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November 13, 2016 at 3:36 pm #40888
Hello,
pressing the nudge buttons on VPX (I assigned them to my le/ri magnasave buttons for le/ri nudging) the table will shake but the ball will just go straight down where with a real pinball machine the ball will be moved a little to either side.
I can imagine that when the ball is bouncing i.e. on the inlane/outlane post that it might make a difference but when the ball is in the middle of the pf and you see that it’s going to drain nudging does not effect the ball direction.
Is this a setting in VPX or?
2nd: I still think the ball during play isn’t as smooth rolling as it should and as it is IRL. There is way to much spin on the ball causing it to stop a fluent action especially when it hits a rubber post or the flippers.
Is this a setting or? (runnig the latest V10.2B VPX)
Thanks!
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November 13, 2016 at 4:04 pm #40890Nudge is tricky. I think by default, it was tuned specifically for certain analog setups. The problem is everyone uses a different method for nudging.
Here’s the deal: default nudge values are set by core scripts. In the core script it looks like this:
Select Case keycode
Case keyBangBack vpmNudge.DoNudge 0,6
Case LeftTiltKey vpmNudge.DoNudge 75,2
Case RightTiltKey vpmNudge.DoNudge 285,2
Case CenterTiltKey vpmNudge.DoNudge 0,2End Select
Most common way to increase the nudge effect is to modify the keydown section of the table script to override those keys. One example:
Sub Table_KeyDown(ByVal keycode)
If keycode = LeftTiltKey Then Nudge 90, 5:PlaySound SoundFX(“fx_nudge”, 0), 0, 1, -0.1, 0.25 : exit sub
If keycode = RightTiltKey Then Nudge 270, 5:PlaySound SoundFX(“fx_nudge”, 0), 0, 1, 0.1, 0.25 : exit sub
If keycode = CenterTiltKey Then Nudge 0, 6:PlaySound SoundFX(“fx_nudge”, 0), 0, 1, 0, 0.25 : exit sub
End Sub(without exit sub on the end it’ll continue to the core script and you’ll both two nudges in one keypress. Lots of tables do this anyways. IDK if this causes different nudge behavior or not.)
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November 13, 2016 at 4:24 pm #40892I thought the great VPX Nnudge-Wars determined that nudge did next to nothing unless it was against a wall/object.
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November 13, 2016 at 4:34 pm #40893Fozzy, could a person safely edit those lines in the core script to make a global change?
I have been setting the analog nudge gain to try to get more of a shift in the ball, but when I set the gain up I start getting weird ball behavior.
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November 13, 2016 at 4:45 pm #40894You could, but it’s in every WPC.vbs, S11.vbs, sega.vbs etc, and then maybe ~60% of tables have their own nudge settings in keydown. So you’d have to change a bunch of scripts either way.
That’s just how the script interact with nuding. I’m not sure how the analog nudge settings fit into things.
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November 14, 2016 at 3:18 am #40917I thought the great VPX Nnudge-Wars determined that nudge did next to nothing unless it was against a wall/object.
Thank you nFozzy for your extended reply.
As Daryl sais, this is exact the behaviour I experience: the table is shaking well but the ball is going straight down.
But I’ll try the changes to the script and will see how it works out. Thanks!
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November 14, 2016 at 7:00 am #40925changed the nudge script but no ball-change when it’s on the table.
The original script is like this :
If keycode = LeftTiltKey Then nudgebobble(keycode):End If
If keycode = RightTiltKey Then nudgebobble(keycode):End Ifwhich I replaced by the lines as said above but none of the 2 do work, might be a generic VPX “thing”
Still playing a VPX table is hard work: far more then VP9PM5 same table or like the real thing. Hope this will iprove one day as more and more beautiful tables are VPX only..
Edit: I just installed Terminator2 as VPX and this table runs perfectly with good ball flow. When I compare the StarTrek:LE VPX version with the PM5 version it’s signifivcantly worse, I do think it has to do with (a lot of) ball spin in the ST”LE VPX version which makes the ball not roll fluently.
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November 14, 2016 at 3:24 pm #40952The physics engine is mostly the same. The reason you won’t get ball spin issues in PM5 is that object friction is locked at 0.3 for every object. It’s not really VP10’s fault if the object friction isn’t set properly.
Try my T2. It’s stuck in perpetual beta because I don’t think the inserts are up to VP10 standards, but my goal was to make a kind of basic, playable table in VP10.
https://www.dropbox.com/s/vdqluh12fbnpl07/Terminator%202%20Red%20WIP-6a.rar?dl=0
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November 16, 2016 at 12:34 am #41098@nFozzy Believe you’ve misplaced gate3 a bit since wip5. Your RED release is BTW my favorite T2 release already.
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November 16, 2016 at 7:57 am #41103Tried your T2 today and the physics for bouncing etc are very good. Actually…I do copy your values for i.e. the flippers to other tables, I like them a lot.
For T2 on VPX hanibal2001 made an excellent table (especially with the physics of your flippers)
However… when I compare VPX gameplay to VP9.9 gameplay on a T2 table : with VP9 it’s no problem to make the left ramp -> right ramp -> left ramp etc, sometimes a miss but it feels like a real table.
On VPX it’s a hard struggle….making the ramps is almost everytime a miss, mostly a bit late.
Same with the excellent Star Trek (Stern) VPX vs VP9.9 (Physmod5) table: a lot of effort to make the ball go around vs a nice and smooth gameplay.
Don’t know why, can’t get grip on that…may-be as being discussed in an other thread the small delay on the flippers, I don’t know but, for me, VP9 (pm5) is far more fun (although the graphics on VPX are beautiful….)
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