

When you plunge this causes the view to shift up, and the table is then rotated clockwise slightly. The plunge cam view isn't centred, you are looking at the table from the L Front corner towards the plunger rod. One thing that is really bugging me right now after almost 90 minutes of play is the way the tracking cam and the plunge cam interact. Either there is a problem with the settings not being applied globally, or there is the issue of lights not being balanced across all tables. Which will be global and will need to be changed when/if the next table is too dark, or the light bloom is bleeding out.

Now I am playing Nautilus and the bloom on the pop bumpers is bad, so I need to again lower the lightmap settings again, so i'll now be at 20%. I started with Shooting The Rapids and set my light settings (nothing higher than 40%), then went to Locomotive and the bloom on the lights was bleeding out, so I had to lower the lightmap settings (now at 30%). The lightmap settings, while global, are not standardized/balanced across all tables. Same strength analogue plunge may not make it, where a "tap" plunge using the A button on a controller will. The analogue plunge can be dodgy, like the swipe plunge could be on mobile. There is no analogue nudge, or controller mapping/explanation. This shouldn't even be in the game on PC, unless you are implementing analogue controls for the bumpers (R2/L2) on controllers to allow level/velocity of impact and how it ties in with the tap pass setting.

I scrolled through the option for tap style and now, even though I do not have it selected, I have the touch based flipper power meters on the screen permanently Restarting the program resets this, but still). Tap Launcher, Tap Style, Tilt Type: These three settings are all still for the mobile version with option like swipe, gyro, tap etc.
