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New DIY plunger design


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#241 mjr

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Posted 10 October 2014 - 11:24 PM

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

 

Hopefully that solves it.  I haven't run into this one myself, but it does seem plausible that it's a DX version issue.  That error message is an awfully cryptic way to say "You need a version upgrade", but I guess Microsoft likes to make sure we have an interesting puzzle to solve every time we power up our computers...



#242 J3SteR

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Posted 10 October 2014 - 11:25 PM

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

 
Hopefully that solves it.  I haven't run into this one myself, but it does seem plausible that it's a DX version issue.  That error message is an awfully cryptic way to say "You need a version upgrade", but I guess Microsoft likes to make sure we have an interesting puzzle to solve every time we power up our computers...

Lol :lol:

#243 J3SteR

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Posted 11 October 2014 - 08:18 AM

Yup thats what the problem was! Everything is working correctly now on your modified build. Anyone who is running Windows 7, make sure you update your directx 9.0c for vp 9.9

#244 parabolic

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Posted 12 October 2014 - 03:51 PM

Being a total newb to this, I am having a similar issue to J3SteR. On some tables I have to add a plunger to make them work - which is fine. however, I cant SEE the plunger because its "under" the one built with the table. I tried commenting out the script (as stated above), but that didnt work. 

So - how do I either disable the original plunger, move it "under" all the playfield so its not visible, or just get rid of it entirely?

Thanks!


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#245 sliderpoint

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Posted 12 October 2014 - 04:45 PM

Being a total newb to this, I am having a similar issue to J3SteR. On some tables I have to add a plunger to make them work - which is fine. however, I cant SEE the plunger because its "under" the one built with the table. I tried commenting out the script (as stated above), but that didnt work. 
So - how do I either disable the original plunger, move it "under" all the playfield so its not visible, or just get rid of it entirely?
Thanks!


I have found that some tables have a bunch of ramps stacked on top of each other that is what you are seeing. It can be a bit tedious to move them, but this is what I do.

Right click on the area where the plunger is and start selecting the ramp objects that are the shape of the plunger(meaning don't accidentally select the apron or something like that). You usually then have to right click and uncheck "locked". Then move that ramp way off to the side of the table, so it's not visible when you play the table. Then repeat this for all the ramp objects, there can be up to 12 or 13 of them.

I usually just move them instead of deleting because there is script that looks for the objects and that would cause errors and more work to fix.

A small hint in right clicking is to position the mouse cursor and then just use the keyboard key for right click/menu to avoid it reselecting a different object than you already had selected.

Wish I could give better description than that, but table authors have created a few different ways to make plungers, so we have to deal with them all in different ways.

Hope this helps.


-Mike

#246 parabolic

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Posted 12 October 2014 - 04:52 PM

yeah ive been trying that - seems endless to try and find them though - usually move other things...


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#247 mjr

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Posted 13 October 2014 - 09:51 PM

Being a total newb to this, I am having a similar issue to J3SteR. On some tables I have to add a plunger to make them work - which is fine. however, I cant SEE the plunger because its "under" the one built with the table. I tried commenting out the script (as stated above), but that didnt work. 

So - how do I either disable the original plunger, move it "under" all the playfield so its not visible, or just get rid of it entirely?

 

I still haven't come up with a one-size-fits-all-approach, and I doubt that's even possible, but the approach that usually seems to work for me in cases like this is to leave the original scripted plunger setup in place, and make the new "real" plunger object invisible by un-checking the "visible" box in its properties.  Then you can position the real plunger so that it takes care of the physics, and use the scripted plunger to do the visuals.

 

The tricky part of this approach is that the scripted plunger sometimes isn't set up to show visuals as you pull back the mechanical plunger.  You can usually fix that with a little scripting, though.  There's an idiom that I've seen repeated in a number of tables where you set up a timer object that basically syncs up the scripted plunger with the mechanical plunger every so often, like every 30ms.  Unfortunately, there seems to be a lot of variation in how people set up scripted plungers, so there's not a copy-and-paste code snippet I can give you that will work everywhere.  If I get a chance, I'll try to find a couple of the tables I've handled this way and post a step-by-step tutorial showing how I modified them.  I think once you've seen how a couple of these work, it'll be fairly straightforward to apply the technique to new tables, even if they're a little different (as long as you're reasonably comfortable reading the Visual Basic scripting code).



#248 hauntfreaks

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Posted 14 October 2014 - 07:28 AM

thought i would share my Pinscape setup... thanks again MJR

 

15532608075_3f6ac72890_z.jpg15346448658_c574f64cfa_z.jpg

15502524845_67be7473e7_z.jpg


Edited by hauntfreaks, 14 October 2014 - 07:36 AM.

