- This topic has 89 replies, 1 voice, and was last updated 4 years, 3 months ago by gilpinbrewer.
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May 31, 2018 at 6:53 pm #86930
I thought you lost that finger?
Guess we’ll have another update comingÂ
Current Project: Perpetual updates of VPX physics.
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May 31, 2018 at 6:56 pm #86932lost finger on left hand not right hand ;)
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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May 31, 2018 at 7:40 pm #86941Over taking Borgdog and nfozzy for the top spot:
2.0.5
- Fix ball stuck on skill shot
Current Project: Perpetual updates of VPX physics.
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June 1, 2018 at 12:56 am #86984Awesome. Plays great!
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June 1, 2018 at 2:22 am #86996hello pinball magic is really great but it lacks one thing in game play, I have this pinball and when I was doing the loop from left to right the ball came back much more to the right of the flip which allowed to make several combos and la, the ball arrives too much on the end of flip ^^ thank you and good weekend
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June 1, 2018 at 3:57 am #87003Bagouait maybe u can do a draw over a screenshoot with fancy lasers to show the right path of the ball?
By the way, I’m screw obsessed, I added the post that holds the left ramp, and some other screws, if u want the file just say it.
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June 1, 2018 at 6:13 am #87004Thx for the nice table. After the 3rd ball drains and the game is over the flippers still work on the released locked ball.
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June 1, 2018 at 6:56 am #87007Thx for the nice table. After the 3rd ball drains and the game is over the flippers still work on the released locked ball.
It’s my understanding that this is a limitation of Capcom emulation. If anyone knows of a fix, I’d be happy to implement.
Current Project: Perpetual updates of VPX physics.
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June 1, 2018 at 7:42 am #87016By the way, I’m screw obsessed, I added the post that holds the left ramp, and some other screws, if u want the file just say it.
As long as you turn your screws so they are not all facing the same orientation then I support this statementÂ
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June 1, 2018 at 11:53 am #87033hello pinball magic is really great but it lacks one thing in game play, I have this pinball and when I was doing the loop from left to right the ball came back much more to the right of the flip which allowed to make several combos and la, the ball arrives too much on the end of flip ^^ thank you and good weekend
I’d like to know more about what you think it should be doing. From the videos I have access to, it looks like it’s coming in at about the right spot. Are you thinking it should be easier to cradle the ball?
Current Project: Perpetual updates of VPX physics.
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June 1, 2018 at 12:51 pm #87038Thx for the nice table. After the 3rd ball drains and the game is over the flippers still work on the released locked ball.
It’s my understanding that this is a limitation of Capcom emulation. If anyone knows of a fix, I’d be happy to implement.
Indeed, Capcom emulation has some pretty bad bugs (much of which is believed to be due to a rare security chip that isn’t fully understood). Â Â The Kingpin table has a workaround to it coded into that table if you want to have a look. Â The 9/10 solenoids do fire, but they just pulse and it’s quite latent. Â So what it does is disable the flips if that pulse wasn’t seen after a real flip, or if all the balls are in the trough (nothing to flip).
I’m also going to look to see if I can find the memory value used to turn the flippers on and off, similar to the Fast Flips technique I used for SAM. Â It would sidestep this whole issue in a good way if we can fake a GameOn solenoid.
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June 1, 2018 at 1:27 pm #87040Stern and general FastFlip is so important. Just came home from a small business trip to Trondheim. When I go. I always makes sure to go the day before so I can have extra time playing new, modern well maintained tables until they throw me out of the place :)
Last time I went. It took me a whole day to get used to my virtual pin again. This time, only 30 minutes or so. We’ve come leaps and bounds nearer the real machines in the last half year if you ask me.
Thank you all for making this hobby such fun.
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June 1, 2018 at 1:42 pm #87041By the way, I’m screw obsessed, I added the post that holds the left ramp, and some other screws, if u want the file just say it.
As long as you turn your screws so they are not all facing the same orientation then I support this statement
For a moment I thought about doing it, but no, I would go too far haha, one has to know when to stop.
Superinteresting the flipper issue.
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June 1, 2018 at 4:20 pm #87053By the way, I’m screw obsessed, I added the post that holds the left ramp, and some other screws, if u want the file just say it.
As long as you turn your screws so they are not all facing the same orientation then I support this statement
For a moment I thought about doing it, but no, I would go too far haha, one has to know when to stop.
Superinteresting the flipper issue.
no matter what table Borg and I work on together , at some point the screw heads get randomized …LOL I think he might ever us a random number generator…
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June 1, 2018 at 7:58 pm #87064I’m loving all the improvements from the UW iteration. Everything looks great.
I was having some kind of problem with the physics. Just seemed slow and glitchy. Maybe I should have upgraded from 10.4 final to 10.5 beta, but I tried something different. I raised pf friction and gravity, lowered ball mass, and set the flippers to accommodate for a lower mass ball. Then it started working correctly and physics felt correct. Not sure why, but thank you so much for all your efforts and to everyone who contributed. This was worth the wait!
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June 1, 2018 at 9:00 pm #87076Thx for the nice table. After the 3rd ball drains and the game is over the flippers still work on the released locked ball.
It’s my understanding that this is a limitation of Capcom emulation. If anyone knows of a fix, I’d be happy to implement.
Indeed, Capcom emulation has some pretty bad bugs (much of which is believed to be due to a rare security chip that isn’t fully understood). The Kingpin table has a workaround to it coded into that table if you want to have a look. The 9/10 solenoids do fire, but they just pulse and it’s quite latent. So what it does is disable the flips if that pulse wasn’t seen after a real flip, or if all the balls are in the trough (nothing to flip). I’m also going to look to see if I can find the memory value used to turn the flippers on and off, similar to the Fast Flips technique I used for SAM. It would sidestep this whole issue in a good way if we can fake a GameOn solenoid.
I looked at Kingpin. While the hack mostly works, I can make the flippers disable in the middle of a ball. Doing a check for all the balls in the trough is easy enough and would work in all scenarios except for a tilt. I’ll go that route until a better option can be found (finding the memory value).Â
Current Project: Perpetual updates of VPX physics.
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June 1, 2018 at 11:01 pm #871282.0.6
- Disabled flippers when all balls are in the trough
- Improved geometry of loop (looks accurate to behavior in videos)
- Adjusted insert lights for more accurate coloring
- Added a few visual adjustments, screws and posts (Draifet)
Current Project: Perpetual updates of VPX physics.
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June 2, 2018 at 4:30 pm #87207Nice, new reproduction of the instruction card. Source image courtesy of Steve Ellenhoff. Yes, that guy!
Attached zip file has full size image and appropriate coin card thanks to Inkochnito.
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June 2, 2018 at 4:38 pm #87211I see a rev 2.7 in our futureÂ
nice instruction card
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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June 2, 2018 at 5:06 pm #87212courtesy of Steve Ellenoff. Yes, that guy!
Ooooo real VPM royalty. Â I’m a total hack compared to that guy.
And LOL at rothbauerw’s current project: Prepetual updates of Pinball Magic. Â Â #facts
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