- This topic has 43 replies, 20 voices, and was last updated 6 years, 9 months ago by BorgDog.
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November 9, 2016 at 6:13 pm #40564
I noticed the primitive flippers are set to collidable. Was this intentional? It seems to cause the flippers to have a dead ball effect when it hits them. Really enjoying the table. Thanks a lot!
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November 9, 2016 at 8:24 pm #40566I noticed the primitive flippers are set to collidable. Was this intentional? It seems to cause the flippers to have a dead ball effect when it hits them. Really enjoying the table. Thanks a lot!
Thanks, markrock76. Dumb mistake on my part. Updated the file to 1.2 with a few other tweaks.
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November 10, 2016 at 11:54 am #40599I’m not sure if I have the latest version. There were two packed together… neither labeled 1.2… one was timestamped 11/8… is that the right one?
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November 10, 2016 at 1:20 pm #40611Nope. The .zip file should have 1.2 in the title. Also the table info once opened in VPX should reference 1.2. I’ve had a little trouble with upload speeds at home so there may have been a lag getting the proper file up.
Let me know if you’re still having trouble.
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November 10, 2016 at 1:51 pm #40614I got it… thanks, Bord.
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November 10, 2016 at 6:00 pm #40625I am loving this table, great job, thank you
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1 user thanked author for this post.
March 29, 2017 at 8:48 pm #51472March 29, 2017 at 9:23 pm #51473Cool! Dig me some Grizzly Adams!
Thanks Bord!
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March 29, 2017 at 9:52 pm #51476Thanks for the update!
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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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March 30, 2017 at 3:35 am #51484Love it and Looks really nice – before – and now
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March 30, 2017 at 4:09 pm #51493Looks nice and plays realistic (good physics); thanks for this table and your work
VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40" Iiyama X4071UHSU, backglass: 32" LG. Pin2DMD, Pincontrol 1, LEDWiz, nudging, tilt, plunger, 10 big siemens contactors, Shaker, Strobo, Gear, Beacon, RGB Flasher 5x, Knocker, PC: Intel i5 2500k@4.5Ghz, 8 GB Ram, Zotac GTX 1070 Mini, Win10
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July 3, 2017 at 7:23 am #58198just came to this one and I must say,this is a great work and really good choice of table. I like it a lot, thanks Bord!
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July 3, 2017 at 1:42 pm #58213I’ve played it a lot now. I experience, that the ball jumps to the opposit flipper when coming from one of the inlanes, which makes an accurate play almost impossible. I thought repositioning the flipper (what’s usually the culprit) could help, but it didn’t. Then I found out (by off-positioning the flipper), that the ball jumps from the inlane guide (wall/primitive) itself. So I played around with elasticity and friction values of both, but couldn’t fix it.
Does anybody have an idea, why the ball jumps at the very end of the wall or know, how to fix this?
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July 3, 2017 at 3:00 pm #58216The primitive for the wire rails are set to collideable, change them to toy, and a little flipper ( or rail wall) adjust and you should be good to go.
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July 4, 2017 at 12:45 pm #58268thanks BorgDog but I had already seen that. Even removing the flipper and the primitive and making the wall blunt at the lower end (remove most curve circles and change the rest to slingshot) makes the ball jump at the very end of the wall as if there was a tiny “ski jump hill” very strange. I’ve given up
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July 4, 2017 at 3:09 pm #58294thanks BorgDog but I had already seen that. Even removing the flipper and the primitive and making the wall blunt at the lower end (remove most curve circles and change the rest to slingshot) makes the ball jump at the very end of the wall as if there was a tiny “ski jump hill” very strange. I’ve given up
The right side wasn’t to bad to get working, but the left side took me a bit to figure out the issue. In the image below change the highlighted control point to NOT smooth. having that smooth I think creates a little imperceptible bump. If you want I can zip up and share my version, it’s pretty much as good as I can get it.
Attachments:
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July 4, 2017 at 6:11 pm #58304Yes please :)
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July 4, 2017 at 6:49 pm #58310Well, just the rails are as good as I can get it, the rest is pretty darn good. bord did a great job on this table. The other thing I did is add the scoring to the DT backdrop instead of having the dmd window open, just didn’t finish off that concept completely. I’ll leave this up for a bit.
https://www.dropbox.com/s/mz5bcmi73ulaz8e/Frontier%20%28Bally%201980%29.rar?dl=0
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July 4, 2017 at 10:29 pm #58329Well, just the rails are as good as I can get it, the rest is pretty darn good. bord did a great job on this table. The other thing I did is add the scoring to the DT backdrop instead of having the dmd window open, just didn’t finish off that concept completely. I’ll leave this up for a bit.
https://www.dropbox.com/s/mz5bcmi73ulaz8e/Frontier%20%28Bally%201980%29.rar?dl=0
Thanks, @borgdog. I’m on vacation so couldn’t address this right away.
I found on a few of my tables built in 10.2 some primitives became collidable when opened in 10.3. Not sure if that was the case here or if I just missed those primitive settings. I’ll try to do an official update later this summer but I have a few other things to wrap up first.
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July 4, 2017 at 11:50 pm #58336Thanks, @borgdog. I’m on vacation so couldn’t address this right away. I found on a few of my tables built in 10.2 some primitives became collidable when opened in 10.3. Not sure if that was the case here or if I just missed those primitive settings. I’ll try to do an official update later this summer but I have a few other things to wrap up first.
hmm, hadn’t heard of that issue happening before, I’ll have to pay attention if I do some more builds or updates, thanks for the heads up. And enjoy your vacation!
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