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That’s probably it I was hitting it once then it pretty much wouldn’t hit makes sense, I even tried making the kicker hole bigger and it still wouldn’t hit other than the first time
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Have company visiting tried new version kicker seems really hard to hit, having never played the real one, don’t know if that made it more realistic or not, also when going up the shute the ball usually hit the kicker hole it’s not now, any input would be welcome, I did think it was pretty easy before to hit all the kicker hole extra’s, and rack up point’s
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Well not soon after I got the file with the prim kicker the floodgates of summer opened and I was going in 20 different directions, Borgdog animated the kicker, had to mess with a few lights also added a small invisible wall above the spinner where I have had the ball hang up a few times , this should be all. Thanks once again for the team effort to improve the table
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we could put a real primitive kicker in there…. and there will be no issue, plus it will look much better…
I was playing around with that Randr said it would look better, but I left the VP one I dug around a few tables trying to find a nice primitive one, the real table looks to have a yellow bottom in the kicker, I am open to anything to improve the table
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Try this, I took the playfield image and erased the playfield wood that was under the kicker in my test I maxed the inclination in desktop mode and I could still see the kicker, that may have been the issue
https://www.dropbox.com/s/oxk65a8r43he6e9/Black%20Sheep%20Squadron%20%28Astro%201979%291.3.zip?dl=0
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Do all kickers do that with the inclination even a primitive kicker?
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1.3 with the DOF script by angrim is now uploaded, lol had company stop by in the middle of working on it
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But she seemed like such a nice lady
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Fixed, I noticed when I loaded it up last night went 1 down on the inclination and it showed
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He meant more hours lol
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@Laylow I saw the video the 3rd light at the kicker hole for the light extra ball lanes is not functioning check the dip switches dip 24 has to be checked to on for that light to function through the rotation, also dip 25 is checked to on for the 4 player to function
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yep Wildman’s is the one I am using, he will be glad to know the 4 player works fine, it was also the backdrop image so a shout out goes to Wildman for that
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Looking good as usual Haunt, nice to see you around again, thanks
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I had issues using it a few times the main one I had to redo images after reducing to 2 color I had to re export at 8 bit/channel also have to all have the same dimension I also kept a check in the crop to box keeping them at 128×32 may not need that, now it’s time for me to go get my old brain unsober for a while
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Basically when I got all the png images done, I downloaded MakeAVI its a pretty simple program just add the file and set the fps, I loaded the same image 3 times then set the fps to 1. No problem giving you all my png files if they would help. I tried to make them all as small a file as I could. I like the idea with the wheel images included too. This was actually the second time I did this the first time I wasn’t happy with the display, since I didn’t render them down to 2 color b/w the images didn’t display as crisp.
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It fixed it as it is now, but you are correct the add player should shut down on first point scored by the manual
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Updated the file with the fix for the glitch Borgdog found will look at the backdrop
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I could slap together the correct looking backglass I have all the stuff ready, was having a problem as far as how to implement the b2s stuff to make it work correctly, but I can get the authentic backglass done in a day
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I am in no way an expert but it’s my understanding that all sounds go through bass.dll, I would guess that VPX is coded to a dedicated rom sound channel and one for table sounds, which could be why it won’t recognize the table sounds on the secondary? just a guess
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