Turning on/off “at91jit”

Turning on/off

So what is it ? DJRobX best explains it here. http://vpuniverse.com/forums/topic/2728-sam-build-with-modular-dmd-drivers-for-pindmd123-and-pin2dmd/?do=findComment&comment=33425 But, you are probably not that interested in what it does, but how you may be able to prevent a almost contantly crashing table ? Ok, fine. If you however read the above, you’ll notice there is a...

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Material Debugger

Material Debugger

Visual Pinball X Material Debugger -Open a VPX table – press play. -Press escape to pause and access menu (see diagram below). -Select Debugger/intera.Ed to open debugger. -Select ‘Material’ to open material editor. Select the material for the object(s) you wish to edit.  Provided that the primitive object is...

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Plunger adjustments

Original by MJR – ref : http://www.vpforums.org/index.php?showtopic=30971&p=305386 Release Speed now controls the analog plunger release strength. When a release motion is detected from the mech device, the simulation plunger fires with the Release Speed setting. Mech Strength is still used, but it’s less important than it used to be...

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Using colorized ROMs

Using colorized ROMs

Installation instructions PIN2DMD owners: Create a vpinmame/altcolor/<rom name> directory and copy the pin2dmd.pal file there. Copy the patched rom file to the vpinmame/roms directory Enable Colorize DMD in the rom setup of vpinmame Enable Use external DMD (dll) in the rom setup of vpinmame Additional steps for virtual DMD...

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Adding ball shadow

By Nunizzu – ref : http://vpinball.com/forums/topic/adding-ballshadow-routine/#post-53608 First you need the ballshadow primitive(s), their texture and material; you can take everything from this test table: Ballshadow Test Table Now it comes the scripting, you can copy paste this in your tables: — ‘ *********** BALL SHADOW ********************************* Dim BallShadow BallShadow...

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Nudge calibration

By mjr – ref : http://www.vpforums.org/index.php?showtopic=37029&page=2#entry378024 It might vary by device, but I always strongly recommend against using the Windows joystick calibration at all.  The way Windows thinks about a joystick is rather different from the way VP uses it – it’s basically a bit a misuse of the...

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Triggers

Triggers

Editor Objects Trigger Trigger Triggers are objects that are low to the surface & can be scripted for hit events. Trigger Button First Lets Create a Trigger:If you don’t have a table already opened File / New to open a new Table. Click on the Trigger button Move Cursor...

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Timers

Timers

Editor Objects Timer Timer Timers can be used to add a pause after a Hit event. Timer Button First Lets Create a Timer:If you don’t have a table already opened File / New to open a new Table. Click on the Timer button Move Cursor towards the table you...

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Ramps

Ramps

Editor Objects Ramp Ramp Ramps are used to get the ball to a higher elevation level. Note: Ramps cannot move, or go up & down yet. Maybe in a later version of Visual Pinball Ramp Button First Lets Create a Ramp:If you don’t have a table already opened File...

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Primitive

Primitive

Some where along VP9 support for 3D objects was added, the supported file format is “.obj” Primitive is a generic term in VP for a 3D mesh, some times referred to as a ‘prim’ for short.  In most 3D software a ‘primitive’ is in fact a primitive or basic...

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Flipper Physics

Flipper Physics

by gtxjoe. – ref : http://www.vpforums.org/index.php?showtopic=33305&p=328266 Flipper Physics Settings Strength value is the maximum torque that the flipper can achieve. CoilRampUp is a value used to vary the torque value applied to the flipper over time. It looks like the physics calculation is done in 10 msec steps. The...

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