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    Playfield image and plastics where rebuilt from cryptdoctor21s vp9 table

    https://vpinball.com/VPBdownloads/stingray-stern-1977-vp9-fs/

    he did a great job on the PF redraw but those are not accurate light inserts.

    1.0

    adjusted kickers

    PF updated by Fransisco666

     

    1.0.1

    updated broken lights

     

    This topic contains 23 replies, has 12 voices, and was last updated by  shaman 6 days, 10 hours ago.

    Currently, there are 0 users and 0 guests visiting this topic.
    Viewing 20 posts - 1 through 20 (of 24 total)
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    • #109598
       32assassin 
      Participant
      Member

      Playfield image and plastics where rebuilt from cryptdoctor21s vp9 table

      https://vpinball.com/VPBdownloads/stingray-stern-1977-vp9-fs/

      he did a great job on the PF redraw but those are not accurate light inserts.

      Total of 25 users thanked author for this post. Here are last 20 listed.
      #109601
       32assassin 
      Participant
      Member

      and speaking of PF images with bad light inserts

      I can pull a Loserman and release 5 tables in one day.   if anyone is interested in finishing this PF images for me.

      I pretty much have the tables finished they just need the PF images finished

      the only table missing resources is Cosmic Princes,  the plastics from the VP9 table are unusable because of the burnt in GI light effect.

      https://www.dropbox.com/sh/qx3q1dzybg9ieue/AADZsah7BlNTMzV2dZEalevWa?dl=0

      if not you can all wait as I release them throughout the year.

      Wild Fry and Trident are pretty much finished.  only problem is that I used the same incorrect images for my light inserts.

       

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      1 user thanked author for this post.
      #109608
       Gwen 
      Participant
      Member

      Thanks for the great looking table!  I am finding that the ball will not kick out of the upper and center kicker holes though.  It just keeps kicking and not coming out.

      Gwen
      - wonky builder of the steampunk-y Nikola Tesla cabinet.

      #109610
       xenonph 
      Participant
      MemberContributor

      If you change the last numbers on Line 108 and Line 113 from 5 to 6 it will eject ball.

      So Line 108 will look like this…

      bsSaucer1.InitSaucer sw12,12,180,5

      You just need to change to…

      bsSaucer1.InitSaucer sw12,12,180,6

      same with Line 113..

      From this…

      bsSaucer2.InitSaucer sw12a,12,207,5

      To this…

      bsSaucer2.InitSaucer sw12a,12,207,6

      This should now eject balls for you.

       

      Edit..tried adding pic as attachment but no go.

       

      1 user thanked author for this post.
      #109626
       STAT 
      Participant
      MemberContributor

      Thank you 32assassin :good:

      Xenon, Attachments are just for the other “Files”, Images Uplader is here …

      images

      2 users thanked author for this post.
      #109633
       STAT 
      Participant
      MemberContributor

      FS POV optimized …
      32assassinm you could add it to the next Update.

      Attachments:
      #109637
       bord 
      Participant
      MembervipContributor

      Thanks, 32a! This was on my wish list of classic Sterns.

      #112080
       STAT 
      Participant
      MemberContributor

      Something new there ?

      #112146
       Joey2001 
      Participant
      Member

      I’m also wondering, what’s new. The last version was 0.9, so maybe something was changed or there is no bug and he released it as 1.0.

      [Edit] Filedate and filesize has changed.

      #112154
       Mark70 
      Participant
      Member

      Hey @stat & @joey

      The changelog says:
      1.0
      adjusted kickers
      PF updated by Fransisco666

      or is that from the previous update?

      --------------------------------------------------------------------------------------------------
      I am looking for T2 cabinet decals, please send pm for offers.
      --------------------------------------------------------------------------------------------------

      #112196
       bord 
      Participant
      MembervipContributor

      Hi @32assassin, one thing that I miss on this table is switched bumper lights. Instead of being always on they should alternate as seen in this video: https://youtu.be/NA7_tit8tqk?t=57

      I’ve been really enjoying playing this one. Thanks again.

       

      #112201
       32assassin 
      Participant
      Member

      according to the service manual and more specific the J3 connector

      the Top and left bumper share a lamp ID an the right bumper has its own lamp ID

      now I have to figure out what those IDs are from the 20-30 IDs that are currently unmapped given

      that none of the VP9 tables have those lights mapped.

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      #112211
       kds70 
      Participant
      Member

      Table is a masterpiece … love it. Thanks @32assassin :rose:

      VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 28" BenQ, Pin2DMD, Pincontrol 1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 contactors / knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
      Real Pin: Eight Ball Deluxe LE (1982)

      #112371
       markrock76 
      Participant
      Member

      Thanks for the great table 32assassin!  I have 2 questions.  Should I be able to see the lines from the playfield primitive?  And since a primitive playfield is being used is there a way to get more wobble out of the kicker holes?  I’ve been playing around with them but I can’t figure out how to get more realistic behavior.

      #112399
       bord 
      Participant
      MembervipContributor

      @markrock76, try replacing the playfield_mesh with this one:

      https://drive.google.com/open?id=14fcJOFSmlvXxb4lrSsG5anfMpl1V4WkI

      and turn the settings to look like this:

      stingray

      You can set the shading options for a mesh surface to smooth or flat. The current one is set to smooth and creates problems in VPX. The attached one is set to flat and shouldn’t create any visual anomalies.

      EDIT: I should say this is only to fix the visual stuff. The kicker hole physics are entirely separate.

      #112467
       32assassin 
      Participant
      Member

      I did not know why the mesh was visible given that it was set to hidden

      I assume that if you want more wobble you have to make the actual kickers smallers

      @bord

      I tried to identify the bumper ID lights but had little luck

      I added lights up to 64 and all the backglass lights have been identified

      the only two remaming lights  that trigger are 28 and 54

      but the light animaton comes no where near to matching the light animation on the video

       

      I’m thinking

      ID 54 –> left top and top bumper

      ID 54 inverted –> right bumper

       

      test table with all the lights

      https://www.dropbox.com/s/ml0va8z4rffzqqh/Stingray%20LIght%20test%20maping.vpt?dl=0

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      #112483
       markrock76 
      Participant
      Member

      Thanks Bord and 32A.  It seems like the kickers need a new property in order to allow the ball to settle longer before grabbing it.  Maybe a delay?  I can get pretty good wobble without the kicker enabled.  But very tough to get good results and have it also kick the ball back out.

       

      Table looks great though.

      #112484
       32assassin 
      Participant
      Member

      try it without the magnets,  just move them off the table,  don’t delete them or you will get s script error.

      the magnets where only added to simulate the concave wood around the kicker,

      edit

      I take it back I did not add magnets to this table

       

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      #147507
       Yves Staub 
      Participant

      First of all, I wanna say a big thank you to 32assassin for making this beautyful table.

      During gameplay I have noticed, that the lights from the lower saucer won’t change corresponding to the awards this saucer actually gives. The Lights Number L36 and L37 are allways on and the Lights Number L16, L48 and L64 are allways off.

       

      Does anybody else have this issue or is the a fix for that? Thanks for any help.

      BTW: These Lights are working correctly in the VP9 Version of this table.

      #147539
       32assassin 
      Participant
      Member

      the service manual does not have a map for the lights

      I assumed that the name of the lights of the VP9 tables where the rom IDs.

      it was true for some but not all.

      I updated all the lights to match the correct rom IDs.

       

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      3 users thanked author for this post.
    Viewing 20 posts - 1 through 20 (of 24 total)

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