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Viewing 20 posts - 181 through 200 (of 222 total)
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  • #44564
    DJRobX
    Moderator
    @djrobx
    MemberModerator

    The laser won’t come on until you get the true 3-lock multiball (look for the bright green locks), which is quite a bitch to achieve on this table, as those drop targets are very hard to hit.   It does NOT come on for Vengeance Multiball.    Works fine with B2s, but be prepared that it may bring your cab to its knees!

    The laser is smooth on my GTX 960 but I have 4x AA disabled on this table.   It’s the only table I’ll put up without 4x on because the laser is so worth it.  :)

    #44577
    Denzel
    Participant
    @zwylde

    Hi again Rob, ah ok; I thought I’d read somewhere that the lasers should come on in in track mode. Is there any way I can test that I’m getting the full GI? (I’m guessing that if I have TWD le working fine that this should have no problems – it’s just that star trek on my cab looks less dark than in pics I’ve seen)

    #44585
    Mark70
    Participant
    @mark70
    Member

    I have a GTX960 too, but I never tried without 4x AA :-)
    I have to check how much it decreases the GFX during normal -Laser free- gameplay when 4x AA is disabled.
    Thanks for the hint..   btw, this table rocks!

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

    #45299
    TerryRed
    Moderator
    @terryred
    MemberContributorModerator

    I copied over randr’s addressable led effects from the PM5 Pro version to this LE version in my *30.ini, and I’m happy to say that they work great with this LE version of the table. these are the cool animated effects I showed on my cab in an older video in my YouTube channel….. they aren’t the normal flasher bar replacement.

    Does this LE version make use of the FIRE / Punch It button ? I mean, does it make that button flash like it does at the arcade? I haven’t seen it come on yet…. (I have a FIRE button, and it works on ACDC and Walking Dead LE)

    VP really needs to have a dedicated key / button for the “FIRE” lockdown bar button….  some tables use the left magna save….some use the right magna save…..some use the Launch Button.

     

    Is there an easy VB script entry to customise that “Punch It” function to whatever key I want?

    #45303
    randr
    Keymaster
    @randr
    ModeratorMember

    I just use launch button as the punch or whatever button

    ********************************************************
    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

    ********************************************************

    #45304
    TerryRed
    Moderator
    @terryred
    MemberContributorModerator

    I just use launch button as the punch or whatever button

    This will work for the “Fire” function….but not the “Punch It” function.

    This table…and most of Stern’s newer tables that have this lockdown bar button, will make use of this button in two ways:

    -while the ball is on the playfield, during certain gameplay events it will act as a “Fire / Whatever” type of button to Fire torpedoes in Star Trek, or fire the cannon in ACDC, etc…  The button will flash when you can use it for this.

    -while the ball is in the plunger lane, instead of using the plunger, pressing the “FIRE” button will launch the ball instantly like an auto-plunger. The button does not light up for this.  I’ve seen this work for ACDC, Star Trek, and it also works for Mustang. I’m sure it works for others…

    My FIRE button is wired to my left magna-save (or 2nd left flipper for Future Pinball). Since Future Pinball tables like Iron Man, Star Trek, Aliens Legacy, ACDC, and soon the newer Transformers make extensive use of this feature….I wanted a dedicated button available for that.   If I had a normal lockdown bar, I would absolutely HAVE to have a FIRE button in it now.

     

    So, I just want to be able to change the Punch It function to my FIRE button…or at least a “key” of my choosing so I can map it with another program if need be.

    Is there a colour modded rom for this yet…. I thought I saw some video fottage of it in action once.   I just got some of the other Stern tables colour modded and man….I want it for all my tables now!

    #45306
    randr
    Keymaster
    @randr
    ModeratorMember

    You can change it in table script to be magnasave if you want that

    ********************************************************
    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

    ********************************************************

    #45311
    Florian
    Participant
    @trapperjohn

    After I had a hard time to install all prerequisites for this table, I got the weird behavior, that the big ship on top spins like crazy each time it gets hit (sometimes it ends up with its front below the playfield). Its textures also look a bit .. hmm .. low quality?

    I guess, I did something wrong during setup – but what? Any hints?

    Attachments:
    #45314
    Florian
    Participant
    @trapperjohn

    Example of just a ‘light’ spin… It is often worse

    Attachments:
    #45320
    Florian
    Participant
    @trapperjohn

    Further investigation – it seems to be connected to nudging. I use the Pinscape controller for analog nudging. When the ship shakes due to ball hit, all is well as long as I don’t physically move my cab. The slightest nudge (e.g. a hard hit on a flipper button) results in the ship doing its crazy dance ;-)

     

     

    #45322
    krisser
    Participant
    @krisser

    classic vpx issue with nudge. For vpx your deadzone should be much more and even decrease sensitivity for vpx VP. totally different the vp9 settings

    logged in on wife’s pc no way would she know that but yeah this is randr not Kristen :)

    #45325
    TerryRed
    Moderator
    @terryred
    MemberContributorModerator

    You can change it in table script to be magnasave if you want that

    Yah…if I could change it to left magna save…that would be great.  I’m a little familiar with FP script….but not really VP.

    #45326
    Florian
    Participant
    @trapperjohn

    classic vpx issue with nudge. For vpx your deadzone should be much more and even decrease sensitivity for vpx VP. totally different the vp9 settings

     

    Unfortunately not, nudge settings are quite low and work perfectly regarding behavior of the ball. Its only the ship…

    #45328
    Pinball Shawn
    Participant
    @pinballshawn

    The shooter autofire fires off the torpedoes every time a ball is launched. There’s no way to stack them up.

