Jump to content



Photo
* * * * * 40 votes

The VP 10.7 beta thread


  • Please log in to reply
4027 replies to this topic

#2141 newdeal

newdeal

    Neophyte

  • Members
  • Pip
  • 6 posts

  • Flag: ---------

  • Favorite Pinball: white water

Posted 17 June 2021 - 09:39 AM

 

 

 

Thanks for the detailed reply.

The issue is that the plunger speed and smoothness on 10.6 is absolutely perfect. On 10.7 the speed is soooooooo unbearably slow that you could make a cup of coffee and come back just in time to launch the ball - Little bit of an exaggeration there, and on creature it's just very underpowered on 10.7, but perfect on 10.6.

 

White water is my all time favorite table so I know all the bits and pieces backwards. Many years ago there was a place around the corner from my house that had the real pin, and I use to play for hours every day.

Interesting what you say about the L-4 and later ROMSs.

 

 

Just do what wiesshund said: Disable the 1s auto retract in dof nudge settings.

This is a new plunger that was activated by default in early betas. Just disable it.

 

Based on quite a few posts that I read, the first thing I did was check that this was disabled, but just in case I went to my settings to double check, and I can see that there is no tick in that check box.

As I mentioned, when I go back to 10.6 it's perfect, but when I go to the latest 10.7 the issue is there. Weak plunger in creature, and super slow and weak plunger in white water - Not to sure what other tables might be effected, but those are 2 tables I play all the time, so very noticeable to me.



#2142 LynnInDenver

LynnInDenver

    Pinball Fan

  • Members
  • PipPipPipPip
  • 570 posts
  • Location:Denver

  • Flag: United States of America

  • Favorite Pinball: Genie

Posted 17 June 2021 - 11:28 AM

 

 

 

 

Thanks for the detailed reply.

The issue is that the plunger speed and smoothness on 10.6 is absolutely perfect. On 10.7 the speed is soooooooo unbearably slow that you could make a cup of coffee and come back just in time to launch the ball - Little bit of an exaggeration there, and on creature it's just very underpowered on 10.7, but perfect on 10.6.

 

White water is my all time favorite table so I know all the bits and pieces backwards. Many years ago there was a place around the corner from my house that had the real pin, and I use to play for hours every day.

Interesting what you say about the L-4 and later ROMSs.

 

 

Just do what wiesshund said: Disable the 1s auto retract in dof nudge settings.

This is a new plunger that was activated by default in early betas. Just disable it.

 

Based on quite a few posts that I read, the first thing I did was check that this was disabled, but just in case I went to my settings to double check, and I can see that there is no tick in that check box.

As I mentioned, when I go back to 10.6 it's perfect, but when I go to the latest 10.7 the issue is there. Weak plunger in creature, and super slow and weak plunger in white water - Not to sure what other tables might be effected, but those are 2 tables I play all the time, so very noticeable to me.

 

Try toggling that setting on, and then off, to see if the UI is just misreporting the state of it.



#2143 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 June 2021 - 12:06 PM

..and OKing the dialog after that, not canceling



#2144 Gravy

Gravy

    Pinball Fan

  • VIP
  • 1,147 posts

  • Flag: Australia

  • Favorite Pinball: Simpsons pinball party



Posted 17 June 2021 - 12:16 PM

 

So a slow plunger release on WW is not necessarily a bad thing with that table because on a real table and also VP table using a digital plunger, the opening skill shot is about a 3/4 plunger pull so the slow pull back speed will help you control the strength and release on the opening shot when you are using a launch button only and not a digital plunger.

 

Skill Shot

The Skill Shot is hitting Insanity Falls after gently plunging the ball onto the Upper Playfield. Plunging too softly will leave the ball in the plunger lane. Plunging too hard will send it down the Spine Chiller and screaming towards the flippers. If it doesn't hit a slingshot or roll up into an inlane, you haven't scored any points and can let the ball go. It's best to avoid this situation entirely, however. In fact, on L-4 and later ROMs, the Spine Chiller entrance sensor, tripped in either direction, scores 5K points and eliminates the kindness normally offered for a missed first stage of the Skill Shot.

