I know you mean Star Trek – you can tone down the vengeance movement pretty easily though
open the script, on line 985 you’ll see towards the end “* 50” – change that to 25 or something and try it. Mess with the number until you get the desired results!
how often do you get two balls in the plunger lane? Does it happen because one ball didn’t make it all the way out? Hmm, you could increase the plunger strength maybe to make sure all balls leave the plunger lane, or decrease the size of the “swplunger” trigger in the shooter lane (reduce the size vertically, or more easily, select the trigger and shift+down arrow twice to move it further down to reduce the trigger area)
Fren,
I have been playing the crap out of this table and cant say enough how well it looks and plays. Many thanks for producing it.I do however have question with the large ship animation. I have seen on my cab that when the animation starts, it can really flop around unnaturally (almost upside down) and even get stuck in an unnatural position. I dont think this is an issue with the table but more so the result of my DOF solenoids providing feedback.
Does the ship respond to the feedback shock from the solenoids? If yes, is there a way I can back the sensitivity down so that the problem does not occur on my table?
I also noticed that if two balls return to the plunger staging area during multi-ball auto launch. I have on two occasions now seen a ball get stuck on the right side apron about a few scale inches to the left of the plunger window. Seems to only happen when two balls are staged together. Just wanted to pass that along.
Thanks again for what you do.
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Punch it!
Punch it!
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