Quoted from mystman12:I'm curious, why would you say designing the game in Future Pinball was a mistake? Do the measurements of objects in FP not translate to real life properly, or was it because FP allows you to leave out elements that with be crucial IRL? I've got some designs I made in FP that I think I'd enjoy building IRL if I ever find the time and resources, but I'm curious how much of a challenge that would be with them being FP blueprints.
I can answer this - it's partly the first two, but also that the default FP physics are bobbins - there are too many elements that don't behave in a realistic way. I still use VP 9.9 as a design tool, with my own set of accurately-built custom objects, and custom physics routines in the script. It still isn't perfect of course - VP's physics timer runs on cycles that are long enough to eventually predict, and it doesn't allow for skips and air balls unless things go seriously haywire.
At Heighway, when myself and SlamTilt would come up with intriguing ideas, or wanted to prove a concept, what would happen is one of us would build us something flippable in one engine, and the other would present it in the other engine - me in VP, him in FP with his own settings. Anything that after some tweaking flipped well in both versions, we could be pretty sure we had the best of both worlds and it ought to translate well to a potential whitewood. We built up a fair library of unused designs between us this way.