This topic contains 113 replies, has 31 voices, and was last updated by  wrd1972 4 months ago.

Viewing 14 posts - 101 through 114 (of 114 total)
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  • #127687
     bord 
    Participant
    MembervipContributor

    I have had some issues using collidable meshes in place of ramps (or subways). If a ball would come to a stop on the mesh it would stay there for a second and then fall through it. No idea why that would happen but it was a consistent problem. Not on this table, but may be relevant to the problems you’ve been seeing.

    #127715
     32assassin 
    Participant
    Member

    left and upper-left subway entrance now has a height of -110

    center subway ramp has a height of -110 and bottom of -125

    right subway entrance has a height of -130

    I reduced the friction of the subway ramps to 0.02  for faster ball movement

    same dropbox link  Subway rebuild version.

    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

    #127732
     jbg4208 
    Participant
    Member

    As info –  had a ball get behind the left drop targets and disappear during multi-ball. mainly after the top drop target was down. It slipped in right were it was.  Endless rolling sounds. Assume a wall needs to be added.

    I can also recreate it by dragging the ball over the drop targets a few times, then it will just disappear.

    EDIT – Table was downloaded from the drop box link above.

    #127734
     loganchihuahua 
    Participant
    Member

    Jbg4208

    i think you are using the download from vpinball . Read above. There is a dropbox version which is being tested to address those exact problems. Try that one.

    #127736
     jbg4208 
    Participant
    Member

    That was the one I downloaded, from the dropbox link.

    #127739
     loganchihuahua 
    Participant
    Member

    Ahhh..  Bummer. I haven’t had that happen in awhile since the dropbox version. Thought it was a non issue now. Guess it still has an area it can fall through.

     

    32Assassin – The return seems to be much much better on the subway after making the slope changes you mentioned above.  Fast and played great.  I had a bunch of problem free games.  Doesn’t seem slow at all now.  That part seems good now.

    #127789
     32assassin 
    Participant
    Member

    dropbox has been updated

    the drop target cut out should be too narrow for the ball to fall past the primitive PF.

    I adjusted the hidden walls under the PF, and raised the drop target floor to -1 (height) it should be low enough for the ball to have an effect but

    high enough to keep the ball in the PF.

    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

    2 users thanked author for this post.
    #127795
     loganchihuahua 
    Participant
    Member

    It is playing so nicely. The subway is fantastic!  Responsive! I think you have a release update ready to go.  Thank you.

    #127897
     BorgDog 
    Participant
    MemberContributorvip

    @32assassin a couple little things.. and one not so little

    the diverter primitive is sitting down on the bottom of the ramp, I don’t think it would work very effectively at that height :) I bumped it and the screw head up 20 to 100 and 101 respectively to get them in the middle-ish.  probably not noticeable unless you are flying around in camera mode which is where I noticed it.

    divhelp2 trigger is set to visible

    primitive27 the right wall of the transporter ramp area doesn’t have a material on it, I think should be Metal0.8 same as left side (primitive26)

    I think the whole crystal board is way to vertical. Here is an image I found along with a rough approximation of that view from vp

    DFEST5   STvpx

    1 user thanked author for this post.
    #127992
     loganchihuahua 
    Participant
    Member

    Does that mean the dropbox has a new version :) ?

    “the diverter primitive is sitting down on the bottom of the ramp”

     

    #128056
     32assassin 
    Participant
    Member

    @32assassin a couple little things.. and one not so little

    the diverter primitive is sitting down on the bottom of the ramp, I don’t think it would work very effectively at that height :) I bumped it and the screw head up 20 to 100 and 101 respectively to get them in the middle-ish.  probably not noticeable unless you are flying around in camera mode which is where I noticed it.

    divhelp2 trigger is set to visible

    primitive27 the right wall of the transporter ramp area doesn’t have a material on it, I think should be Metal0.8 same as left side (primitive26)

    I think the whole crystal board is way to vertical. Here is an image I found along with a rough approximation of that view from vp

    DFEST5   STvpx

    version 1.0.5 is up (Dropbox file has been deleted)

    I added your changes along with adjusting the width of the left and right subway entrances.

    ramp is now wider then the cutout.

    Similar to removing the brushed aluminium backwall and rendering a mirror finish image; adjusting the crystal display will have to go on the to do list.

    adjusting the angle of the display means that the crystals need to be adjusted along with the Flashers that go over the crystals.

    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

    2 users thanked author for this post.
    #128106
     Pinfan45 
    Participant
    Member

    Looks Great! but can’t figure out why the table doesn’t look like in the pic.when I load it. I have a light purple shade

    on the left part of the playfield. looks odd. thanks

    #128109
     Schreibi34 
    Participant
    Member

    Do you use the latest VP 10.6. Beta? 10.6 is needed for the table!

    #128784
     wrd1972 
    Participant
    MembervipContributor

    Thanks 32A for the continuous improvement on this table.  I recently played a real machine and man – what a great DE pin.  Really enjoying this table. Keep up the awesome work.

    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

Viewing 14 posts - 101 through 114 (of 114 total)

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