Thanks again
Is that the last update ?
We may never know
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Posted 28 April 2020 - 04:03 PM
This table is really impressive and I play it several times a day. The only problem: The ball ejection (new ball) keeps jamming, so that the ball does not lie in front of the plunger. A strong nudging then leads to a correct ejection, but usually results in a tilt.
This gentleman was able to rectify the issue but I don't recommend it (you will need google translate): https://www.vpforums...e=2#entry446836
What I recommend:
- you are on the latest VP10.6
- you do not have any left over .vbs anywhere but in script folder
- you do not have something plugged in that could affect the physics of the table (like a gamepad controller)
- a nudging board can also cause ill effects if the calibration is too much for how the table is set up
To test if a controller or nudging board is causing something that affects the table: go to VPX, configure keys, nudge and DOF, then ensure the two "enable analog nudge" and "enable nudge filter" are UNSELECTED. then exit VPX, restart VPX and reload the table. if the issue does not come up, this is your issue. Fix? re-enable the analog nudge and you probably need to recalibrate and maybe adjust the dead zone of MAX/GAINS settings.
Posted 29 April 2020 - 08:18 AM
Posted 08 May 2020 - 01:58 PM
Did you run setup.exe after updating the VPM?
It's either that or you have some .vbs files outside the script folder that are interfering with the latest versions of the scripts. I would suspect you have an outdated core.vbs somewhere. So if you have an older core.vbs in the tables folder, it will likely be used instead of the new one that got installed in the script folder. Solution? search your pc, move all those .vbs to some backup folder, reinstall VPX all in one and the most recent versions will be in the script folder where they belong.
Posted 30 May 2020 - 01:19 PM
this table is not working properly on the latest windows 10 build 2004 released the other day ? i have the table changing with various shades of colour with words by names scrawling by on the right side of the monitor
can this be turned off I've not noticed this changing of the colours on this table before when using the flippers
does anyone know of a setting i may have missed ?
thanks
Microsoft MVP Alumni
Posted 30 May 2020 - 01:39 PM
this table is not working properly on the latest windows 10 build 2004 released the other day ? i have the table changing with various shades of colour with words by names scrawling by on the right side of the monitor
can this be turned off I've not noticed this changing of the colours on this table before when using the flippers
does anyone know of a setting i may have missed ?
thanks
Sounds like you have a stuck magna save button.
Posted 30 May 2020 - 01:49 PM
this table is not working properly on the latest windows 10 build 2004 released the other day ? i have the table changing with various shades of colour with words by names scrawling by on the right side of the monitor
can this be turned off I've not noticed this changing of the colours on this table before when using the flippers
does anyone know of a setting i may have missed ?
thanks
Sounds like you have a stuck magna save button.
thanks. may i ask what is that and how would one rectify that ?
Microsoft MVP Alumni
Posted 30 May 2020 - 02:17 PM
Magna saves are typically assigned to the control keys. It could just be a stuck button on your keyboard so you could try tapping the control keys and see if that fixes it. Beyond that, you'll just need to troubleshoot.
thanks. the magna key was assigned to the my flippers. how odd I've assigned it now to f12 and all is now correct
thanks
Microsoft MVP Alumni
Posted 28 September 2020 - 07:07 AM
I‘m still not able to do most of the flipper tricks the way I‘m used to and I wonder why.
Are you using a keyboard? I can't do a tip pass without leaf switches, I just don't have the touch with a keyboard. I know I can do tip passes with your flipper setting on my keyboard. I don't know if that's realistic or not. Maybe it is.
Compared to the real machines I've tested, some machines have more touch and some machines have less touch. I'd judge my settings to be somewhere in the middle of the real machines I've tested. Honestly, I'd like there to be just a little more touch. But it is a balance, in order to achieve more touch, I'd have to sacrifice other behaviors.
As we start building in some of the missing physical behaviors into the physics engine, I think this will improve.
Just found this thread. Been fiddling with latest nFozzy script that has "experimental new live catch" feature in. I'm running rather slow laptop when doing edits and noticed that live catch is really hard to nail. Started adding some debug and noticed that "GameTime - FCount < LiveCatch" rule is almost impossible to reach. The reason is that it takes too long time between setting the Fcount value and the actual compare to current GameTime in CheckLiveCatch sub. Debug gives me now roughly 5-20ms delay and if "time window" for live catch is 8ms, then it is really hard to achieve. In previous implementation this comparison was done differently and earlier in script, so 8ms was achievable.
So I added this:
Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)
if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then
And added LSubDelay for both flips that stores GameTime at the beginning of FlipperTricks sub. So now the script can compensate this lag when doing live catch validation and for me it feels to work nicely. It is more consistent.
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Posted 28 September 2020 - 02:59 PM
Just found this thread. Been fiddling with latest nFozzy script that has "experimental new live catch" feature in. I'm running rather slow laptop when doing edits and noticed that live catch is really hard to nail. Started adding some debug and noticed that "GameTime - FCount < LiveCatch" rule is almost impossible to reach. The reason is that it takes too long time between setting the Fcount value and the actual compare to current GameTime in CheckLiveCatch sub. Debug gives me now roughly 5-20ms delay and if "time window" for live catch is 8ms, then it is really hard to achieve. In previous implementation this comparison was done differently and earlier in script, so 8ms was achievable.
