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    *** v1.04 UPDATE ***

     

    Credits:

    Uses cFastFlips by nFozzy

    Build with VPX 10.4 beta

    Backglass file included

    Enjoy and remember, winners don't drive drunk.

     

    Big thanks for help to flupper1

    flupper1 - supercharger, sc ramps, bumper caps, EE, flipper prims and shadows, playfield shadows

    32assassin - stripped VP9 table, script edit

    ganjafarmer - 2d graphics, physics, lighting, some simple prims

    nFozzy - fast flips script, physics

    bassgeige - backglass

     

    Enjoy.

    v 1.04 - many minor changes :)

    This topic contains 51 replies, has 19 voices, and was last updated by  TerryRed 1 week, 6 days ago.

    Viewing 20 posts - 1 through 20 (of 52 total)
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    • #67411
       ganjafarmer 
      Participant

      The Getaway: High Speed II (Williams 1992)

      *** v1.03 UPDATE ***

       

      Credits:

      Uses cFastFlips by nFozzy

      Build with VPX 10.4 beta

      Backglass file included

      Enjoy and remember, winners don’t drive drunk.

       

      Big thanks for help to flupper1

      flupper1 – supercharger, sc ramps, bumper caps, EE, flipper prims and shadows, playfield shadows

      32assassin – stripped VP9 table, script edit

      ganjafarmer – 2d graphics, physics, lighting, some simple prims

      nFozzy – fast flips script, physics

      bassgeige – backglass

       

      Enjoy.

      Like 21+

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      Total of 23 users thanked author for this post. Here are last 20 listed.
      #67413
       randr 
      Keymaster
      ModeratorMember

      Amazing looking build!

      Thanks! Will try this out tonight :good:

      1 user thanked author for this post.
      #67415
       Sven34 
      Participant
      Member

      Thanks ganjafarmer for The Getaway  :yahoo:

       

       

      #67417
       Thalamus 
      Participant
      ContributorMember

      God damn, its released !! Thank you so much Ganjafarmer. Love your previous releases so I’ve been looking forward to this for what feels forever. Maybe a special thank you to Flupper who came to the rescue when you felt a bit frustrated.

      Very happy to see that this table finally on VPX.

      Thank you 32assassins for all the code work you do all over. nFozzy for fastFlip and last but not least Bassgeige for this and a range of other backglasses.

      Cab … here I come.


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      #67418
       TerryRed 
      Participant
      MemberContributor

      Holy shit balls! It’s here and looks stunning.

      I know this table already had some cool lighting for MX leds….just wondering if more can be done.  I REALLY want to have an MX led tachometer to match the center playfield lights for when you use the flipper to Rev it up. Love that!…..but i don’t know if I can have it controlled.

      Maybe make it so that only when the plunger-lane switch is held down, then have those lights create effects…..  ahhhh but I still have to finish Mad Scientist MX leds…. and I’m on call for work… and Destiny 2 came out today…. lucky I gave my son my code…so he’ll help keep me away from it for a while.   :)


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      #67419
       TerryRed 
      Participant
      MemberContributor

      Is there a good Pinsound mod for this?  Love the nicer quality music in the FP version.

      #67421
       Mark70 
      Participant
      Member

      It must be Pinball-Season or something. Did you all realize which great tables we got lately (from all sites). We are so lucky!

      And this is another great one, it looks awesome and I am looking forward to try it out tonight. Thanks to every single one involved.
      Edit:  You guys nailed it – awesome – I need a beer now.  cheers


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      #67422
       CarnyPriest 
      Participant
      Member

      Is there a good Pinsound mod for this? Love the nicer quality music in the FP version.

      Tantrum has 7 sound mixes that you can choose from. PinSound community forums.


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      #67427
       TNT2 
      Participant
      Member

      Beautiful.

      #67445
       Slydog43 
      Participant

      Thanks for the pinsound tip, I never got around to using the pinsound option in VPinMAME, wow awesome.  So easy and so much customization available.

      Anyway great table, but after playing 3 games I have seen some strange ball movements.  I seem to read that too much ball spin does this.  One spot on the table that does it is around the right flipper (must be something strange there).  Also happens sometimes around the lower right 3 targets.  Ball seems to take strange turns.

