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New DIY plunger design


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#221 mameman23

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Posted 08 October 2014 - 08:42 PM

Dates out there on the files, but I did mine last weekend
PM me for any CNC needs.
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#222 mjr

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Posted 08 October 2014 - 08:55 PM

I tested several values. I shook very hard card but it does not work. :(  with vp and pm5 

 

1.  Did you test the raw joystick input in the Windows control panel?  Run the "Set up USB game controllers", double-click "Pinscape Controller", and see what the little cross-hairs is doing.  If it's jittering around a little, the accelerometer is working.  Likewise you should be able to see movement if you bump, shake, or tilt the KL25Z.  

 

If you're not seeing any motion in the cross-hairs, the accelerometer isn't working.  Try unplugging the KL25Z entirely - remove ALL USB cables.  Let it sit for a minute or so.  Plug it back in.  Test the control panel again.

 

2.  If the accelerometer is working in the control panel, check your VP settings.  Open the Preferences > Keys dialog.  Make sure that "Enable Analog Nudge" is checked, and that the axis alignment settings are X-Axis -> "X Axis", Y-Axis -> "Y-Axis", dead zone is 0, and "reverse axis" is unchecked.  I'd recommend setting X-Gain and Y-Gain to 1000 for starters, then adjusting up or down to amplify or reduce the effect to suit your taste.  

 

You must CLOSE VP ENTIRELY every time you make a change in the Keys dialog.  The changes don't take effect until you quit out of VP and re-launch the program from Windows.  It doesn't seem to be enough to close the table you're playing - you have to quit VP entirely, including the editor.

 

3. If you see SOME effect in VP but it's not big enough for your liking, increase the X-Gain and Y-Gain settings.  The KL25Z accelerometer reports actual physical accelerations to VP, but VP re-interprets those physical numbers into an abstract internal unit system that's dependent on your processor and video card speeds.  The Gain figures are thus RELATIVE numbers that inherently vary by system.  There's not a universal magic number that will work for everyone.  Don't assume that something's wrong if 1000 isn't the right number on your system,   If you're not happy with the effect at 1000, try 2000 or 4000 or 10000.  Remember to QUIT OUT OF VP each time you change the numbers to be sure VP is picking up the change as you experiment. 



#223 vulbas

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Posted 09 October 2014 - 04:47 AM

The cars work fine for nudge :) only thé tilt doesen't work :(
I don't understand why.
for me and other guy in France.

Edited by vulbas, 09 October 2014 - 04:48 AM.


#224 mjr

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Posted 09 October 2014 - 04:54 AM

The cars work fine for nudge :) only thé tilt doesen't work :(
I don't understand why.
for me and other guy in France.

 

Oh, I misunderstood - you mean you just can't get tables to register a tilt?  Take a look at post #138 in this thread for an explanation.  The most consistent and reliable solution is to use a physical tilt bob.



#225 cyril92

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Posted 09 October 2014 - 01:35 PM

It seems that some people reported that nudge disables the assignation of a key for the tilt ... True or not ?

Answer in #138 sorry


Edited by cyril92, 09 October 2014 - 01:40 PM.


#226 mrarcade

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Posted 09 October 2014 - 01:39 PM

I have not personally set it to tilt using a key using analog nudge as well, but I do know I have seen posts where people have both analog nudge and a tilt plumb bob so I imagine they had it wired to a key or a joy pad button

#227 J3SteR

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Posted 10 October 2014 - 07:49 AM

Hi MJR. I finally got around to trying the nudge with your setup. Everything installed fine and is working but im having a slight problem. I downloaded your patched vp 9.9 and If I try to run a table with Anti Aliasing enabled in the VP options i get a error message and the table wont start. So I went back to the standard VP9.9 Thanks and fantastic job! Also on a side note does this look like a good tilt Bob for tilting? I like how it's all one unit and not 2 separate parts. http://www.8linesupp...b-assembly.html

Edited by J3SteR, 10 October 2014 - 08:37 AM.


#228 vulbas

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Posted 10 October 2014 - 03:43 PM

I made a video for the problem of tilt

http://youtu.be/THGgIq7CWXc



#229 J3SteR

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Posted 10 October 2014 - 04:35 PM

I went ahead and ordered a standard Williams tilt bob. Still having trouble using aa though.

#230 J3SteR

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Posted 10 October 2014 - 05:07 PM

Here is the error message I get

20141010_125231.png

 

And this is something else I noticed. Now in JP's Tales of the Arabian Nights I see double plungers? This is with the stock vp9.9  All that was changed was the nudge settings for the pinscape.The one on the bottom moves and the top one is just static and in the way.

