Closed simonbethke closed 2 years ago
Thanks for pointing out the the ring-counter is only needed for the ballspinhack and possibly not needed in future anymore.
The question is, what do we loose here, when we delete all this?
We currently have problems with exessive ball spin in VPE and don't know yet, where it comes from (at least I have and I don't know). Especially when hitting rubbers relatively perpendicular to the normal. We also have ball spin issues on the flippers, I believe. Also we had problems only a little time ago with restless balls on flippers and other objects. Especially rubbers but also walls and MWG.
I don't know if the Ballspinhack reduces current issues or maybe even is the culprit here. For Rubbers (and mwg) I have the Idea, that the colliders may be a little bit too pointed, but have not yet tested. That usually is the problem that causes such issues, as I read...
@simonbethke Did you also experience the ballspin issues before removing the hack and does it differ after?
Also, @simonbethke , you mention that the ballspinhack would not be needed, if something is programmed in the future. Wouldn't it be right to program it and then delete the hack, when the implementation works (and just comment it out, meanwhile?) , especially when we currently have problems which the hack "should" solve (excessive spin and rotation while static (restless balls))?
I don't think removing systems without replacing them is a good strategy, even if we might end up fixing ball spin issues and the hack system becomes obsolete.
see https://github.com/freezy/VisualPinball.Engine/issues/380