      Great table though, just throwing some things out.  I’m going to look but I really don’t know what I’m doing with physics

      #67463
       Ben Logan2 
      Participant
      Member

      Stephen,

      You can always try exporting physics from a table you like (see options pane), and reimporting them into another table. Doesn’t always give instantly perfect results, but it may be worth a shot.

      #67465
       Ben Logan2 
      Participant
      Member

      Table looks so amazing! Thanks flupper, 32a, ganja, bassgeige, and nfozzy. Can’t wait to be done with work today.

      #67503
       nFozzy 
      Participant

      Some physics feedback:

      Object friction  – Should be looked at, some values are really low. Inlanes are both at 0 which is causing glitchy ballspin behavior.

      Flipper settings – EOStorque and EOSangle are unset, but they’re important values. The flippers are at 0 strength at full rotation and glitching. EOSangle’s default 6 is fine. EOStorque multiplies flipper strength when the flipper is at the end of rotation, so it should generally be lower than your strength – but 2000 strength is quite low for this era of game. If EOStorque*strength is below ~2200, the flippers are very floppy and will deaden ball momentum, and there’s not really any good way around that without using higher flipper strengths.

      Gravity / Slope –  From what I’ve tested, Gravity has an identical effect as slope but with an increased effect on ramps. 0.97 gravity is ‘correct’, but there’s nothing wrong with using higher gravity values. But 6.5 slope + high gravity is going to be suuper steep.

      For a fast playing table I recommend reducing the slope down to around ~6.2-6.4 and increasing flipper strength to 3100 / eostorque 0.7. That should pretty accurately replicate the slope (and speed!) of a modern machine.

      Like 11+

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      6 users thanked author for this post.
      #67504
       takut 
      Participant
      MemberContributor

      This is one of my favorite real pinball machines. A big thanks to all involved people that create this great table. And of course, thanks for sharing this great table. Looks amazing :good:

      #67505
       ganjafarmer 
      Participant

      Thanks nFozzy, i’ll upload new physics later today.

      Had no idea how EOS is working, now i know. Thanks.

       

      edit: v1.02 updated physics

      • This reply was modified 3 weeks, 3 days ago by  ganjafarmer.

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      #67524
       DJRobX 
      Participant
      Member

      Thanks for those clear descriptions of how those parameters work, nFozzy!  Very helpful!   I’ve ran into the “ramps feel too steep” problem a number of times and didn’t know how to fix it, seems the gravity what was I was looking for.

      #67527
       STAT 
      Participant
      MemberContributor

      GREAT HIGH SPEED here in Austria today … :good:

      All Traffic Tickets to ganja, flupper, 32assassin, nFozzy and Bassgeige :mail:

      • This reply was modified 3 weeks, 3 days ago by  STAT.

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      #67530
       The Loafer 
      Participant
      Member

      I must say, what an amazing release.  The light show, the build quality, the flow, everything is top notch.  It certainly is making me want to get a 4K screen sooner rather than later, just to appreciate what you authors put together.

      IMHO the flipper control is much improved in this release.  If I am to look at this release with a critical eye at an early stage (ie: too few games played), it would be to say the outlanes may need to be adjusted to be more difficult. I’ve had 3 superb high scoring games in a row and I rarely lose the ball on either outlanes.  Please don’t think anything needs adjusting yet, many more games need to be played but something to discuss as a group and really, we are talking about an adjustement, nothing more!

       

      Now I’m saying it and you can bet the next 3 games will probably be very short LOL  Anyway, this is one thing I’m liking so much with VP10 is that the games tend to be harder than their VP9/PM5 counterparts because we tend to have more “close misses” and now that every object/material has physics properties, the balls are more unpredictable compared to old VP, in a good way, games tend to be tougher. IMHO anyway

      What a job, to the top of the playlist this release goes!  Congrats again.


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      #67549
       TNT2 
      Participant
      Member

      Amazing.

      #67560
       Mark70 
      Participant
      Member

      excellent update!  :good:   Thanks again.

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