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#249 Findusone

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Posted 14 October 2014 - 03:46 PM

tube.JPG

 

https://www.dropbox.com/sh/j3cw9uez4is7g6e/AACtCQLQF5DPON_XrX9MivSTa?dl=0

 

I’ve have created a small tube out of two aluminum L-shape profiles.

I did this because of two things:

 

  1. -          the calibration is very easy, because I can move the sensor

  2. -          the protection of the sensor

 



#250 pixelmagic

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Posted 16 October 2014 - 06:14 PM

Today I have contacted a manufacturer from China about TSL1410R, and I will let you know as soon as I get some reply.


Any new on this yet ?
Pinbal project blog: click here
LED-Wiz utility: click here

#251 vulbas

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Posted 22 October 2014 - 05:13 PM

Hello.
I don't understand why the tilt don't work.
Do you have an idee ?

#252 J3SteR

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Posted 23 October 2014 - 12:01 AM

Ok so everything is working. I bought a Williams Tilt bob to register the tilt. I have Mech tilt set to the tilt bob, but it's still not working. Do I have to change something in the script on each table to make it work? Thanks

#253 J3SteR

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Posted 24 October 2014 - 03:45 AM

I put the tilt sensitivity to 0 and it's still not registering a tilt. Any ideas? This is the last thing i need to get working on my cab! :)

Edited by J3SteR, 24 October 2014 - 09:24 PM.


#254 J3SteR

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Posted 25 October 2014 - 09:53 PM

So here's my dilemma. I have a IPac 32 usb. I have the cheap one you can't save button configs to. So with that being said I can't set any of my keys to the letter "T" I changed the tilt in the vp options to A and it doesn't work. Only T works? Also when I tilted with T it sends the ball up the playfield some as if a hard center nudge took place. I checked tilt sensitivity and set it to 0 but it still sent to ball flying? Any help would be greatly appreciated!

#255 mjr

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Posted 25 October 2014 - 10:35 PM

So here's my dilemma. I have a IPac 32 usb. I have the cheap one you can't save button configs to. So with that being said I can't set any of my keys to the letter "T" I changed the tilt in the vp options to A and it doesn't work. Only T works? Also when I tilted with T it sends the ball up the playfield some as if a hard center nudge took place. I checked tilt sensitivity and set it to 0 but it still sent to ball flying? Any help would be greatly appreciated!

 

Cabinet tilting in VP is a bit broken, in my opinion - there's no good way to set it up right now due to limitations in the software.  I went through some details of accelerometer tilting in post #138 earlier in this thread.  Plumb bob tilting is much more reliable than letting VP try to detect tilts via the accelerometer, but it's still not ideal - as you noticed, the "T" key is the "bang back" command to PinMAME, which simulates a very hard center nudge.  It also passes the physical plumb bob tilt switch input to the ROM, so at the ROM level it's much closer to the real deal.

 

I'm going to try to do some customization to VP at some point to come up with a better approach, but I haven't had a chance yet.  I think for cabinets we just need an option to turn off the simulated nudge for the "T" key and pass the tilt switch signal to the ROM.



#256 mjr

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Posted 26 October 2014 - 12:35 AM

So here's my dilemma. I have a IPac 32 usb. I have the cheap one you can't save button configs to. So with that being said I can't set any of my keys to the letter "T"

 

Do you mean that you can't set a key to "T" because you can't save customizations, or you can't even set it to "T" temporarily?  If it's only that you can't save, I thought you could still effectively restore your custom keys each time you boot using a Windows startup command script.



#257 toxie

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Posted 26 October 2014 - 07:17 AM

I'm going to try to do some customization to VP at some point to come up with a better approach, but I haven't had a chance yet.  I think for cabinets we just need an option to turn off the simulated nudge for the "T" key and pass the tilt switch signal to the ROM.

 

 

Please give me a shout if you come up with something nice, so that i can include it into VP10 like your other changes..



#258 hauntfreaks

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Posted 26 October 2014 - 07:30 AM

maybe i'm missing something in the last few pages of the nudge and tilt issue in VP.... i'm guessing some how im getting lucky, but my nudge and tilt are working fine in "VP".... on the other hand only the nudge is working on FP tables.... I will take a video sometime later today....


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#259 hauntfreaks

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Posted 27 October 2014 - 06:19 AM

there is the demo video I promised....

 

 


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#260 vulbas

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Posted 27 October 2014 - 06:52 AM

I don't undersdand why the tilt doesen't work with me :(