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there is problems with the flippers : they still works even when you lost all your balls (end of play)
and the DOF of the flippers are still working when the flippers are deactivated between balls (when you lose a ball , you cant move the flippers but the solenoids still works)
I learned this from converting Airborne to VPX for fixing the flippers moving after ball loss (can’t comment on DOF/solenoids).
In the script after line 288 add the following on a new line:
SolCallback(51) = “GameOn”Go to line 309(ish) replace:
Sub FFTimer_Timer()
If bsTrough.Balls = 4 or RightSlingshot.SlingshotStrength = 0 or BIPFF = 0 Then
GameOnFF = 0
else
GameOnFF = 1
end if
End SubWith:
Sub GameOn(Enabled)
If Enabled Then
GameOnFF = 1
Else
GameOnFF = 0
End If
End SubAlso don’t forget to go to line 92 and set UseSolenoids to =2 to enable fastflips.
Setting line 94 to UseSync=0 may improve performance in borderline cases
Cheers
Rob
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Hmm, yeah, oddly enough I never playtested it on my cab, just on the desktop, the plunger is behaving differently in cab mode for some reason…
I’ve had a quick look and can’t figure it out at the moment, but I’ve got to get back to work so maybe later ;)
Great job on the table – it’s a simple fix, just select the plunger and go to the state&physics section in the options – click enable mechanical plunger. I also upped the release speed and mechanical strength by 10 just to give it an extra pop!
The only other tweak I did was move some of the fx sounds (flipper, popper etc) from the backglass to the table in the sound manager.
Again, great job, loving all these Sega tables we’ve been getting recently.
Cheers
Rob
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Still love to get some help who can do 3d to change the car to the authentic White/Blue Indy500 one, and the one in the circle too (less important).
Unfortunately i cannot do 3d.
Edit: However if anybody have the indy 500 machine and can do good quality photos from the Indy 500 car from all shape i would try to change it.
Hi Sheltemke
Great work on this, thank you (and the original authors). It would be great to have car models on the table a little closer to the original. I’ve found the following free models of 1997 Indycars, not sure how much use they will be:
Cheers
Rob
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@32assassin / @Herweh: Have you seen there may be some new resources for Apollo13?
https://vpinball.com/forums/topic/in-which-bord-starts-a-shitlist/page/3/#post-137571
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Hi Herweh,
Any thoughts of bringing your excellent Apollo 13 over from VP9 to VPX. Sega tables don’t get a lot of love, and the resources used for the VP9 version look quite good.
Cheers
Rob
Would love to, but the playfield and plastics resources are just HD. I‘ll got them right from the FP version back then. So unfortunately no 4K in the backhand. As I remember the guy behind the table was francisco. Is he still around in the visual pinball world?
I’ll have a chat with DCrosby and see what the results from a machine learning upres would look like. It seemed to do a good job on teh POTO resources.
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Hi Herweh,
Any thoughts of bringing your excellent Apollo 13 over from VP9 to VPX. Sega tables don’t get a lot of love, and the resources used for the VP9 version look quite good.
Cheers
Rob
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I also have a simple fix to the left hand lock not functioning correctly to contribute
Cheers
Rob
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Hi Skitso,
Fantastic work here, starting from a good platform that was Alessio’s original. The only improvement I can think of is disabling the flippers when the ball enters the battlefield VUK and re-enabling when the ball exits the battlefield (either to the top or bottom). I made a mod of Alessio’s table by scraping some bits from the script from the VP9 version to achieve this and shared it with him. Unfortunately this was around the time that he stopped visiting the MB forums. I’d be happy to share the script with you, although it’s probably a bit of butcher job as I’m no VB coder.
Cheers
Rob
I’ll gladly take your script changes. Please PM me.
Sorry, Thalamus, it seems it’s not done after all.
EDIT: Actually no… the flippers are functioning during the battlefield in the real machine too, so no need for changes. Thanks anyways, Rob
Well… you’re right on the flippers being active! I’ve played a couple of real ones in the past and could have sworn they were disabled when in the battlefield. I obviously played the VP9 version too much back in the day.
Thanks again for the great work.
