robbo43

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  • in reply to: big bang bar #188326
    robbo43
    Participant
      @robbo43

      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 Sub

      With:

      Sub GameOn(Enabled)
      If Enabled Then
      GameOnFF = 1
      Else
      GameOnFF = 0
      End If
      End Sub

      Also 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

      1 user thanked author for this post.
      in reply to: Starship Troopers (Sega 1997) V1.0 #178124
      robbo43
      Participant
        @robbo43

        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

        in reply to: Indianapolis 500(4K MOD) #174373
        robbo43
        Participant
          @robbo43

          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:

          https://3dwarehouse.sketchup.com/model/8c82bcb0-c934-4d7b-9c03-13c2ee469385/IndyCar-Reynard-97i-Speedway-Configuration-99-Greg-Moore-Forsythe-Racing-1997

          https://3dwarehouse.sketchup.com/model/fdf76478-7843-41af-b149-e866b5834ee7/IndyCar-Reynard-97i-Speedway-Configuration-8-Bryan-Herta-Team-Rahal-1997

          Cheers

          Rob

          in reply to: So you wanna … #137741
          robbo43
          Participant
            @robbo43

            @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

            in reply to: So you wanna … #135587
            robbo43
            Participant
              @robbo43

              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.

               

               

              1 user thanked author for this post.
              in reply to: So you wanna … #135465
              robbo43
              Participant
                @robbo43

                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

                in reply to: World Cup Soccer Ramps #135271
                robbo43
                Participant
                  @robbo43

                  I also have a simple fix to the left hand lock not functioning correctly to contribute

                  Cheers

                  Rob

                  in reply to: The Shadow Skitso Detail Mod #119103
                  robbo43
                  Participant
                    @robbo43

                    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. :good:

                    Sorry, Thalamus, it seems it’s not done after all. :whistle:

                    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.  :wacko:

                    Thanks again for the great work.

                    Cheers

                    Rob

                    in reply to: The Shadow Skitso Detail Mod #118854
                    robbo43
                    Participant
                      @robbo43

                      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

                      in reply to: Teenage Mutant Ninja Turtles (Data East) #95041
                      robbo43
                      Participant
                        @robbo43

                        Thanks to all involved with creating this table. A lot of effort has gone in and it really shows

                        Rob

                        in reply to: Simpsons, The (Data East 1990) #93365
                        robbo43
                        Participant
                          @robbo43

                          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

                          in reply to: NBA Fastbreak – DarthMarino Mod #92865
                          robbo43
                          Participant
                            @robbo43

                            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

                            in reply to: Simpsons, The (Data East 1990) #92719
                            robbo43
                            Participant
                              @robbo43

                              32A, Thanks for the explanation. Wish I’d thought of looking for a service manual to find the lamp number!

                               

                              Cheers

                               

                              Rob

                               

                               

                              in reply to: NBA Fastbreak – DarthMarino Mod #92718
                              robbo43
                              Participant
                                @robbo43

                                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

                                in reply to: Simpsons, The (Data East 1990) #92653
                                robbo43
                                Participant
                                  @robbo43

                                  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 LED

                                  This needs to be changed to the following to get the correct illumination:

                                  NFadeObjm 51, P51, “bulbcover1_greenON”, “bulbcover1_green”
                                  Flash 51, F51 ‘ Ramp LED

                                  Note: 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 LED

                                  Note: the NFadeL 109, S109b that immediately precedes these additional lines should be changed to NFadeLm 109, S109b

                                  Cheers

                                  Rob

                                  in reply to: NBA Fastbreak – DarthMarino Mod #92638
                                  robbo43
                                  Participant
                                    @robbo43

                                    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

                                    in reply to: tmnt – WIP #78588
                                    robbo43
                                    Participant
                                      @robbo43

                                      Fantastic work on the redraw and the models. Great talent in this community

                                    Viewing 17 posts - 1 through 17 (of 17 total)

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