- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Analog Plunger Help Desk
Started By
koadic
, May 30 2012 07:32 AM
116 replies to this topic
#21
Posted 04 June 2012 - 11:35 AM
It's kinda out of the scope of my knowledge, but I think Rascal (?) was working on something for VP at one time or another that MIGHT have included using a mouse wheel for the plunger, but not 100% on that. You would have to search the forums for the thread though, as I can't remember where I saw it.
#22
Posted 26 June 2012 - 12:09 AM
QUOTE (koadic @ May 30 2012, 10:04 AM) <{POST_SNAPBACK}>
TAF VP91X FS 2.0.1
Solution 1:
'(placed after End Sub from the Sub PTime2_Timer...)
Dim PlungerPos,oPlungerPos
Sub Plunger_Timer()
PlungerPos=INT(Plunger.Position)
PTop.Y = PTopY+INT(PlungerPos)*3
PBottom.Y = PBottomY+INT(PlungerPos)*3
oPlungerPos=PlungerPos
End Sub
Sub TAF_KeyDown(keycode)
...
If keycode = PlungerKey Then PlungerIM.Pullback:Pcount = 0:PTime.Enabled = 1:Plunger.TimerEnabled=0
...
Sub TAF_KeyUp(ByVal keycode)
...
If keycode = PlungerKey Then PlungerIM.Fire:PTime.Enabled = 0:Pcount = 0:PTime2.Enabled = 1:Plunger.TimerEnabled=1
...
Instructions: In the editor, add a plunger object named Plunger; uncheck the "Visable" box; check the "Enable Mechanical Plunger" box, check the "Timer Enabled" box and set the interval to 40. Make sure to position the plunger so it will hit the ball. Adjust MechStrength and Break Over Velocity to suit (may need to experiment to get it how you want).Solution 1:
CODE
Dim PlungerPos,oPlungerPos
Sub Plunger_Timer()
PlungerPos=INT(Plunger.Position)
PTop.Y = PTopY+INT(PlungerPos)*3
PBottom.Y = PBottomY+INT(PlungerPos)*3
oPlungerPos=PlungerPos
End Sub
Sub TAF_KeyDown(keycode)
...
If keycode = PlungerKey Then PlungerIM.Pullback:Pcount = 0:PTime.Enabled = 1:Plunger.TimerEnabled=0
...
Sub TAF_KeyUp(ByVal keycode)
...
If keycode = PlungerKey Then PlungerIM.Fire:PTime.Enabled = 0:Pcount = 0:PTime2.Enabled = 1:Plunger.TimerEnabled=1
...
This works great, but the plunger on the screen doesnt actually move. Is there a way to get it to move with the physical plunger? It would be nice to use theh actually plunger marks on the screen to get your skill shots lined up.
#23
Posted 26 June 2012 - 02:38 AM
QUOTE (rooter @ Jun 25 2012, 07:09 PM) <{POST_SNAPBACK}>
This works great, but the plunger on the screen doesnt actually move. Is there a way to get it to move with the physical plunger? It would be nice to use theh actually plunger marks on the screen to get your skill shots lined up.
Ok, two things to check... is the plunger actually named 'Plunger' and is the timer for the plunger enabled?
Also, if you instead try Solution 2, skill shots should be a little easier as the ball will have a more consistent launch as it uses the impulse plunger and is a little more forgiving on how you release the plunger.
Edited by koadic, 26 June 2012 - 02:41 AM.
#24
Posted 26 June 2012 - 02:54 AM
QUOTE (wook @ Jun 4 2012, 06:08 AM) <{POST_SNAPBACK}>
I have an analog plunger, home made, in my cabinet. The 'trigger' is a microswitch which is switched when I pull back. When it's hit again it shoots te ball.
You can check it out here:
What I would really like, is that when I keep my trigger halfway, the virtual trigger would also stay halfway. I saw a youtube movie somewhere where they used a mousewheel to get what I want. I also have a mousewheel connected, but can't seem to configure visual pinball to use this feature.
Any chance you can help my out here?
Thx.
You can check it out here:
What I would really like, is that when I keep my trigger halfway, the virtual trigger would also stay halfway. I saw a youtube movie somewhere where they used a mousewheel to get what I want. I also have a mousewheel connected, but can't seem to configure visual pinball to use this feature.
Any chance you can help my out here?
Thx.
Not with the mousewheel, but you could look at a different way of doing it.
