Jump to content


SUPPORT TOPIC File Information

  • Submitted: Dec 24 2015 08:49 AM
  • Last Updated: Dec 29 2016 09:25 AM
  • File Size: 27.7MB
  • Views: 35447
  • Downloads: 11,812
  • Author(s): Randy Davis
    Noah Fentz
    Chris Leathley
    Mark Parris
    Jerry Rice
    Rolle Cruz
    Brian Smith
    Wizard's Hat

Previous Versions

  • 29 Dec 2016 Download Visual Pinball X (Standalone EXE) 10.2.1 10.2.1
  • 29 Dec 2016 Download Visual Pinball X (Standalone EXE) 10.2.0 10.2.0
  • 24 Dec 2016 Download Visual Pinball X (Standalone EXE) 10.2.0 10.2.0

Download Visual Pinball X (Standalone EXE) 10.2.1 10.2.1

* * * * * 26 Votes

Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.2.1
Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.
For all the changes regarding the core vbs script file package look into core.vbs for the full changelog

What's New in Version 10.2.1 (See full changelog)

  • - 10.2.1: fix for camera/light tweaking mode not updating lighting parameters
  • - add -Help (displays all command line parameters) and -DisableTrueFullscreen (force disables/overrides the true fullscreen video preference) to command line
  • - by default open file dialog to directly select and play a table (can be changed in preferences->editor options)
  • - timers now feature a special mode (setting the interval to -1) that triggers a timer exactly once per frame (e.g. dependent on the FPS that a user gets for a table).
  • this can also be interpreted as being a callback done once per frame to update everything that is only rendering-related (e.g. to reduce overhead caused by things that will never be seen by the player in the end).
  • note that all purely script-driven animations that use a timer with its interval set to -1 should use the new script function GameTime to calculate the time passed between the previous and current frame to make animations time dependent again.
  • - fix timers that dis/enable themselves in the script
  • - disable visual touch/pen feedback to save one frame of input latency/lag (on tablets/phones)
  • - replace old 'Maximum pre-rendered frames' video preference implementation with the official DirectX mechanism on non-XP systems,
  • so it could be worth to experiment again with this setting by using 1 or 2 to reduce lag at the price of a bit of performance
  • - add aspect ratio to dimension manager
  • - add show debugger hot key option to the keys preferences. If hot key is pressed it opens the debugger window without showing the pause menu.
  • - Lights can be debugged (and also live tweaked) in the debugger. Open the debugger, click on the "Lights" button and a new dialog will appear where all dynamic values are editable. Properties like blinking/on/off are
  • based on the timing of the player but the timing is stopped while debugging. You have to click in the player window to see the changes. And beware that all light properties can be changed by
  • the script, so these might be overwritten by the script even if you try to set them in the debugger. The changes will also affect the lights in the editor once you quit the player.
  • - Materials can also be debugged (and also live tweaked) in the debugger. Open the debugger, click on the "Materials" button and a new dialog will appear where all properties are editable except for the physics values.
  • By hitting enter or the "Apply" button the changes are updated. Every dynamic element on the table will show the changes immediately. The opacity active flag is an exception: This flag
  • also defines if an element is rendered dynamically or not (e.g. for walls or ramps). So if the opacity isn't already active when starting the player you won't see changes on these static elements.
  • The changes will also affect the materials in the editor once you quit the player.
  • - hotkey for adding normal and smooth control points for walls, ramps and lights. Select a wall, ramp or light and press F10 for a normal unsmoothed control point and F11 for a smoothed one.
  • - animation support for mesh primitives added: The animation sequence is based on multiple .obj files for each frame. Let's say we have an animation of 100 single frames, then you have to export
  • each frame into a separate .obj file with the nameing format <meshname>_x.obj where x is the frame number. When importing a mesh, check the "Import Animation sequence" in the import dialog and
  • select the .obj file of the first frame. VP will then load all other frames and, when done, will show you a short message box how many frames were imported.
  • Check the CommandReference.txt for the new primitive animation script functions.
  • - bumper cap, base, ring, skirt can be set to invisible separately
  • - add one-way trigger mesh (TriggerWireC type)
  • - changes to bumper material: add separate bumper ring material and don't use a built-in texture for the bumper base and skirt anymore
  • - add a physics setting per material to the material manager.
  • Settings are: Friction, elasticity, elasticity falloff and scatter angle.
  • This allows for tweaking all physics settings in the material manager for all 'similar' table elements (with the same material) at once.
  • (If you like you can still overwrite the settings for each element separatly though)
  • - extend the EOSTorque effect to both entering and leaving the EOS zone and add additional EOS Torque Angle to make this range configurable
  • This allows for more flipper tricks without having to dial in unrealistic flipper settings
  • - output table information if paused
  • - start camera/light tweaking mode with 'F6'
  • - for a quick Desktop(DT) vs Cabinet(FS) camera view testing: hold 'shift' or left flipper button during the table start to choose between the default DT or FS camera
  • - texture size limit/downscale now respects aspect ratio.
  • Also delete outdated 512 max limit and introduce a new 3072 max limit.
  • - enable park position also for non-mech (digital) plunger
  • - fix dynamic bulb mesh light not rendering issue
  • - remove some debugging script editor output messages
  • - fixed that the ball size was not updated in the pause debugging menu
  • - see CommandReference.txt for the changelog of all the scripting properties/interface changes
  • - add DOF controller configuration also to the VP keys dialog
  • - new core scripts by mfuegemann and controller modifications by arngrim, plus solenoid modulation by DJRobX (see core.vbs for changelog (3.51 and 3.52))