The Skill Shot is worth 1M the first time, 2M the second, and so on, to a maximum of 5M. You have to watch closely to see the value awarded.

Thanks for the detailed reply.

The issue is that the plunger speed and smoothness on 10.6 is absolutely perfect. On 10.7 the speed is soooooooo unbearably slow that you could make a cup of coffee and come back just in time to launch the ball - Little bit of an exaggeration there, and on creature it's just very underpowered on 10.7, but perfect on 10.6.

 

White water is my all time favorite table so I know all the bits and pieces backwards. Many years ago there was a place around the corner from my house that had the real pin, and I use to play for hours every day.

Interesting what you say about the L-4 and later ROMSs.

 

Also noticed this slow plunger effect (I'm playing with a keyboard, so no proper plunger). Noticed on several tables but can't recall which at present.


Pinball Addict


#2145 newdeal

newdeal

    Neophyte

  • Members
  • Pip
  • 6 posts

  • Flag: ---------

  • Favorite Pinball: white water

Posted 17 June 2021 - 12:30 PM

LynnInDenver that did the trick - The plunger is now working perfectly.

Thank you for the suggestion.

 

@toxie I ticked the box and then closed VPX completely, I then reopened VPX and unticked the box and worked perfectly.

 

The strange thing is that i've only ever installed 10.7 betas after the Devs had this disabled by default, so that box has never ever been ticked.



#2146 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 June 2021 - 01:22 PM

Could be that fuzzel forgot a location where the default value is read for this option when he changed the default value to "off" (even after cleaning this stuff up for years, all options/settings are still a bit of a mess ;)). I will double check this.



#2147 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 June 2021 - 07:49 PM

Yup, one location was missing, fixed this..



#2148 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 June 2021 - 08:09 PM

The default value of the Physics Max Loops should be -1, it is a change from the last 2 RCs.

 

physicsmaxloops.png

Thanks. Fix is in!



#2149 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 17 June 2021 - 11:09 PM

Toxie, when exporting  a POV, how hard would it be to explicitly make it NOT use the extension .vpx? or .directb2s for that matter

 

Example

adjust table apples

export pov, start to type apples, it shows the apples.vpx table
which is great, less typing, no typos

but if you poke apples to fill out the name,  it drags in the extension too
and will save as that, right over top of the table if you dont notice.

 

could it pull the name but strip the .extension part?


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#2150 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 18 June 2021 - 05:24 AM

I think that's not possible because the save dialog is a Windows function. So the change would be only possible if you write your own save dialog.

#2151 LunatechFringe

LunatechFringe

    Hobbyist

  • Members
  • PipPip
  • 36 posts

  • Flag: ---------

  • Favorite Pinball: Theater of Magic

Posted 19 June 2021 - 12:07 AM

I ran into a problem using the latest beta build.  I saw a thread on VP Junkies where someone else was having problems with super slow table load times until they exited DisplayFusion, a utility for managing multiple monitors.  Once I exited that utility, my table loading times went back to normal.

 

I hope this helps someone if it hasn't already been reported!   :dblthumb:



#2152 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 19 June 2021 - 12:30 AM

I think that's not possible because the save dialog is a Windows function. So the change would be only possible if you write your own save dialog.

Could it auto input the table file name, minus the extension? regex it out or something?
Could save someone from accidentally overwriting a table file


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#2153 Csilk

Csilk

    Enthusiast

  • Members
  • PipPipPip
  • 208 posts
  • Location:Halifax, Nova Scotia

  • Flag: Canada

  • Favorite Pinball: Bram Stoker's Dracula

Posted 19 June 2021 - 04:30 AM

I ran into a problem using the latest beta build.  I saw a thread on VP Junkies where someone else was having problems with super slow table load times until they exited DisplayFusion, a utility for managing multiple monitors.  Once I exited that utility, my table loading times went back to normal.

 

I hope this helps someone if it hasn't already been reported!   :dblthumb:

 

someone here reported that and also said they fixed it by chaging the "hooking" check display fusion for option to change it.