Analog plunger video
#25
Posted 27 June 2012 - 11:46 PM
QUOTE (koadic @ Jun 25 2012, 10:38 PM) <{POST_SNAPBACK}>
QUOTE (rooter @ Jun 25 2012, 07:09 PM) <{POST_SNAPBACK}>
This works great, but the plunger on the screen doesnt actually move. Is there a way to get it to move with the physical plunger? It would be nice to use theh actually plunger marks on the screen to get your skill shots lined up.
Ok, two things to check... is the plunger actually named 'Plunger' and is the timer for the plunger enabled?
Also, if you instead try Solution 2, skill shots should be a little easier as the ball will have a more consistent launch as it uses the impulse plunger and is a little more forgiving on how you release the plunger.
You were right. The plunger was named Plunger1, there was no "Plunger" on the table at all.
The only problem now is that the on screen plunger display jumps to each position, there is no smooth slide. There are only about 10 steps on the screen where the plunger will be displayed. The first 3 or 4 are close together and the rest are father apart. I hope that makes sense. I see the same problem in Big Bang Bar. This method is definitely far less accurate than just pressing a button and timing the skill shots. On Addams Family, the skill shot is between jump 5 and 6. I can get different strengths in that area, so I think a skill shot is possible, but I can never tell if the plunger is really closer to jump 5 or 6.
Edited by rooter, 27 June 2012 - 11:51 PM.
#26
Posted 28 June 2012 - 10:47 AM
QUOTE (rooter @ Jun 27 2012, 06:46 PM) <{POST_SNAPBACK}>
You were right. The plunger was named Plunger1, there was no "Plunger" on the table at all.
The only problem now is that the on screen plunger display jumps to each position, there is no smooth slide. There are only about 10 steps on the screen where the plunger will be displayed. The first 3 or 4 are close together and the rest are father apart. I hope that makes sense. I see the same problem in Big Bang Bar. This method is definitely far less accurate than just pressing a button and timing the skill shots. On Addams Family, the skill shot is between jump 5 and 6. I can get different strengths in that area, so I think a skill shot is possible, but I can never tell if the plunger is really closer to jump 5 or 6.
The only problem now is that the on screen plunger display jumps to each position, there is no smooth slide. There are only about 10 steps on the screen where the plunger will be displayed. The first 3 or 4 are close together and the rest are father apart. I hope that makes sense. I see the same problem in Big Bang Bar. This method is definitely far less accurate than just pressing a button and timing the skill shots. On Addams Family, the skill shot is between jump 5 and 6. I can get different strengths in that area, so I think a skill shot is possible, but I can never tell if the plunger is really closer to jump 5 or 6.
Glad it was something simple... as far as the 'jumps' you are seeing, most tables are set up for about 10-12 frames for animation, but the plunger does have 25 positions provided it is calibrated correctly (well, 26 including 0)). For most tables, you would have to create a new animation if you wanted a full 25(/26) frames (although addams family should be easier since it uses the kicker method)
#27
Posted 02 July 2012 - 02:32 PM
QUOTE (koadic @ Jun 28 2012, 06:47 AM) <{POST_SNAPBACK}>
as far as the 'jumps' you are seeing, most tables are set up for about 10-12 frames for animation, but the plunger does have 25 positions provided it is calibrated correctly (well, 26 including 0)). For most tables, you would have to create a new animation if you wanted a full 25(/26) frames (although addams family should be easier since it uses the kicker method)
Looking at TAF, I only see three images for the plunger. Using a button for the plunger is a smooth pull back, without jumping any steps. It seems like there should be a way to make the analog plunger do this as well. Can you please explain what I should be looking for animation in TAF? It is not an image list. I know pretty much everything there is to know about FP table development, but I haven't tried making a VP table yet.
#28
Posted 02 July 2012 - 02:39 PM
Here, try this really quick, it is a 4:3 table and not FS, but it will read out your plunger position to you letting you know that everything is working correctly...
Plunger_test.zip 31.3KB
11 downloads
Make sure it reads from 0 to 25 smoothly, and we'll go from there...
Also, to explain how the plunger animation works in TAF, it uses the kicker method, creating 2 balls, each with part of the image of the plunger (instead of the image of a ball), and as it is pulled back, the images are shifted down to simulate movement.
Update: I have messed around a little bit with the scripting, and modified my previous posts in relation to each Solution 2 that I posted, making it a little friendlier for actual plungers, as their release isn't nearly as fast as the joystick I had originally developed the method with.
