- This topic has 24 replies, 1 voice, and was last updated 4 years, 11 months ago by peterrrjr.
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January 14, 2019 at 7:31 pm #109598
https://vpinball.com/VPBdownloads/stingray-stern-1977/
Playfield image and plastics where rebuilt from cryptdoctor21s vp9 table
https://vpinball.com/VPBdownloads/stingray-stern-1977-vp9-fs/
he did a great job on the PF redraw but those are not accurate light inserts.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
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January 14, 2019 at 7:37 pm #109601and speaking of PF images with bad light inserts
I can pull a Loserman and release 5 tables in one day.  if anyone is interested in finishing this PF images for me.
I pretty much have the tables finished they just need the PF images finished
the only table missing resources is Cosmic Princes, the plastics from the VP9 table are unusable because of the burnt in GI light effect.
https://www.dropbox.com/sh/qx3q1dzybg9ieue/AADZsah7BlNTMzV2dZEalevWa?dl=0
if not you can all wait as I release them throughout the year.
Wild Fry and Trident are pretty much finished. only problem is that I used the same incorrect images for my light inserts.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
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January 14, 2019 at 8:20 pm #109608Thanks for the great looking table! I am finding that the ball will not kick out of the upper and center kicker holes though. It just keeps kicking and not coming out.
Gwen
- Wonky builder of the steampunk Nikola Tesla cabinet & Starfighter CabinetGwen
- Wonky builder of the steampunk Nikola Tesla cabinet & Starfighter CabinetYou need to login in order to like this post: click here
January 14, 2019 at 8:56 pm #109610If you change the last numbers on Line 108 and Line 113 from 5 to 6 it will eject ball.
So Line 108 will look like this…
bsSaucer1.InitSaucer sw12,12,180,5
You just need to change to…
bsSaucer1.InitSaucer sw12,12,180,6
same with Line 113..
From this…
bsSaucer2.InitSaucer sw12a,12,207,5
To this…
bsSaucer2.InitSaucer sw12a,12,207,6
This should now eject balls for you.
Edit..tried adding pic as attachment but no go.
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January 15, 2019 at 1:16 am #109626Thank you 32assassin
Xenon, Attachments are just for the other “Files”, Images Uplader is here …
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January 15, 2019 at 7:37 am #109633FS POV optimized …
32assassinm you could add it to the next Update.Attachments:
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January 15, 2019 at 7:42 am #109637Thanks, 32a! This was on my wish list of classic Sterns.
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January 31, 2019 at 12:40 am #112080Something new there ?
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January 31, 2019 at 2:30 pm #112146I’m also wondering, what’s new. The last version was 0.9, so maybe something was changed or there is no bug and he released it as 1.0.
[Edit] Filedate and filesize has changed.
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January 31, 2019 at 3:16 pm #112154Hey @stat & @Joey
The changelog says:
1.0
adjusted kickers
PF updated by Fransisco666or is that from the previous update?
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January 31, 2019 at 8:12 pm #112196Hi @32assassin, one thing that I miss on this table is switched bumper lights. Instead of being always on they should alternate as seen in this video: https://youtu.be/NA7_tit8tqk?t=57
I’ve been really enjoying playing this one. Thanks again.
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January 31, 2019 at 9:14 pm #112201according to the service manual and more specific the J3 connector
the Top and left bumper share a lamp ID an the right bumper has its own lamp ID
now I have to figure out what those IDs are from the 20-30 IDs that are currently unmapped given
that none of the VP9 tables have those lights mapped.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
February 1, 2019 at 2:18 am #112211Table is a masterpiece … love it. Thanks @32assassin
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
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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February 2, 2019 at 7:47 am #112371Thanks for the great table 32assassin! I have 2 questions. Should I be able to see the lines from the playfield primitive? And since a primitive playfield is being used is there a way to get more wobble out of the kicker holes? I’ve been playing around with them but I can’t figure out how to get more realistic behavior.
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February 2, 2019 at 10:25 am #112399@markrock76, try replacing the playfield_mesh with this one:
https://drive.google.com/open?id=14fcJOFSmlvXxb4lrSsG5anfMpl1V4WkI
and turn the settings to look like this:
You can set the shading options for a mesh surface to smooth or flat. The current one is set to smooth and creates problems in VPX. The attached one is set to flat and shouldn’t create any visual anomalies.
EDIT: I should say this is only to fix the visual stuff. The kicker hole physics are entirely separate.
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February 2, 2019 at 1:43 pm #112467I did not know why the mesh was visible given that it was set to hidden
I assume that if you want more wobble you have to make the actual kickers smallers
I tried to identify the bumper ID lights but had little luck
I added lights up to 64 and all the backglass lights have been identified
the only two remaming lights that trigger are 28 and 54
but the light animaton comes no where near to matching the light animation on the video
I’m thinking
ID 54 –> left top and top bumper
ID 54 inverted –> right bumper
test table with all the lights
https://www.dropbox.com/s/ml0va8z4rffzqqh/Stingray%20LIght%20test%20maping.vpt?dl=0
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
February 2, 2019 at 3:09 pm #112483Thanks Bord and 32A. It seems like the kickers need a new property in order to allow the ball to settle longer before grabbing it. Maybe a delay? I can get pretty good wobble without the kicker enabled. But very tough to get good results and have it also kick the ball back out.
Table looks great though.
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February 2, 2019 at 3:13 pm #112484try it without the magnets, just move them off the table, don’t delete them or you will get s script error.
the magnets where only added to simulate the concave wood around the kicker,
edit
I take it back I did not add magnets to this table
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
October 9, 2019 at 9:28 am #147507First of all, I wanna say a big thank you to 32assassin for making this beautyful table.
During gameplay I have noticed, that the lights from the lower saucer won’t change corresponding to the awards this saucer actually gives. The Lights Number L36 and L37 are allways on and the Lights Number L16, L48 and L64 are allways off.
Does anybody else have this issue or is the a fix for that? Thanks for any help.
BTW: These Lights are working correctly in the VP9 Version of this table.
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October 9, 2019 at 6:01 pm #147539the service manual does not have a map for the lights
I assumed that the name of the lights of the VP9 tables where the rom IDs.
it was true for some but not all.
I updated all the lights to match the correct rom IDs.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
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