#2154 yangotas

yangotas

    Hobbyist

  • Members
  • PipPip
  • 10 posts

  • Flag: Greece

  • Favorite Pinball: addams family

Posted 19 June 2021 - 06:49 AM

Can I ask also what is the situation with the nudge and tilt in the new 10.7 beta ?

Should we rename Mjr.vbs to nudge.vbs ,do nothing or do something else for optimal nudge and tilt with a tilt bob installed.

thanks


Edited by yangotas, 19 June 2021 - 09:02 AM.


#2155 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,983 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 19 June 2021 - 10:34 AM

@yangotas : If you already has the file NudgePlugin.vbs and it is the same as the one your want, then you are good. For regular till bob, the one to rename is NudgePlugIn_mjrAccelAndTilt.vbs - AND don't use the one that is on MJR's website. I haven't checked recently, but, it was outdated last I checked. Always trust the scripts that are released with the official VP. The devs (pluss a few nerds) knows best and that is just another thing they do keep close eyes on.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#2156 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 19 June 2021 - 11:30 AM

For tilt and nudge there were close to no changes compared to 10.6.X, so it's the same..



#2157 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,322 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 19 June 2021 - 12:09 PM

For tilt and nudge there were close to no changes compared to 10.6.X, so it's the same..

 

About nudge (oh no! not again! :D),  could it be possible to reduce the force that is applied to the ball after the ball hits an object? The whole nudge system in VPX is almost perfect, the only problem is that the force applied to the ball is way too high, so we have to use very small numbers, like 2 or 3 (like in the old VP), and this results in a nice nudge when the ball is resting on an object, but it doesn't work at all if the object is 1mm away from the ball. When you nudge you move quite a lot the table so in theory the ball should be able to hit an object even if it is 1 cm far away from the ball. And we can achieve this with the system already in VPX, but to make the ball move enough to hit an object we must use a higher number in the nudge, like 20 or higher, and then the ball moves enough to hit the nearest object, but the ball gets hit with an enormous strength, like it had been hit by the Hulk :)

 

I guess all the nudge code is quite complicated, but if the force applied to ball could be reduced then we could start saving the ball from the outlanes or making flipperless tables :) Just now you can never save a ball from the outlanes since the ball must be resting on an object so the nudge has some effect.

 

And this has nothing to do with the screen movement which we can adjust with the property "Visual Nudge Strength".


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#2158 Csilk

Csilk

    Enthusiast

  • Members
  • PipPipPip
  • 208 posts
  • Location:Halifax, Nova Scotia

  • Flag: Canada

  • Favorite Pinball: Bram Stoker's Dracula

Posted 19 June 2021 - 01:04 PM

I find nudge works great as long as the author hasn't nerfed the nudge in the script.

 

but that is a great point JP, in order to get the desired behavior it then makes the nudge far to strong allowing you to command the ball around. I've been using 10 for left and right and 12 for frowards... some tables have it on 2 and I can't say I enjoy nudge being that useless.

 

on another note should I be setting max physics loops to -1 on any table i'm playing on the beta? I think it keeps resetting it everytime the table loads.


Edited by Csilk, 19 June 2021 - 01:06 PM.


#2159 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 19 June 2021 - 01:57 PM

 

I think that's not possible because the save dialog is a Windows function. So the change would be only possible if you write your own save dialog.

Could it auto input the table file name, minus the extension? regex it out or something?
Could save someone from accidentally overwriting a table file

 

Yup, done: "retweak default saving filenames for Blueprint-images, .obj, .pov and .vpp: It's now copied from the table filename"


on another note should I be setting max physics loops to -1 on any table i'm playing on the beta? I think it keeps resetting it everytime the table loads.

There is a new bug in the current RC with this, please just wait for the next build.



#2160 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 19 June 2021 - 02:24 PM

rev213 is up (Release Candidate):

 

- retweak table save default filenames for Blueprint-images, .obj, .pov and .vpp: copy from table filename
- change 1s plunger retract default value
- bugfixes