Plunger_test.zip 31.3KB
11 downloadsMake sure it reads from 0 to 25 smoothly, and we'll go from there...
Also, to explain how the plunger animation works in TAF, it uses the kicker method, creating 2 balls, each with part of the image of the plunger (instead of the image of a ball), and as it is pulled back, the images are shifted down to simulate movement.
Update: I have messed around a little bit with the scripting, and modified my previous posts in relation to each Solution 2 that I posted, making it a little friendlier for actual plungers, as their release isn't nearly as fast as the joystick I had originally developed the method with.
Edited by koadic, 02 July 2012 - 05:07 PM.
#29
Posted 02 July 2012 - 07:35 PM
QUOTE (koadic @ May 30 2012, 03:32 AM) <{POST_SNAPBACK}>
Having trouble converting your a table to use an analog plunger? I am willing to offer my assistance.
..2a.)If plunger axis is being read as -1000 to 1000, you will need to alter the center point via a tool like DXTweak2 (only works on XP or older), or edit the calibration info in the registry manually... if the registry method is needed, post and I will walk you through it.
..2a.)If plunger axis is being read as -1000 to 1000, you will need to alter the center point via a tool like DXTweak2 (only works on XP or older), or edit the calibration info in the registry manually... if the registry method is needed, post and I will walk you through it.
Hi Koadic,
Well, I'm now at the stage of figuring out my Nanotek Mot-ion controller, thanks very much for your thread, that's what I call contributing!
So as you can see, I've quoted a very specific part of your first post. Yep, my plunger axis is beign read as -1000 to 1000 and I have Win 7 so can't use the DXTweak2 proggie your provided. I would appreciate some assistance to where I can manually adjust the registry.
Thanks very much, as it is, the plunger lacks strength, I suspect the above is the cause.
Rob
#30
Posted 02 July 2012 - 08:11 PM
QUOTE (The Loafer @ Jul 2 2012, 02:35 PM) <{POST_SNAPBACK}>
QUOTE (koadic @ May 30 2012, 03:32 AM) <{POST_SNAPBACK}>
Having trouble converting your a table to use an analog plunger? I am willing to offer my assistance.
..2a.)If plunger axis is being read as -1000 to 1000, you will need to alter the center point via a tool like DXTweak2 (only works on XP or older), or edit the calibration info in the registry manually... if the registry method is needed, post and I will walk you through it.
..2a.)If plunger axis is being read as -1000 to 1000, you will need to alter the center point via a tool like DXTweak2 (only works on XP or older), or edit the calibration info in the registry manually... if the registry method is needed, post and I will walk you through it.
Hi Koadic,
Well, I'm now at the stage of figuring out my Nanotek Mot-ion controller, thanks very much for your thread, that's what I call contributing!
So as you can see, I've quoted a very specific part of your first post. Yep, my plunger axis is beign read as -1000 to 1000 and I have Win 7 so can't use the DXTweak2 proggie your provided. I would appreciate some assistance to where I can manually adjust the registry.
Thanks very much, as it is, the plunger lacks strength, I suspect the above is the cause.
Rob
Ok, first off, have you used the table from step 1 and made sure it reads all the way to 25?
Secondly, when you get to the registry key described below, BACK IT UP! just in case
For windows 7, in the registry, you need to go to HKCU>System>CurrentControlSet>Control>MediaProperties>PrivateProperties, then under the Joystick>OEM folder, you need to locate the key with the PinballWizard listed, and write down (copy/paste) the VID/PID set, for instance on my windows 7 pc, my ps3 controller that I am using is 'VID_8888&PID_0308'
Then, you need to go to the DirectInput folder, locate that same VID/PID set, in the Calibration>0>Type>Axes folder, you will either need to go into the '2' folder (if you are using the default Z axis) or the '5' folder (if you are using the alternate rZ axis with my custom build)
There will be a key entitled 'Calibration' with 3 sets of hex numbers of 4 pair each, the first set of 4 is your minimum raw value, the second set of 4 is the center raw value, and the last set of 4 is the maximum raw value (all in hex)... The first pair of each set is the raw value in hex, where 00 is of course 0, and FF is 255 (in case you need to make any adjustments up or down to read 0-25 on the plunger). If you are using the Z axis, you will want to change the middle set to match the first set, if you are using the rZ axis, you will want to change the middle set to match the last set. To show an example, mine reads as 00 00 00 00 7f 00 00 00 ff 00 00 00, which translates to 0, 127, 255, as my controller has a joystick, and is centered, so it reads correctly without me needing to change anything.
