This topic contains 179 replies, has 42 voices, and was last updated by  HauntFreaks 3 months ago.

Viewing 20 posts - 21 through 40 (of 180 total)
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  • #35327
     Clark Kent 
    Participant
    MemberContributor

    Just wanted to help to get the table better. Of course, I could be wrong…

    #35329
     randr 
    Keymaster
    ModeratorMember

    Clark you are good at pointing out issues and i thank you for that. good quality control :)

    #35332
     Clark Kent 
    Participant
    MemberContributor

    I’ll have to check this rubber thing again. Maybe the hit height 100 was ok but the height of the rubbers with 106 is too high. But this would be a visual thing only. A raised playfield is always a little bit confusing… ;)

    #35333
     Drybonz 
    Participant
    Member

    I think it’s good discussion… thanks guys.  This is how progress is made.

    #35334
     Sliderpoint 
    Participant
    MemberContributor

    I don’t think the hit height is good at 100.  The PF is raised at 75 and the ball is 50 so 100 puts it dead in the middle, but rubbers should be above the center of the ball.  I think BorgDog measured and came up with a number and I believe that was when the whole hit height thing came about (actually sparked a lot as we were getting different physics behaviors with different object types even though their physic settings were the same). I’ll go measure now and see what I have.

    -Mike

    #35335
     Sliderpoint 
    Participant
    MemberContributor

    OK, I have 5/8inch to the center of the rubbers.  So that is .625 converted to decimals (percentage in this case)

    The ball is 1-1/16 (1.0625)inches or 50 VP units.  that makes 1 inch in VP equal to 47.06 units

    47.06 * .625 = 29.4125 VP units to the center of the rubber
    (23.53 to the bottom and 35.295 to the top)

    I have a 75 unit raised PF so that means the rubber center should actually 29.4125 +75 = be 104.4125.

    That takes us back to Borgdogs question back then, which was what does Hit height mean?  Center of Rubber object?

    #35338
     ICPjuggla 
    Moderator
    MembervipModerator

    Another good one sliderpoint your on a roll.. Thank you :-)

    #35347
     Drybonz 
    Participant
    Member

    That takes us back to Borgdogs question back then, which was what does Hit height mean? Center of Rubber object?

    If you hold the ball in contact with a rubber on your table, are they meeting at the centerpoints?  or is the center of the rubber slightly higher?

    #35352
     Sliderpoint 
    Participant
    MemberContributor

    No not at center points. On a real table that would make just about every hit an air ball.

    #35366
     Clark Kent 
    Participant
    MemberContributor

    Yeah, that might be on a real machine. But on VPX, if the rubber is not centered, the ball shows weird behavior (like sticking on the rubbers or weird rebound angles). Have seen that many many times. So for VPX they should be centered as airballs are hard to achieve… ;)

    What I noticed on the release table is that the rubbers are not all set the same way. Some are height 100, some 106, some with a different value. When two rubbers are above each other the lower one should have the centered value.

    #35376
     wrd1972 
    Participant
    Membervip

    I have gotten a couple of ball sticks around rubber 10…when the ball drops from the clear ramp and stages for ma “thing flip”.  Its either getting stuck on rubber 10 or the pop-bumper just to the right. If I can, I will get a pic. Also, I believe the L and R sling DOF might be reversed. When the left sling is hit, the right side DOF solenoid is kicking. And vice-versa.

     

    Table is looking great.

    My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia 760GTX (MSI Twin Frozr)

    40" PF Sony gaming LED TV, 22" upper and 19" lower monitors in the backbox - Virtuapin controller w/ analog plunger - Full DOF - Full MAME arcade support

    #35379
     arcadezz 
    Participant

    Thanks Sliderpoint for this release! I am a huge fan of Addams….. I find the chair on the original release and this one really hard to land…..on the physmod version it seems alot less finicky. Its been a long time since I played a real Addams but is this accurate, I don’t remember being this hard…..any possibility to be tweaked?

    #35381
     Clark Kent 
    Participant
    MemberContributor

    In the table I uploaded all rubbers are at height 106 (double rubber at 118). No errors with that.

    #35435
     Pinfan45 
    Participant
    Member

    I have VPX 10.1. do you have to use 10.2 beta to run this table? Could someone post their “BackDrop” Settings Please. the table doesn’t look right at full screen. thanks appreciate any help.

    #35436
     Sliderpoint 
    Participant
    MemberContributor

    @arcadezz – the table is setup for tournament play… just kidding.  You can try to move wall13 and wall14.  After that is gets a little more complicated as I use a raised playfield, the hole in the playfield would need to be made bigger and the ramps used as scoops as well and some other guidewalls.

     

    @pinfan45  You don’t need 10.2 to play.  I did adjust the flippers to use some settings that are only in 10.2, but it still works fine without.  Someone else will need to post up their backdrop settings,  but here are some that some else posted a long time ago (I can’t vouch for how they look):

    Inclination: 2

    Field of View: 30

    Layback: 45

    XY rotation: 270

    X scale: 1.1 (this is the length of the playfield)

    Y Scale: 1.4 (width of playfield

    X Offset: -40 (up and down position)

    Y Offset: 0 (side to side)

    Z Offset: 100

    -Mike

     

    #35441
     Pinfan45 
    Participant
    Member

    Thanks SliderPoint for the info. I’ll try those settings out. Thanks for your hard work on this table. can’t wait to play it

    #35442
     arcadezz 
    Participant

    Thanks Sliderpoint, I did move the Walls 13/14 and it is better, but still tournament tough…hah! Another thing for me that is not working well is the Thing hitting the swamp shot…..I ran the “Thing Training” a few times and it does not help….misses the shot every time, sometimes very badly…..any ideas?

    #35443
     Sliderpoint 
    Participant
    MemberContributor

    Keep playing.  Thing flips is controlled by the ROM.  Old VP version of TAF added in guides that made thing hit the shot every single time.  I did not put those in as it is not realistic.   I’ve played a few machines and thing making the shot is pretty low percentage in reality.  Maybe with the physics adjustments that are suggested would make it better (but probably not).  Like I said, I don’t know if the ROM is really “learning” like it is supposed to on the real machine, I wouldn’t know how to verify that.

     

    -Mike

    #35957
     Ben Logan2 
    Participant
    Member

    Just want to say this thread is a good read. Some lively debate, but good intentions from all parties.

    I appreciate you devs for working so hard to build tables for our community  and then being willing to do the even harder work of considering and weighing constructive criticism. Not easy at all. You guys are champs.

    #35999
     Ben Logan2 
    Participant
    Member

    Great job on this one, Sliderpoint. I actually really like the high friction settings on this table. The flippers work great, too.

    If the GI looks cloudy at the bottom of the table, you can select lights and change transmit to something like .9. I think it cleans things up just a bit. Thanks to HF for that tip.

    I do have one issue with this table: Immediately after locking the second ball for multiball, my machine gets major stutter. FPS drops to 13. Once I managed to lock a third ball with this huge amount of stutter. Once multiball started, I was back to VSYNC (60 FPS). I’ve tried a variety of settings with no luck so far. Anyone else having this issue? Suggestion?

Viewing 20 posts - 21 through 40 (of 180 total)

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