OMG! Really thanks guys... the best gift I could receive for Christmas
Dec 24 2015 08:03 PM

Wow, I was expecting something cool for Christmas but OMG today is Amazing!!!  I can honestly say I did not See Pinball X being released.


Thank You can't even begin to cover the incredible job everyone did on this project. It truly must have been a labor of love!


Merry Christmas to everyone. Now I'm off to truly be a kid at Christmas and open all my fantastic gifts!!!!!!!!

Amazing Xmas gift. Thx a lot! Thumps up

Really the Best Gift ...

Thanks all for your great work.

I can't seem to get the DMD window to show in front of the table.although it seems to run unseen.

I am using the script that brings the DMD to the front and this happens if I'm using say VP 9.90.


What am I doing wrong?


I realise that this was the wrong place to ask now and the issue can be resolved in the script.

Can someone please tell my why the nudge feature in all the VP 10 tables I've tried only move the tables?

It does not affect the ball path whatsoever.

Is this to do with the program itself or the scripting on the tables?


I've tried asking on pages relating to individual tables, no reply there.

I can't see anything about this on this page.


Pinball without a useable nudge feature means a lot more lost balls!


I play desktop not cabinet tables.

May 25 2016 09:00 PM

This is a very promising version of Visual Pinball. Sadly, it has so long to go. The performance of this program even when using minimal settings (don't even think it did anything) is terrible, especially when combined with Visual PinMAME. Key response rate is very sluggish, taking as much as 500 milliseconds between key press and when a flipper is actually flipped. That is unacceptable for a pinball simulator and took a huge hit in my rating for this program.


This program also needs an easy way to convert tables from visual pinball V8 and V9, which currently it lacks. It even lacks proper documentation and therefore takes guessing and checking to figure out the changes between this and other versions, especially script-wise.


It's a promising release. But sadly this should have been released as beta at best. It was never meant to be an official release with its flaws. And I know it can't be my computer because I have lots of RAM, a good processor, and a graphics card.

There's an old story that has something to do with staring a gift horse in the mouth.

Jun 09 2016 02:35 AM

I don't know about all that. It's wicked on my cab. You may want to check your awesome computer again because it's smooth and fast as hell on mine.

after several tests I found that the most real physical carry these values:
Gravity Constant   : 0.8 - 0.83
Playfield Friction : 0.02+

Playfield Elasticity: 0.25


Rubbers (default):
Elasticity         : 0.6
Elasticity Falloff : 0.2
Friction           : 0.5 - 0.6
Scatter Angle      : 5


Mass               : 1.0
Strength           : 1200-1800 (for EM tables) 2200-2800(for modern tables)
Elasticity         : 0.55
Elasticity Falloff : 0.1
Friction           : 0.1 or 0.2
Return Strength    : 0.058+
Coil Up Ramp       : 2.4 - 3.5


based on these values must accommodate the rest.
tables improved to a higher level



Other files you may be interested in ..

Random Files

user(s) are online (in the past 15 minutes)

members, guests, anonymous users