And that is 'all' there is too it.
Or, if you are uncomfortable doing it, export the key, and attach the txt file here, and I can edit it for you, then all you need to do is double click it to install it
Edited by koadic, 02 July 2012 - 08:23 PM.
#31
Posted 03 July 2012 - 05:25 AM
Yeah, I already got 1 to 25 on the test table.
After following your registry edit, I still get a plunger axis beyond the 0 to 1000 range (I think it starts at -500 or something like that) but I'm happy to report it doesn't matter, I have a fully working plunger, thanks man! Very precise and before where I felt there was a bit of lag (ie: I'd move the plunger and there was a considerable period before I'd see the VP plunger move), that lag seems to be gone for some reason. Good!
After following your registry edit, I still get a plunger axis beyond the 0 to 1000 range (I think it starts at -500 or something like that) but I'm happy to report it doesn't matter, I have a fully working plunger, thanks man! Very precise and before where I felt there was a bit of lag (ie: I'd move the plunger and there was a considerable period before I'd see the VP plunger move), that lag seems to be gone for some reason. Good!
#32
Posted 03 July 2012 - 12:27 PM
QUOTE (The Loafer @ Jul 3 2012, 12:25 AM) <{POST_SNAPBACK}>
Yeah, I already got 1 to 25 on the test table.
After following your registry edit, I still get a plunger axis beyond the 0 to 1000 range (I think it starts at -500 or something like that) but I'm happy to report it doesn't matter, I have a fully working plunger, thanks man! Very precise and before where I felt there was a bit of lag (ie: I'd move the plunger and there was a considerable period before I'd see the VP plunger move), that lag seems to be gone for some reason. Good!
After following your registry edit, I still get a plunger axis beyond the 0 to 1000 range (I think it starts at -500 or something like that) but I'm happy to report it doesn't matter, I have a fully working plunger, thanks man! Very precise and before where I felt there was a bit of lag (ie: I'd move the plunger and there was a considerable period before I'd see the VP plunger move), that lag seems to be gone for some reason. Good!
Weird that it still starts at -500, but anything reading below 0 will just read as 0 in VP. So long as it is working better for you, then great, as all my googling ended up being useful for more than just me
I had spent the better part of a day trying to utilize the full pull of the plunger, as it was bugging the hell out of me that it didn't start moving on screen until I pulled it back about an inch or two. At least I was able to use DXTweak2 on my cab, as it is running xp.
#33
Posted 03 July 2012 - 03:24 PM
It really is working much better, the experience went from "hmmm should I have bothered" to "wow glad I got it". The lag feel of pulling it then waiting, then it finally moved wasn't a good experience but now I pull and it moves right away.
I wonder if there are any using it out there that just accepted this as the way it is?
I wonder if there are any using it out there that just accepted this as the way it is?
#34
Posted 03 July 2012 - 07:33 PM
QUOTE (The Loafer @ Jul 3 2012, 10:24 AM) <{POST_SNAPBACK}>
It really is working much better, the experience went from "hmmm should I have bothered" to "wow glad I got it". The lag feel of pulling it then waiting, then it finally moved wasn't a good experience but now I pull and it moves right away.
I wonder if there are any using it out there that just accepted this as the way it is?
I wonder if there are any using it out there that just accepted this as the way it is?
Probably, I don't recall reading anything about it elsewhere, and I just got tired of the way it was, so I went and fixed it
#35
Posted 06 July 2012 - 04:14 PM
Hi guys, I just received my Nanotech plunger and I want to install it this weekend. All my tables are VP tables. I don't use FP. My question is how should I start. After installing and calibrating through the windows setup, should I use VP build 7? Any general settings that need to be changed in VP? What is the best way to initially setup the plunger? Any guidance here is much appreciated! Thanks!
#36
Posted 06 July 2012 - 04:38 PM
QUOTE (Jared Camp @ Jul 6 2012, 11:14 AM) <{POST_SNAPBACK}>
Hi guys, I just received my Nanotech plunger and I want to install it this weekend. All my tables are VP tables. I don't use FP. My question is how should I start. After installing and calibrating through the windows setup, should I use VP build 7? Any general settings that need to be changed in VP? What is the best way to initially setup the plunger? Any guidance here is much appreciated! Thanks!
