Starship Troopers (Sega 1997)

Viewing 17 posts - 141 through 157 (of 157 total)
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  • #229483
    robertms
    Participant
      @mophead
      Member

      The problem I am having right now is that during multi-ball, the plunger is not shooting the balls into play automatically. Balls come out but no plunger action. Any suggestions?


      @smackalip
      if you have an analog plunger you’ll most likely have to adjust the plunger position a bit in the editor; this was discussed earlier in this thread https://vpinball.com/forums/topic/starship-troopers-sega-1997/page/5/#post-228038

      #229547
      smackalip
      Participant
        @smackalip

        Thank you. I missed that thread. I will have a look at it.

        #229549
        smackalip
        Participant
          @smackalip

          I did make a few changes on the plunger, but now that I see the thread, it works the way it should. Love the work done on this table table. Thanks as always for the help.

          • This reply was modified 3 years, 1 month ago by smackalip.
          • This reply was modified 3 years, 1 month ago by smackalip.
          #229649
          Knorr
          Participant
            @knorr
            vipContributor

            Thanks for the update @knorr. Looking forward to play this update. I kind of let it rest so I don’t get bored of it and I still need to read up on the rules. :rose:


            @thalamus
            great video here. Most of the stuff is covered.

             

             

             

             

             

             

            3 users thanked author for this post.
            #229663
            robertms
            Participant
              @mophead
              Member

              @knorr your table looks better :whistle:

              #229854
              Thalamus
              Moderator
                @thalamus
                ContributorMemberModerator

                @knorr : Thanks for the video. Always more fun to play machines when you know the rules. I wish there were more tutorials out there where they explain it at this level or better.

                Just ran the new 10.7beta, and “finally” ?! I was able to get into a lost ball situation. MB, not easy keep track of them all. So I ran a debug to look for balls on the pf still. It told me it was at

                205,5114 – x
                261,4752 – y
                13,51077 – z

                #229869
                Knorr
                Participant
                  @knorr
                  vipContributor

                  @thalamus how did you check the ball location? Didn’t know that’s possible

                  #229879
                  Thalamus
                  Moderator
                    @thalamus
                    ContributorMemberModerator

                    @knorr : Oh. I learn from the best :-) Sometime ago, @djrobx mentioned it. You need to keep the game running of course, can be a problem if you have force fullscreen on etc. But, well, don’t exit table. ‘d’ for debug and get the console up. Now make a one liner.

                    dim b:b=getballs:debug.print b(0).x & " " & b(0).y & " " & b(0).z

                    This of course is only working if the machine doesn’t have trapped balls that are supposed to be on the table, like metallica, algar etc, where you shoot the balls into a target. But, as long as you know how many balls there are supposed to be. Then change the value of 0 to 1, 2, 3 etc. Or you could in theory have 2 balls trapped and find them both by this method. I tend to make a gate which is 100 width and reduce it to 50, then put in the x and they y and see exactly where the ball is located as a visual guide.

                    Actually, come to thing of this – why don’t we suggest such a function to be implemented into the debugger ? I’ll put it in the vpx beta thread and see if they bite.

                     

                    • This reply was modified 3 years, 1 month ago by Thalamus.
                    • This reply was modified 3 years, 1 month ago by Thalamus.
                    #230058
                    Rajo Joey
                    Participant
                      @joey2001
                      Member

                      great work thanks man ,

                      can some maybe tell me why i cant get this working in VR ?

                      You have to play this with the VPinballX_GL 10.7 version. Then it works.


                      @Knorr

                      Your table looks awesome in VR. Thanks for this beauty.

                      But I have to set the scaling factor to 1.8 in the settings in the VR-editor; same as your wonderful WCS. Otherwise I play a mini-cab or feel like a giant. ?

                      It seems, you are the only one, who build tables like this. I tested nearly 200 tables in VR and all are working with the scaling factor 1.0.

                      It’s not a big problem. I’m only wondering, why you do this.

                      #230293
                      Knorr
                      Participant
                        @knorr
                        vipContributor

                        @joey2001

                        I built in scale 1:1. It’s easier to build in metric then in visual pinball units (~1:1.85). So basically all others are to big ;). You know, I build this stuff in cinema 4d. Of course with the correct scale. Later I always had to get scale right and recalculate stuff like ramp heights when I use objects which are native in in vpx like ramps or walls and flashers. It’s obvious that i only had to make the ball smaller to get rid of that but physics changed also and small changes have bigger impacts on that too… Overall I’m satisfied with the outcome of wcs and sst…

                         

                         

                        #230304
                        Thalamus
                        Moderator
                          @thalamus
                          ContributorMemberModerator

                          … and I’m satisfied with all your releases !

                          #230331
                          Rajo Joey
                          Participant
                            @joey2001
                            Member

                            … and I’m satisfied with all your releases !

                            Me too. ?

                            #230702
                            TNT2
                            Participant
                              @tnt2
                              Member

                              I am a weak weak man.

                              Generally I try to avoid the VPX beta releases as I always worry about messing up older tables as they aren’t always compatible. But I had to play this table. I couldn’t wait any longer.

                              And it completely, 100% delivers. Wow! Thanks Knorr!

                              #230793
                              Kaizu
                              Participant
                                @kaizu

                                Whoa, one of my favorite movies and a very nice looking table. Cheers.

                                #230987
                                pablo99
                                Participant
                                  @pablo99

                                  Fantastic table, many thanks.

                                  Changing the LUT with the magnasave buttons works well but although the setting is saved it is not reloaded the next time the table is run. This can be fixed by adding LoadLUT at the end of the Table1_Init routine.

                                   

                                  #230988
                                  Knorr
                                  Participant
                                    @knorr
                                    vipContributor

                                    @pablo99

                                     

                                    https://vpinball.com/forums/topic/starship-troopers-sega-1997/page/4/#post-227829

                                     

                                    Change the LUT in the backdrop settings, save the table, done. No need for scripting.

                                    #231139
                                    Aurel
                                    Participant
                                      @aurel

                                      Very nice and awesome release! Your recreations look always amazing!! Just incredible!

                                      Thanks a lot for all these gifts   :good:

                                       

                                      Just one visual fix (a forget for sure): “WarriorBugAssembly003” should be added to the “imageswap” collection and set with :

                                      • image : “WarriorBugAss_off”
                                      • material : “Metal_Chrome_alpha”

                                      Without this small fix this target is allways bright and doesn’t change its brightness with the rest.

                                       

                                      Thanks again!

                                      1 user thanked author for this post.
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