    #45329
    TerryRed
    Moderator
    @terryred
    MemberContributorModerator

    The shooter autofire fires off the torpedoes every time a ball is launched. There’s no way to stack them up.

    I’ve only played the real table 2 times, so bear with my limited exposure…

    Are you saying this is a “bug” or fault with the VPX table, or is this the way the original real table is supposed to act?

    I don’t know the table well enough….but I would think that if you have torpedoes stacked that they would normally be all lost when your ball drains. So if you use the FIRE button to Auto-plunge / Launch the ball from the plunger lane after a drain, that should be normal.

    However…if during a multiball mode, etc are you saying that your stacked torpedoes get “fired” as soon as a “saved” ball gets auto-launched?

     

    #45332
    Jesperpark
    Participant
    @jesperpark
    Member

    The shooter autofire fires off the torpedoes every time a ball is launched. There’s no way to stack them up.

    I’ve only played the real table 2 times, so bear with my limited exposure… Are you saying this is a “bug” or fault with the VPX table, or is this the way the original real table is supposed to act? I don’t know the table well enough….but I would think that if you have torpedoes stacked that they would normally be all lost when your ball drains. So if you use the FIRE button to Auto-plunge / Launch the ball from the plunger lane after a drain, that should be normal. However…if during a multiball mode, etc are you saying that your stacked torpedoes get “fired” as soon as a “saved” ball gets auto-launched?

    Shawn is correct there is a bug.  The torpedoes are awarded when you hit the 3 “weapons targets” on the right side.  If you lose a ball when playing in a normal mode, you retain these torpedoes.  If however you lose the ball during shoot again, the auto plunger will fire the ball and your saved torpedoes built up will be fired as well.  When the auto plunger fires the ball you will notice the vengeance bounce.   Now unless this is LE thing but it’s not correct in the pro version

    #45335
    TerryRed
    Moderator
    @terryred
    MemberContributorModerator

    The shooter autofire fires off the torpedoes every time a ball is launched. There’s no way to stack them up.

    I’ve only played the real table 2 times, so bear with my limited exposure… Are you saying this is a “bug” or fault with the VPX table, or is this the way the original real table is supposed to act? I don’t know the table well enough….but I would think that if you have torpedoes stacked that they would normally be all lost when your ball drains. So if you use the FIRE button to Auto-plunge / Launch the ball from the plunger lane after a drain, that should be normal. However…if during a multiball mode, etc are you saying that your stacked torpedoes get “fired” as soon as a “saved” ball gets auto-launched?

    Shawn is correct there is a bug. The torpedoes are awarded when you hit the 3 “weapons targets” on the right side. If you lose a ball when playing in a normal mode, you retain these torpedoes. If however you lose the ball during shoot again, the auto plunger will fire the ball and your saved torpedoes built up will be fired as well. When the auto plunger fires the ball you will notice the vengeance bounce. Now unless this is LE thing but it’s not correct in the pro version

    It’s been a while since I did the DOFLinx mod of SLAM’s Future Pinball version. I can’t remember if the torpedoes are retained after a drain…. I’ll have to check now…its been a while, but I think its how you describe it should be for that version. I know it will be a bit different than VP, but I’m sure SLAM try to mimic the rules to be very similar, as he did with most of Iron Man (except he put in a FIRE button in FP Iron Man, whereas the arcade version didn’t have one)

     

    Does anyone else have a “Punch It” button on their virtual cab?

     

    Edit: I forgot, you just got the real thing…..nice!

    #45339
    Pinball Shawn
    Participant
    @pinballshawn

    The shooter autofire fires off the torpedoes every time a ball is launched. There’s no way to stack them up.

    I’ve only played the real table 2 times, so bear with my limited exposure… Are you saying this is a “bug” or fault with the VPX table, or is this the way the original real table is supposed to act? I don’t know the table well enough….but I would think that if you have torpedoes stacked that they would normally be all lost when your ball drains. So if you use the FIRE button to Auto-plunge / Launch the ball from the plunger lane after a drain, that should be normal. However…if during a multiball mode, etc are you saying that your stacked torpedoes get “fired” as soon as a “saved” ball gets auto-launched?

    Shawn is correct there is a bug. The torpedoes are awarded when you hit the 3 “weapons targets” on the right side. If you lose a ball when playing in a normal mode, you retain these torpedoes. If however you lose the ball during shoot again, the auto plunger will fire the ball and your saved torpedoes built up will be fired as well. When the auto plunger fires the ball you will notice the vengeance bounce. Now unless this is LE thing but it’s not correct in the pro version

    I’ve never played a pro version but I play the LE often. It’s a bug, the torpedoes should stay stacked throughout the game. Honestly the only time you use them is during Vengeance mode.  The same bug existed in the pro version. There was another bug in the pro that would not allow player 2-4 to select their mission, not sure if that’s been resolved.

    #47273
    TNT2
    Participant
    @tnt2
    Member

    Amazing recreation.  :good:

    #49288
    MnHotRod
    Participant
    @mnhotrod

    Error message on latest builds. Anybody else getting this? Table worked fine before. Installed a newer version from VPU. Now both the the new and old build display an error code on the DMD when initializing rom “st_161h”.

     

    “This machine will not operate in this country. Please contact your distributor”

Viewing 20 posts - 181 through 200 (of 222 total)
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