You don't NEED build 7, but it does include some additional features that will help tweak everything a little easier, in addition to the ability of assigning the buttons how ever you want, and utilizing the rZ axis for the plunger which has about twice the resolution of the Z axis in my experience (aka smoother pulls). If you come across the issue of the plunger not pulling back right away, you may want to use DXTweak2 to alter the centerpoint of the axis so it will read 0 when the plunger is at rest instead of 0 at about 1.5 inches or so of pullback (instructions in first post), although after thinking about it, it may stem from the fact that I change the park position of the table plungers to 0 (instead of .166667) which may cause that issue.
#37
Posted 06 July 2012 - 05:20 PM
QUOTE (koadic @ Jul 6 2012, 10:38 AM) <{POST_SNAPBACK}>
QUOTE (Jared Camp @ Jul 6 2012, 11:14 AM) <{POST_SNAPBACK}>
Hi guys, I just received my Nanotech plunger and I want to install it this weekend. All my tables are VP tables. I don't use FP. My question is how should I start. After installing and calibrating through the windows setup, should I use VP build 7? Any general settings that need to be changed in VP? What is the best way to initially setup the plunger? Any guidance here is much appreciated! Thanks!
You don't NEED build 7, but it does include some additional features that will help tweak everything a little easier, in addition to the ability of assigning the buttons how ever you want, and utilizing the rZ axis for the plunger which has about twice the resolution of the Z axis in my experience (aka smoother pulls). If you come across the issue of the plunger not pulling back right away, you may want to use DXTweak2 to alter the centerpoint of the axis so it will read 0 when the plunger is at rest instead of 0 at about 1.5 inches or so of pullback (instructions in first post), although after thinking about it, it may stem from the fact that I change the park position of the table plungers to 0 (instead of .166667) which may cause that issue.
Thanks. So are there any settings that need to changed in VP? Do most tables have support for the plunger now or will I have to edit the script of ever game that uses the plunger?
#38
Posted 06 July 2012 - 05:58 PM
QUOTE (Jared Camp @ Jul 6 2012, 12:20 PM) <{POST_SNAPBACK}>
Thanks. So are there any settings that need to changed in VP? Do most tables have support for the plunger now or will I have to edit the script of ever game that uses the plunger?
There shouldn't be anything that has to be changed, just that if you are using the official version of VP, make sure that for each table in the table>physics options that PBW Accelerometer is checked and the Normal Mounting and Mount Rotation is set correctly for how you install the kit. If you use my unofficial build, these are global settings located in the Preferences>Keys menu which will override all table settings, so there won't be any suprises.
Most newer tables have the animation already scripted for the analog plunger, they just usually forget to check the 'Enable Mechanical Plunger' box to allow it to function as well.
Noah has a post where he lists the required steps to enable the animation for the analog plunger HERE... and you can use this thread as a supplement for specific tables if you can't quite figure out how to modify the table successfully.
#40
Posted 15 August 2012 - 06:44 AM
QUOTE (The Loafer @ Jul 2 2012, 08:35 PM) <{POST_SNAPBACK}>
QUOTE (koadic @ May 30 2012, 03:32 AM) <{POST_SNAPBACK}>
Having trouble converting your a table to use an analog plunger? I am willing to offer my assistance.
..2a.)If plunger axis is being read as -1000 to 1000, you will need to alter the center point via a tool like DXTweak2 (only works on XP or older), or edit the calibration info in the registry manually... if the registry method is needed, post and I will walk you through it.
..2a.)If plunger axis is being read as -1000 to 1000, you will need to alter the center point via a tool like DXTweak2 (only works on XP or older), or edit the calibration info in the registry manually... if the registry method is needed, post and I will walk you through it.
Hi Koadic,
Well, I'm now at the stage of figuring out my Nanotek Mot-ion controller, thanks very much for your thread, that's what I call contributing!
So as you can see, I've quoted a very specific part of your first post. Yep, my plunger axis is beign read as -1000 to 1000 and I have Win 7 so can't use the DXTweak2 proggie your provided. I would appreciate some assistance to where I can manually adjust the registry.
Thanks very much, as it is, the plunger lacks strength, I suspect the above is the cause.
Rob
have you done circus voltair? are all taables the same???



Contributor
Top










are all trademarks of VPFORUMS.