Cheers
Rob
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Hi Skitso,
Fantastic work here, starting from a good platform that was Alessio’s original. The only improvement I can think of is disabling the flippers when the ball enters the battlefield VUK and re-enabling when the ball exits the battlefield (either to the top or bottom). I made a mod of Alessio’s table by scraping some bits from the script from the VP9 version to achieve this and shared it with him. Unfortunately this was around the time that he stopped visiting the MB forums. I’d be happy to share the script with you, although it’s probably a bit of butcher job as I’m no VB coder.
Cheers
Rob
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Thanks to all involved with creating this table. A lot of effort has gone in and it really shows
Rob
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Hi 32A.
Just downloaded v0.91. Thanks for fixing the green jackpot light on the left ramp entry. I’ve noticed that Lisa’s head still isn’t lighting. Just need to add in the line ‘NFadeL 50, L50’ to fix that. Also, the only way I could get the M and S lights to display at the back of the table was as suggested earlier in the support topic – raise light heights to 150 and reposition the boxes on the table.
Happy to share my file (with fastflips) if it saves a bit of time?
Cheers
Rob
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Hi Darth,
So I think you may want to leave the fast flips code out for the time being. The kicker issue is fixed by adding a couple of extra lines of code, but this does not fix the dead flipper during million dollar shot issue. DJRobX is going to take a look in due course.
Cheers
Rob
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32A, Thanks for the explanation. Wish I’d thought of looking for a service manual to find the lamp number!
Cheers
Rob
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Hi Darth,
Thanks for responding so quickly. I’ve just completed some more testing. Turns out the issue is related to fast flips, not the table.
I didn’t really play the table before enabling fast flips. When fast flips is enabled the following happens with the in the paint kickers:
Shot 1 (sw68) fires the ball with the plungerkey (or lockbarkey as I’ve got it mapped) and passes with the right flipper
Shot 2 (sw67) does not fire the ball with the plungerkey. It fires the ball with the right flipper key so no pass to shot 3. This is what initially confused me – I was hitting the plunger/lockbarkey and the ball wouldn’t shoot leading to me thinking it was being blocked.
Shot 3 (sw66) fires the ball with the plungerkey and passes with the flippers
Shot 4 (sw55) does not fire the ball with the plungerkey. It fires the ball with the right flipper key
Another downside to fastflips is the flippers don’t work for the million dollar shot.
I will make a post to let DJRobX know the issue and see if anything can be done.
Again, thanks so much for updating the table.
Cheers
Rob
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Hi All,
I’m no good at scripting, so it’s taken me a few hours to work out how to fix the lamp for Lisa’s head.
At line 404 you need to insert the following line:
NFadeL 50, L50
This then led me to the conclusion that the following lines are incorrect as the green jackpot LED lamp would light every time Lisa’s head lights:
Line 405 – NFadeObjm 50, P50, “bulbcover1_greenON”, “bulbcover1_green”
Line 406 – Flash 50, F50 ‘ Ramp LEDThis needs to be changed to the following to get the correct illumination:
NFadeObjm 51, P51, “bulbcover1_greenON”, “bulbcover1_green”
Flash 51, F51 ‘ Ramp LEDNote: to ensure you do not get a script error, you will need to go into the table editor and select element P50 and change the name to P51, and also select element F50 and change the name F51.
I’m not sure whether elements P51 and F51 will then need to be duplicated, and additional lines added to the script as solenoid 9 appears to control other lamps relating to jackpot illumination – see S109, S109a and S109b (and also the Nuclear Jackpot light on the backglass.
*EDIT* Confirmed – Duplicate P51 and F51, rename to P109 and F109, and add two lines into the solenoid lamp section of the script immediately after the existing lines that use the 109 solenoid callback:
NFadeObjm 109, P109, “bulbcover1_greenON”, “bulbcover1_green”
Flash 109, F109 ‘ Ramp LEDNote: the NFadeL 109, S109b that immediately precedes these additional lines should be changed to NFadeLm 109, S109b
Cheers
Rob
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Hi Darth,
Thanks for updating one of my favourite tables.
Not sure whether it’s my playing, but everytime I try to hit shot 2 from the kicker at the back of the table the shot is blocked even though the defender isn’t in the way. It then kicks to the shot 3 kicker which then releases the ball back to the table.
Cheers
Rob
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Fantastic work on the redraw and the models. Great talent in this community
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