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Whirlwind - VP9.2+ - FS [VP 9.x Cabinet FS]

Whirlwind Williams 1990 ICPjuggla Cosmic80 Herweh

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#21 DJRobX

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Posted 17 January 2014 - 12:35 AM

Table looks beautiful and plays great.      Very smooth on my cab, I only get a brief stutter the first time the ball goes down the right outlane, then it's silk after that.  

 

Physics are generally excellent.    Compared to real ones I've played, to me the table feels slightly steep (easily changed), and the right flipper seems to want to very easily make the cellar door shot (scoop with red LED over it).   On a real table I have a hard time making that shot, but easily end up in the super cellar door (scoop with yellow LED), which actually seems harder in this version.    Of course, even two of the same real tables can play differently, so it might just be luck of what I've played. 

 

Great work!



#22 gStAv

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Posted 17 January 2014 - 03:48 AM

Thanks for a super release! This looks and plays very authentig guy! :D

Just one ? though!

 

-Is it possible to integrate the "Whirlwind.mp3" sound file in the /music folder from the old version

in this table for whn the fan goes off?

 

Thought maybe it would just be a simple script line somewhere if anyone knows... :tapping:

 

Anyways,,, hats off Gentlemen! :love39:


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#23 Nemo

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Posted 17 January 2014 - 05:58 PM

What a GREAT table it has become, absolute gorgeous and crisp looking playfield. 

And as the old Whirlwind was in desperate need of an update this is über great stuff.

 

Kudos to you all !


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#24 DJRobX

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Posted 17 January 2014 - 10:43 PM

If anyone has a Nanotech plunger and is having trouble with inconsistent plunges (on this table, that's deadly!), here's an option to try.  In the script change:

 

If PlPos(PDelay) < 2 and PlPos(0) > 5 Then

 

to:

 

If PlPos(0) - PlPos(PDelay) > 6 Then

 

The original code is looking for the plunger to reach the point where it contacts the ball, then reads its previous position to determine the strength.    That's a great design, but for whatever reason it's inconsistent on my Nanotech.  It usually works, but sometimes it won't even launch the ball with a strong plunge, or I'll get a plunge that doesn't match the force it should have had.   

 

This small code change makes it instead look for a certain amount of return velocity, instead of looking for the point of collision.   The aim of the change is to sense the position of the plunger at the moment the plunger was released, so the launch strength is based on how far you pulled it back. 

 

if you're happy the way the original plunger code is working, it's a better design.   But  I just wanted to throw this out there for anyone having trouble.    :)



#25 koadic

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Posted 18 January 2014 - 02:35 AM

If anyone has a Nanotech plunger and is having trouble with inconsistent plunges (on this table, that's deadly!), here's an option to try.  In the script change:
 
If PlPos(PDelay) < 2 and PlPos(0) > 5 Then
 
to:
 
If PlPos(0) - PlPos(PDelay) > 6 Then
 
The original code is looking for the plunger to reach the point where it contacts the ball, then reads its previous position to determine the strength.    That's a great design, but for whatever reason it's inconsistent on my Nanotech.  It usually works, but sometimes it won't even launch the ball with a strong plunge, or I'll get a plunge that doesn't match the force it should have had.   
 
This small code change makes it instead look for a certain amount of return velocity, instead of looking for the point of collision.   The aim of the change is to sense the position of the plunger at the moment the plunger was released, so the launch strength is based on how far you pulled it back. 
 
if you're happy the way the original plunger code is working, it's a better design.   But  I just wanted to throw this out there for anyone having trouble.    :)


You could also locate the plunger in the table editor and adjust the 'Release Speed' from 140 to my standard setting of 200... What this does is determine the time window that it uses to determine the power. With the setting of 140, it is very possible that it is being reduced to only 3 intermediate steps (120ms) as it takes the 'Release Speed' and divides it by the plunger timer interval. This is almost half of what I found I needed for my nanotech kit. :)

#26 arngrim

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Posted 18 January 2014 - 09:49 AM

And here is a video from my cab with my blower on top of the backbox, an Attwood 4000 12v

 

set with intensity 24 for whirlwind, with a fading down of 2 sec when the fan solenoid is off

 

http://www.youtube.c...h?v=LjAazEFqn48



#27 Aaron James

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Posted 18 January 2014 - 06:45 PM

I may be wrong, but I noticed the red lighted cellar is giving me the door prizes. 

Isn't the yellow lit Cellar supposed to be the only one to give the door prize?


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#28 Lobotomy

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Posted 19 January 2014 - 12:16 AM

I may be wrong, but I noticed the red lighted cellar is giving me the door prizes. 