20141010_125346.png



#231 sliderpoint

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Posted 10 October 2014 - 05:20 PM

 

And this is something else I noticed. Now in JP's Tales of the Arabian Nights I see double plungers? This is with the stock vp9.9  All that was changed was the nudge settings for the pinscape.The one on the bottom moves and the top one is just static and in the way.

 

 

 

Not sure about the error message.  But for the multiple plungers;

 

search the script on the table for "motion" and comment out that section.  Should look like this:

 

'If Plunger.MotionDevice > 0 Then
 '   Plunger.TimerEnabled = 1
  '  Plunger.MechPlunger = 1
'End If
 
You'll find that on multiple tables.
 
-Mike


#232 mjr

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Posted 10 October 2014 - 05:55 PM

Here is the error message I get

[HRESULT 8007007e at .\RenderDevice.cpp:369]

 

No idea.  That's not related to anything I changed in the patched version.  That's just an error from DirectX; not sure why you'd get it in one version of 9.9 and not another, since all the code related to that is identical in both versions.  It seems likely to me that it's related to system resources or some other external factor, and it was just a coincidence that you encountered it running the patched version.



#233 J3SteR

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Posted 10 October 2014 - 06:09 PM

Here is the error message I get
[HRESULT 8007007e at .\RenderDevice.cpp:369]

 
No idea.  That's not related to anything I changed in the patched version.  That's just an error from DirectX; not sure why you'd get it in one version of 9.9 and not another, since all the code related to that is identical in both versions.  It seems likely to me that it's related to system resources or some other external factor, and it was just a coincidence that you encountered it running the patched version.

Yeah it's really odd. Only does it every time with the patched version and never with stock.
Is your patched version a later build of vp 9.9? My 9.9 was just downloaded off of here.
When I copied over the patched version and tried to run it. It asked for a different dx. Dll then I had so i downloaded it. So there is something different about the build for the patched version im assuming

#234 The Loafer

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Posted 10 October 2014 - 06:56 PM

Did you reselect your settings?  When you use the new exe everything has to be re-setup, including your video options so ensure you are NOT running fullscreen, rather select "windowed fullscreen"



#235 J3SteR

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Posted 10 October 2014 - 07:01 PM

Did you reselect your settings?  When you use the new exe everything has to be re-setup, including your video options so ensure you are NOT running fullscreen, rather select "windowed fullscreen"

Yes I re-did the settings. It's Windowed full screen. It has to be a different build. My vp9.9 asked for d3dx9_35.dll this one asks for d3dx9_43.dll

#236 BorgDog

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Posted 10 October 2014 - 08:07 PM

I was getting that error for a while as well on my cab.  I don't remember what I did to fix it and it didn't happen on every table, or even every time I played a game, but I think it was an update to DX9 that killed it off, but don't quote me on that as I was loading a lot of stuff at that time.

 

mjr I think I heard your build is off 9.90a?  Which would be newer than the one posted in the usual spot here.



#237 J3SteR

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Posted 10 October 2014 - 08:10 PM

Direct x updates through Windows update now and I have the latest. I will look for a manual download after work but not sure they have it for Windows 7 anymore.

#238 BorgDog

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Posted 10 October 2014 - 08:16 PM

Direct x updates through Windows update now and I have the latest. I will look for a manual download after work but not sure they have it for Windows 7 anymore.

 

It was definitely not a windows update update that I did.  I remember finding a couple different ms downloads for it.  There are also a few threads on that error on here if I remember right, but I also don't recall if they had a solution.



#239 mjr

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Posted 10 October 2014 - 11:03 PM

mjr I think I heard your build is off 9.90a?  Which would be newer than the one posted in the usual spot here.

 

It's based commit 1143 in the SourceForge system, which does have some unreleased base code changes.  The latest official 9.9 release, as far as I know, was 1031.  It does look like there are some DX-related changes between the two revisions.  There's no documentation that I can see in the code about a dependency on a newer DX version, but it's easy to create such dependencies without realizing it.

 

 

Direct x updates through Windows update now and I have the latest. I will look for a manual download after work but not sure they have it for Windows 7 anymore.

 

Not to worry: they only just desupported XP.  Windows 7 will be supported for a long time to come.  Try here:  http://support.microsoft.com/kb/179113



#240 J3SteR

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Posted 10 October 2014 - 11:18 PM

Thanks mjr. I will try the directx 9c install after work tonight. That's probably whats causing it.