flipper>
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<!-- impluse The amount of power applied to the ball (normal setting)..
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this is then scalled up or down to suit the strength setting
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impulseRandomness Random Percentage (of impulse) added to impulse when the ball hits the object
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vectorRandomness Random Angle change +/- value to ball direction
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-->
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<bumper impulse="85.0" impulseRandomness="10" vectorRandomness="6"></bumper>
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<autoplunger mass="20000.0" force="60000.0"></autoplunger>
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<diverter mass="10000.0" omega="33.0"></diverter>
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<gate mass="2.0" gravity="4500.0" damping="0.25"></gate>
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<kicker impulse="800.0" vukImpulse="1300.0" impulseRandomness="4" vectorRandomness="1"></kicker>
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<plunger mass="20000.0" force="30000.0"></plunger>
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<slingshot impulse="480.0" impulseRandomness="15" vectorRandomness="10"></slingshot>
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<spindisk mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>
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<!--
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<spinner mass="100000.0" gravity="100000" angularDamp="0.5" angularAccel="5.25"
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spinDampLoose="0.22" spinBackLoose="1.8"
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spinDampNorm="0.325" spinBackNorm="2.7"
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spinDampTight="0.575" spinBackTight="3.2"></spinner>
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-->
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<spinner mass="45.0" gravity="100.0" angularDamp="0.5" angularAccel="5.0"
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spinDampLoose="0.325" spinBackLoose="2.850"
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spinDampNorm="0.575" spinBackNorm="3.250"
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spinDampTight="0.750" spinBackTight="3.500"></spinner>
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<emkicker mass="10000.0" omega="80.0"></emkicker>
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<varitarget mass="100.0" damping="0.5" tension="3.0" return="15.0"></varitarget>
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<magnet impulse="10.0" impulseRandomness="2"></magnet>
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<!-- Nugde Settings -->
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<nudge impulse="100.0" impulseRandomness="25.0" warningLevel="160" leftAngle="65" upAngle="0.0" rightAngle="295"
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vectorRandomness="4" visualDistance="2" waitPeriod="300" maxBallVelocity="1000.0"></nudge>
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<!-- Materials Settings -->
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<!-- Static coefficient
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- - - - - - - - - -
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Static friction is the force that holds back a stationary object up to the point that it
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just starts moving. Thus, the static coefficient of friction concerns the force restricting
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the movement of an object that is stationary on a relatively smooth, hard surface.
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Kinetic coefficient
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- - - - - - - - - -
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Once you overcome static friction, kinetic friction is the force holding back regular motion.
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This, kinetic fiction coefficient of friction concerns the force restricting the movement of
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an object that is sliding on a relatively smooth, hard surface.
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Both coefficients are based on material pairs (ie wood on wood, metal on wood) etc..
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In FP all the settings are for Ball on Wood/Plastic/Rubber/Metal etc..
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and from the Newton docs..
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staticFriction and kineticFriction must be positive values. kineticFriction must be lower or equal than
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staticFriction. It is recommended that staticFriction and kineticFriction be set to a value
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lower or equal to 1.0, however because some syntetic materials can have higher than one coeficient
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of friction Newton allows for the coeficient of friction to be as high as 2.0.
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For more information refer to http://en.wikipedia.org/wiki/Friction
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-->
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<!-- Default Materal Settings to act as defaults incase we forget to set an object during development.
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There shouldn't be any objects set to this material so these are just a fail safe values -->
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<defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.01" kineticFriction="0.02"></defaultMat>
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<!-- Material Settings for surfaces marked as playfields -->
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<playfieldMat softnessCoef="0.03" elasticCoef="0.2" staticFriction="0.01" kineticFriction="0.02"></playfieldMat>
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<!-- Primary Material Types -->
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<metalMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.01" kineticFriction="0.02"></metalMat>
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<woodMat softnessCoef="0.03" elasticCoef="0.2" staticFriction="0.01" kineticFriction="0.02"></woodMat>
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<plasticMat softnessCoef="0.02" elasticCoef="0.25" staticFriction="0.01" kineticFriction="0.02"></plasticMat>
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<rubberHardMat softnessCoef="0.04" elasticCoef="0.4" staticFriction="0.01" kineticFriction="0.02"></rubberHardMat>
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<rubberIntMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="0.01" kineticFriction="0.02"></rubberIntMat>
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<rubberSoftMat softnessCoef="0.06" elasticCoef="0.6" staticFriction="0.01" kineticFriction="0.02"></rubberSoftMat>
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<!-- Object Specific Material Settings -->
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<gateMat softnessCoef="0.05" elasticCoef="0.66" staticFriction="0.00001" kineticFriction="0.00001"></gateMat>
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<kickerMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.8" kineticFriction="0.8"></kickerMat>
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<rampMat softnessCoef="0.01" elasticCoef="0.05" staticFriction="0.01" kineticFriction="0.02"></rampMat>
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<plungerMat softnessCoef="0.04" elasticCoef="0.4" staticFriction="0.01" kineticFriction="0.02"></plungerMat>
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<spindiskMat softnessCoef="0.05" elasticCoef="0.5" staticFriction="2.0" kineticFriction="2.0"></spindiskMat>
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</document>
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