So I added this:
Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)
if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then
And added LSubDelay for both flips that stores GameTime at the beginning of FlipperTricks sub. So now the script can compensate this lag when doing live catch validation and for me it feels to work nicely. It is more consistent.
If you have a slow machine, live catch can definitely be an issue. What are you using for FSubDelay?
Posted 29 September 2020 - 06:37 AM
Just found this thread. Been fiddling with latest nFozzy script that has "experimental new live catch" feature in. I'm running rather slow laptop when doing edits and noticed that live catch is really hard to nail. Started adding some debug and noticed that "GameTime - FCount < LiveCatch" rule is almost impossible to reach. The reason is that it takes too long time between setting the Fcount value and the actual compare to current GameTime in CheckLiveCatch sub. Debug gives me now roughly 5-20ms delay and if "time window" for live catch is 8ms, then it is really hard to achieve. In previous implementation this comparison was done differently and earlier in script, so 8ms was achievable.
So I added this:
Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)
if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then
And added LSubDelay for both flips that stores GameTime at the beginning of FlipperTricks sub. So now the script can compensate this lag when doing live catch validation and for me it feels to work nicely. It is more consistent.
If you have a slow machine, live catch can definitely be an issue. What are you using for FSubDelay?
So FSubDelay is GameTime taken at the beginning of flippertricks function. It seems to get different value than FCount on my laptop. Didn't notice any delays (FSubDelay == Fcount) on my cabinet yesterday. It is running a faster HW. Also this Fcount variable... What it actually is? I see it being zeroed occasionally and gametime is stored when flipper is "moving"?
On the other note we are now looking to implement some variation for livecatch. On real cabinets you sometimes get live catch that is not 100% perfect freeze of the ball. So you can tame the ball on the flip, but it bounces a bit. We could have a bit higher livecatch time which is very strict 8 at the moment. Then we would use the measured value to affect to ball velocity after flip collision. If you want, I can provide VPX for you to test. We are cooking these in our Discord server.
Edit:
This is how my subs looks with debug prints:
Sub CheckLiveCatch(ball, Flipper, FCount, parm, FSubDelay) 'Experimental new live catch
Dim Dir
Dir = Flipper.startangle/Abs(Flipper.startangle) '-1 for Right Flipper
Dim LiveCatchSubDelay : LiveCatchSubDelay = LiveCatch + (Gametime - FSubDelay)
debug.print "***" & Gametime - FSubDelay
if GameTime - FCount < LiveCatchSubDelay and parm > 6 and ABS(Flipper.x - ball.x) > LiveDistanceMin and ABS(Flipper.x - ball.x) < LiveDistanceMax Then
' **** These zero values could be affected by "gametime - fcount" value to achieve "bouncy live catch".
If ball.velx * Dir > 0 Then ball.velx = 0
ball.vely = 0
ball.angmomx= 0
ball.angmomy= 0
ball.angmomz= 0
debug.print "!!!!live catch"
debug.print GameTime - FCount & " < " & LiveCatchSubDelay & "and " & parm & " > 6 dist:" & ABS(Flipper.x - ball.x)
Else
debug.print "not live catch"
debug.print GameTime - FCount & " < " & LiveCatchSubDelay & "and " & parm & " > 6 dist:" & ABS(Flipper.x - ball.x)
End If
End Sub
And:
Sub FlipperTricks (Flipper, FlipperPress, FCount, FEndAngle, FState, FSubDelay) Dim Dir Dir = Flipper.startangle/Abs(Flipper.startangle) '-1 for Right Flipper FSubDelay = GameTime 'debug.print "fcount is" & FCount & " - " & Abs(Flipper.currentangle) & ":" & Abs(Flipper.endangle) & " and flipperpress=" & FlipperPress If Abs(Flipper.currentangle) > Abs(Flipper.startangle) - 0.05 Then If FState <> 1 Then Flipper.rampup = SOSRampup Flipper.endangle = FEndAngle - 3*Dir Flipper.Elasticity = FElasticity * SOSEM FCount = 0 FState = 1 'debug.print "fcount zeroed" & Flipper.currentangle & "degrees and press: " & FlipperPress End If ElseIf Abs(Flipper.currentangle) <= Abs(Flipper.endangle) and FlipperPress = 1 then if FCount = 0 Then FCount = GameTime debug.print "fcount set to" & FCount & " - " & Abs(Flipper.currentangle) & ":" & Abs(Flipper.endangle) & " and flipperpress=" & FlipperPress If FState <> 2 Then Flipper.eostorqueangle = EOSAnew Flipper.eostorque = EOSTnew Flipper.rampup = EOSRampup Flipper.endangle = FEndAngle FState = 2 End If Elseif Abs(Flipper.currentangle) > Abs(Flipper.endangle) + 0.01 and FlipperPress = 1 Then If FState <> 3 Then Flipper.eostorque = EOST 'EOST Flipper.eostorqueangle = EOSA 'EOSA Flipper.rampup = Frampup Flipper.Elasticity = FElasticity FState = 3 End If 'debug.print "last check fcount set to" & FCount & " - " & Abs(Flipper.currentangle) & ":" & Abs(Flipper.endangle) & " and flipperpress=" & FlipperPress End If End Sub
Edited by iaakki, 29 September 2020 - 07:01 AM.
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