- 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
Radical! VP91x 1.0.1
Started By
jpsalas
, Apr 29 2011 01:17 PM
35 replies to this topic
#21
Posted 30 April 2011 - 09:54 AM
I'm trying to fix the errors with the ball getting stuck in different places, thanks to all who sent me reports and pictures where the ball got stuck.
Also the code for the analog plunger isn't working.
The flippers aren't so bad, but maybe I'll just increase a little bit the strength, but not much. I guess it depends of the preferences. The table should be hard, so I didn't went for the easiest flipper settings.
I had a funny thing while playing (look at the picture): I shot the ball from the left flipper, the ball hit the rubber behind the target (since the target was down), then the ball jumped into the air and landed on the left ramp and it moved down the ramp and into the lock. I didn't know the ball could jump like this, then it is not strange that the ball gets stuck in many places smile.gif
[attachment=7860:Radical_ball_jump.jpg]
Well, I'll see if I find a solution for the problems, and I'll make an update.
JP
Also the code for the analog plunger isn't working.
The flippers aren't so bad, but maybe I'll just increase a little bit the strength, but not much. I guess it depends of the preferences. The table should be hard, so I didn't went for the easiest flipper settings.
I had a funny thing while playing (look at the picture): I shot the ball from the left flipper, the ball hit the rubber behind the target (since the target was down), then the ball jumped into the air and landed on the left ramp and it moved down the ramp and into the lock. I didn't know the ball could jump like this, then it is not strange that the ball gets stuck in many places smile.gif
[attachment=7860:Radical_ball_jump.jpg]
Well, I'll see if I find a solution for the problems, and I'll make an update.
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#22
Posted 30 April 2011 - 12:29 PM
The flippers are already powerful enough.
What you should try is lowering the dampering speed. 65 is just too high for a playfield with such little space.
What you should try is lowering the dampering speed. 65 is just too high for a playfield with such little space.
Edited by Sabbat, 30 April 2011 - 12:30 PM.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#23
Posted 30 April 2011 - 01:04 PM
But if you lower much the dampening speed then the ball won't go up the ramps. Anyway, the dampening speed is just the max speed the ball can get.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#24
Posted 30 April 2011 - 01:18 PM
QUOTE (jpsalas @ Apr 30 2011, 06:04 AM) <{POST_SNAPBACK}>
But if you lower much the dampening speed then the ball won't go up the ramps. Anyway, the dampening speed is just the max speed the ball can get.
Yeah i know, its just something me and Bob5453 have been experimenting with. For EM's and early SS tables a lower speed is better I think. Bob suggested dampering speed of 45 on Radical, i haven't tryed it. Seems lower then what i prob would of had it
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#26
Posted 30 April 2011 - 07:16 PM
Update 1.01
- build extra high wall around the snake lock (left side of the table) to prevent balls jumping into the plastics and getting stuck.
- rebuild the wall around the center hole.
- build an extra wall at the bottom of the blue ramp.
- made the flipper a little bit stronger, not much. Just 0,01 more, nearly nothing actually
- fixed the analog plunger subs. Now they should work better. Thanks Hernán for testing the plunger.
I'm not sure if the walls will keep the ball from getting stuck, but lets hope it works better now.
The analog plunger should display better the animation now. Now, I cannot test the strength of the plunger, but Hernán told me that the analog plunger seems to have the same strength from the half position to the end position. So if some of you have the analog plunger and want to test a few values then please be welcome to share your findings
(I guess this is more for the FS version
)
Greetings
JP
- build extra high wall around the snake lock (left side of the table) to prevent balls jumping into the plastics and getting stuck.
- rebuild the wall around the center hole.
- build an extra wall at the bottom of the blue ramp.
- made the flipper a little bit stronger, not much. Just 0,01 more, nearly nothing actually
- fixed the analog plunger subs. Now they should work better. Thanks Hernán for testing the plunger.
I'm not sure if the walls will keep the ball from getting stuck, but lets hope it works better now.
The analog plunger should display better the animation now. Now, I cannot test the strength of the plunger, but Hernán told me that the analog plunger seems to have the same strength from the half position to the end position. So if some of you have the analog plunger and want to test a few values then please be welcome to share your findings
Greetings
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#27
Posted 30 April 2011 - 08:50 PM
Thanks for the update JP!
Need to set or reset replay levels on a particular table? These guides will help you:
