- This topic has 156 replies, 75 voices, and was last updated 3 years, 1 month ago by Aurel.
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March 15, 2021 at 8:05 pm #229483
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-228038You need to login in order to like this post: click here
March 16, 2021 at 2:55 pm #229547Thank you. I missed that thread. I will have a look at it.
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March 16, 2021 at 2:59 pm #229549I 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.
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March 17, 2021 at 10:25 am #229649Thanks 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.
@thalamus great video here. Most of the stuff is covered.You need to login in order to like this post: click here
March 17, 2021 at 12:16 pm #229663@knorr your table looks better
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March 18, 2021 at 2:48 pm #229854@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 – zYou need to login in order to like this post: click here
March 18, 2021 at 3:36 pm #229869@thalamus how did you check the ball location? Didn’t know that’s possible
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March 18, 2021 at 4:17 pm #229879@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.
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March 19, 2021 at 3:34 am #230058great 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.
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.
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March 20, 2021 at 9:35 am #230293I 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…
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March 20, 2021 at 10:40 am #230304… and I’m satisfied with all your releases !
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March 20, 2021 at 11:52 am #230331… and I’m satisfied with all your releases !
Me too. ?
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March 21, 2021 at 8:22 pm #230702I 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!
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March 22, 2021 at 8:38 am #230793Whoa, one of my favorite movies and a very nice looking table. Cheers.
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March 23, 2021 at 1:53 pm #230987Fantastic 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.
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March 23, 2021 at 2:04 pm #230988https://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.
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March 24, 2021 at 5:57 am #231139Very nice and awesome release! Your recreations look always amazing!! Just incredible!
Thanks a lot for all these gifts Â
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!
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