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If UltraDMD worked before until you did something to make it start working, I would run the Visual Pinball 10.5 all-in-one installer again and not repeat what you did to make it stop working. I don’t know if it’s still the case, but UltraDMD’s website used to have an older, incorrect version, so I don’t recommend using the version from its website, but the all-in-one installer will install the correct version. https://vpinball.com/VPBdownloads/vpx-installer-10-5-0/
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On Dr. Due, everyone should turn on Adjustment 32, Contest Game. This resets the Dude-o-Meter to every new game (first multiball is Marjor Dude, second multiball is Super Dude)
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I had a guide open in a browser tab, but I was having fun just figuring out how the table works on my own, so I hadn’t looked at it until I started the game with a special “Assault on the Bank” multiball mode. I got 2.9M in that mode, but I looked it up and you only get that mode when you insert a special token, which I earned in the previous game, so I guess the Visual Pinball version automatically has you feed the token in the next game? My regular game high score is 1.1M atm, but I still have 32 games to burn today if I feel like it.
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If you don’t get a lead on the other table, I’d recommend browsing through pictures of all the space-themed tables by date. And welcome to the vpinball. https://www.ipdb.org/search.pl?gtype=EM&tm=space&sortby=date&searchtype=advanced
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Hidehoo Pinball-fanatics,
2. Some very strange pinball – you where playing on Mars (or at least a different planet) which had strange gravity features which where simulated with a curved playing field and lots of magnets. The balls could even roll below the flippers and come up again and each shot was a new adventure. This thing must been from the late 80s / early 90s and I only had the chance to play it few times.
Orbitor 1 (Stern 1982)?
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This is my first time with this table and I love the theme, but it’s kicking my butt. I haven’t passed a default high score yet. I think I need to read up on the rules because me just winging it isn’t working out so far lol.
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If no one should touch the z setting, why isn’t this locked out? I’ve ready many a thread over the years where a user changed this setting which lead to a stuck ball so I don’t really get why this is an editable field
I’m not sure, but I can make an educated guess. I recently asked about the UI over on vpforums in the 10.5 beta thread and how it doesn’t scale properly with different Windows DPI scaling, and fuzzel said the UI is a mess, and he’s made changes he could, but he can’t make some changes he’d like to without redoing all the UI and thus rewrite half the application.
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I definitely experienced physics changes. Well, if you can call it physics change; in detail I remember one table, where one kicker hole kicked the ball to a slightly different direction after touching y-scale. No major physics changes, though.
Hmm, I have a vague memory of this happening, too, but I don’t trust my memories at this point. I’m inclined to trust a veteran like HF, but I’ll do some of my own testing to see if I can recreate the problem that I thought used to happen. I’ll post my findings when I get around to it.
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August 15, 2018 at 6:55 am in reply to: PinKadia: Pinball, MAME, and PC games in a combined Pinball and Arcade cabinet! #95544Damn, a pinball table scrapbook is quite a thing to see. I don’t know you or your family, and this video kicked me right in the empathy.
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@blackvulcan3 Darn, assuming you didn’t alter the table, I couldn’t think of why the physics would be different for you aside from having a global default elements detail, which I tested on a minimum setting and had a similar result of the plunger being too weak. But apparently I was mistaken, and unfortunately I don’t know why you’re having trouble plunging. Sorry I couldn’t help, and I hope someone else can help you.
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Good, I’m glad I’m failing to remember the details here, because the problem I made up sounds more annoying than reality.
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I switched the POV to FS and adjusted the layback to a negative so I could see where it was getting stuck.
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In Mavrick I got the ball stuck in the same place as Bambi Plattfuss, happens a lot when the ball is coming from the sw52 kicker
is the ball getting stuck when it takes the red path
or
the green path
https://www.dropbox.com/s/rihec5bq3j0m2yq/oc27sjc67hzs68fdof8j383ffymsgs0u.png?dl=0
green
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In Mavrick I got the ball stuck in the same place as Bambi Plattfuss, happens a lot when the ball is coming from the sw52 kicker
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Oh cool, an excuse to use the manual ball roller control that rothbauerw developed. Dang, that tutorial was posted over a year ago, and that was after I discovered how to abuse analog nudging to test tables. I’m older than I thought around here.
So the sink holes aren’t working on Maverick? Should I be testing on the release build of 10.5 or one of the beta builds?
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blackvulcan3 wrote:
Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.
The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.
thanks freelunch, so for the layperson, how should I correct that? Cheers. bv3
On Visual Pinball’s top menu, Preferences > Video Options > Element Detail Level (bottom right) slide all the way to the right. This will allow physics to work as intended on all tables. This may impact performance, but if your frame rate becomes unacceptable after this, screenshot your video settings because there are other things you may turn off instead of changing Element Detail Level.
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IMO the physical table isn’t more busy than any other fan layout tables, but the playfield art is way too busy. Hopefully it looks like less of a mess with lights on, but Stern’s trailer doesn’t show a steady wide shot with the lights on.
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Hey guys, awesome. I am using the 1.1 update and no matter how far I pull back the plunger I cant get it to go up the ramp. The auto plunger can get it up the ramp but the plunger strength is not there for me, I’m in full screen (Cabinet) and have not modified the 1.1 table in any way. Thanks.
The Element Details Level on this table is not set to override your global default settings (but it should be changed so that it does). It’s not a good idea to have a global default setting less than max to the right because it messes up physics.
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So I come back to Visual Pinball after several months, and of course I’m behind on table releases. As I begin to crawl my way to being caught up again (this is actually a lie, I’m never caught up), I notice there’s a new version of Stranger Things that Scottywic says is a design overhaul. I think, that’s pretty neat, I liked the original Stranger Things table. So I look at the installation notes, and immediately I’m wondering, what the heck is PinUP? Thirty seconds later I learn what it is and realize you probably made a non-DMD video display for a Visual Pinball table. Now I want to dig up some recent history to figure out when the hell this PinUP started to be a thing. I wouldn’t care if I happened to find a dozen bugs as I start to play this table (not that I expect to), it looks amazing and I’m happy and inspired to see an original Visual Pinball table get taken so far in its visual presentation.
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13.4 million fifteen games in. This jackpot is nutty. Scoring reminds me of an early 90s tables, which makes sense. I didn’t notice a carry-over-to-the-next-game gimmick, so that’s nice. In Dr. Dude I often forget the damn Dude-O-Meter carries over between games and I get annoyed in a session where I start a game with it already high and realize I’m probably getting a much better high score because of it.
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