Isn't the yellow lit Cellar supposed to be the only one to give the door prize?

You're right, red gives you cellar visits for end ball bonus, but no prizes (on a real pinball).
AND i think there's something "wrong" with the yellow cellar door, or else i have improved my skills over the years (last 30), it feels too easy, i remember it was a b***h getting Mega door bonus, but now it feels like it's in my reach almost every game. I personally think it should be narrower than it is now, but im not sure, maybe i ate something and became AWESOME!.
I do Love, LOOOVE the table! =)

Cyclone next? ;),Then my journey to the dark side will be complete!


Oooh wait, maybe it's because if the red cellar door gives a door prize?


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#29 ClarkKent

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Posted 19 January 2014 - 08:49 AM

A Cyclone update would be cool, especially with the new ferris wheel that transports the ball visually correct would be very nice! :)

#30 Slydog43

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Posted 19 January 2014 - 01:00 PM

having a very hard time adjusting the number of balls/game on this table.  I have actually changed it to 9 without knowing what I was doing.  Can't seem to locate the instructions on how to do this.  Is this really a system 11b game?

 

great table by the way, thanks



#31 Herweh

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Posted 19 January 2014 - 06:05 PM

You're right, both cellar entries trigger the super cellar score and just the "yellow" entry should do this (thanks Aaron and Petri!).

I'm working on a 1.0.1 version and will fix this. I've tried to tweak the cellar entries to make it a bit more difficult to get in (thanks Rob!), moved the left gate a bit up to avoid the stuck ball there (thanks Torsten!) and added the fan and storm sounds as an option (thanks Gustav! - cool stuff, I had no idea of these sounds). Does any more need some improvement?


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#32 ICPjuggla

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Posted 19 January 2014 - 06:10 PM

Noooooooooo don't make it harder.... It's hard enough........ lol I guess I just suck at this table..... lol

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#33 Herweh

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Posted 19 January 2014 - 06:12 PM

Maybe I should have written "to make it a bit more realistic to get in" ... ;)


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#34 ICPjuggla

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Posted 19 January 2014 - 06:14 PM

lol was just pulling your chain.... :-)

I do suck though you don't even want to know my high score so far it's terrible.. lol

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#35 Lobotomy

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Posted 19 January 2014 - 07:49 PM

Add a ICPjuggla-Mode to the script, where you activate the cellardoor magnets with magnasave buttons ;)
It will have the same vacuum-effect like shooting ramps on Pinball Arcade ;)


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#36 zany

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Posted 19 January 2014 - 07:52 PM

Very well done...looks awesome, and i love the physics!
Tryed it on my arcadecab! :D

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Edited by zany, 19 January 2014 - 07:52 PM.


#37 krille81

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Posted 19 January 2014 - 10:24 PM

Thank you! Plays wery well :)



#38 DJRobX

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Posted 19 January 2014 - 11:31 PM

Noticed another problem - the lock diverter is initialized to True.   If I start a game right after loading the table, and shoot up the lock ramp, I'm granted a lock even though I haven't started the storm yet.    

 

I tried changing the initialization to false in the script, and it now seems to work like it should.    Sorry, yes, this makes it even harder, LOL.


Edited by DJRobX, 19 January 2014 - 11:35 PM.


#39 Pipshag

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Posted 21 January 2014 - 08:10 AM

And here is a video from my cab with my blower on top of the backbox, an Attwood 4000 12v

 

set with intensity 24 for whirlwind, with a fading down of 2 sec when the fan solenoid is off

 

http://www.youtube.c...h?v=LjAazEFqn48

 

That's a really nice setup, albeit a bit narrow when using toys for just a single game! I've already ordered mine. :D How did you manage to set it up to have a fade-out effect as you mention?

 

 

You're right, both cellar entries trigger the super cellar score and just the "yellow" entry should do this (thanks Aaron and Petri!).

I'm working on a 1.0.1 version and will fix this. I've tried to tweak the cellar entries to make it a bit more difficult to get in (thanks Rob!), moved the left gate a bit up to avoid the stuck ball there (thanks Torsten!) and added the fan and storm sounds as an option (thanks Gustav! - cool stuff, I had no idea of these sounds). Does any more need some improvement?

 

I actually noticed that the skillshot droptargets seem to be in the reverse order, 300k, 200k and 100k from top to bottom. The sign says the reverse!

Also there seems to be some problems with the lights for drop targets and the tornado. The drop target light never lights up and the tornado seems to not light up Quick Multiball.

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#40 arngrim

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Posted 21 January 2014 - 09:02 AM

it is a feature of DOF, so S38 I24 fd2000 makes the fan solenoid triggered with Intensity at 50% and Fade Down of 2000 ms







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