For Non-DMD tables: Guide to reset replay levels on non-DMD tables
For DMD tables: Guide to set replay levels on DMD tables
Need to change the number of balls per game on a particular table? These guides will help you:
For Non-DMD tables: Guide to set number of balls per game on non-DMD tables
For DMD tables: Guide to set number of balls per game on DMD tables
Need to adjust the volume on DMD based tables? This guide will help you:
Guide to adjust volume on DMD tables
An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:
Excel Spreadsheet of VPM emulated tables
For Non-DMD tables: Guide to reset replay levels on non-DMD tables
For DMD tables: Guide to set replay levels on DMD tables
Need to change the number of balls per game on a particular table? These guides will help you:
For Non-DMD tables: Guide to set number of balls per game on non-DMD tables
For DMD tables: Guide to set number of balls per game on DMD tables
Need to adjust the volume on DMD based tables? This guide will help you:
Guide to adjust volume on DMD tables
An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:
Excel Spreadsheet of VPM emulated tables
#29
Posted 30 April 2011 - 11:49 PM
QUOTE (jpsalas @ Apr 30 2011, 09:04 AM) <{POST_SNAPBACK}>
But if you lower much the dampening speed then the ball won't go up the ramps. Anyway, the dampening speed is just the max speed the ball can get.
I thought the flipper strength was fine. My issues were with the elasticity (too high), flipper arc (distance between start & end angle was too short), & then after adjusting that stuff I found bumping the upper left flipper to the right a tad really helped.
Before doing this, I also had issues where the ball would slow down going up the "bust a move" ramp & not make it up. But it wasn't a flipper strength issue, maybe that sharp curve has some issues in VP, maybe it is the overlap of ramps there or the side ramp decal interfering with ball speed? Maybe something that can be fixed?
Though my adjustment on the up left flipper helped cure this & get more torque on the ball on a fast right orbit shot feed, it should still be a smoother shot & easier for the ball to get up there.
Also some other notes. The "Vertical" ramp, this ramp should be open ended enough that a slow ramp shot can make the ball fall off of it. Think Hurricane & how its ramp does the same thing on that ramp that goes over top the flippers, except here on the vert ramp the spot where the ball most often falls is near the left slingshot.
Same deal with the left (blue) ramp. I believe a good chunk on the right side of this ramp is also open ended. I have pics here that show where a weak shot would fall off & into the bumper area. In fact, the plastics to the left of the bumpers even have an extra clear protector on them just for this reason, for when the ball falls off onto that area.
I might have some other notes here but want to play this newer version first.
Again, great work everybody on this table, it has me interested enough that I care about getting it to play as well as possible! While its not one of my fav tables in real life, I do think it can make for a fun VP table & give it a 2nd life, as it is rare to come across one of these in real life w/ the limited production run.
Not to mention that this is the prototype Radical! Which is super rare, but I do think the prototype is a bit better than the regular version thanks to the snake shot subway. Though I can imagine some people may not like that subway there because it slows down the flow of the game. However that shot isn't made very often, so I think its fine.
JP, I wanted to ask. Do you build the ramps & test them with the slider all the way right? It seems like you might, because when you move the slider left, more & more gaps appear. I'm wondering that if you built the ramps with the slider all the way left, or halfway, & got them to render perfectly at those settings, then the ramps might look better no matter where the slider is.
Edited by rob046, 30 April 2011 - 11:52 PM.
#31
Posted 01 May 2011 - 02:03 AM
Usually I built the ramps with the slider halfway, but win7 is playing tricks on me and yesterday I found out I had the slider all the way to the right. Win7 from time to time restores the program states to an older date, and I mostly detect this with photoshop which sometimes has all the settings restored to its defaults. Anyway from this table on I use the transparent ramps for decoration only, and the real ramps are invisible, this way I can be sure the ramps don't get holes so the ball can't fall down to the playfield.
About the ramps which are open: I don't think you want the ball to fall down from the ramp, since in VP the ball falling from a ramp can and will get stuck into objects
JP
About the ramps which are open: I don't think you want the ball to fall down from the ramp, since in VP the ball falling from a ramp can and will get stuck into objects
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#34
Posted 01 May 2011 - 02:33 PM
This table looks awesome Guys.
Thanks for the update JP.
Thanks for the update JP.




Top

Contributor
















are all trademarks of VPFORUMS.