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Funhouse VP91x 2.1.1


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#21 slam23

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Posted 04 August 2009 - 10:54 AM

Hi JP,

I'm very impressed with your version of Funhouse! I have never played the real life cabinet so I have only Lander's beautiful version to compare it to. Your table looks stunning and plays very smoothly, it really succeeded my expectations that were already high to begin with. It feels actually quite similar to Lander's! I played it a couple of times now and I only discovered 3 things that can be improved IMHO:
- the kicker that feeds the right flipper seems to be misaligned a bit to the right and/or shoots out the ball at an angle that is too oriented to the right, sometimes the ball grazes the right slingshot and drains. In Lander's version this doesn't happen and you can catch the ball on the right flipper. I think Tunk77 says the same thing
- the right flipper shoots at a very sharp angle, this makes making mystery mirror shots a bit too easy, and left loop "gangway" shots a bit too hard
- I too think that the upper flipper can use some more strength, now you have to hit the ball just right to make the trapdoor loop, otherwise it rolls back or trickles into Rudy's hideout

Thanks!
Greetz Slam23

@GRONI: a Megapin "mod" treatment of JP's tables is always very welcome, I really like your physics and flipper settings, that was what made JPG-pins a killer team, I think, but let's not dwell on the past and enjoy both your tables!

Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....

#22 Pin-Pete

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Posted 04 August 2009 - 10:57 AM

Thanks for release,JPSalas.
Amazing work,as always. dblthumb.gif

Greetings:Petri


#23 StevOz

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Posted 04 August 2009 - 11:25 AM

I like it....biggrin.gif

a




LOT!


Thanks JP!

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#24 Reinier

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Posted 04 August 2009 - 12:50 PM

Wonderful table!

2 tips:

1. a bit too hard to shoot Rudy's mouth (especially after a hideout-loop)

2. When it's midnight and Rudy sleeps his underlips in the real table shake a bit when he's making the 'snooze"sound, in your table nothing happens, just a little fix i think :-)

#25 GRONI

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Posted 04 August 2009 - 06:55 PM

QUOTE (slam23 @ Aug 4 2009, 10:54 AM) <{POST_SNAPBACK}>
Hi JP,

I'm very impressed with your version of Funhouse! I have never played the real life cabinet so I have only Lander's beautiful version to compare it to. Your table looks stunning and plays very smoothly, it really succeeded my expectations that were already high to begin with. It feels actually quite similar to Lander's! I played it a couple of times now and I only discovered 3 things that can be improved IMHO:
- the kicker that feeds the right flipper seems to be misaligned a bit to the right and/or shoots out the ball at an angle that is too oriented to the right, sometimes the ball grazes the right slingshot and drains. In Lander's version this doesn't happen and you can catch the ball on the right flipper. I think Tunk77 says the same thing
- the right flipper shoots at a very sharp angle, this makes making mystery mirror shots a bit too easy, and left loop "gangway" shots a bit too hard
- I too think that the upper flipper can use some more strength, now you have to hit the ball just right to make the trapdoor loop, otherwise it rolls back or trickles into Rudy's hideout

Thanks!
Greetz Slam23

@GRONI: a Megapin "mod" treatment of JP's tables is always very welcome, I really like your physics and flipper settings, that was what made JPG-pins a killer team, I think, but let's not dwell on the past and enjoy both your tables!


The Problem with JP´s Slings is, they don´t work like original Slings. On real Slings, when the Ball is sliding along the Slingshot, it do not kick the ball, only on a hit from the front or from 45 Degrees. From above there is no action on a sling. So the kickout can be adjusted, but it´s not the main problem. Also the Flippers have totaly wrong values, so the most parts could not be reached, or just very hard. The Plunger is to weak.
I guess tommorow I will finish the modded Version with better Physics and correct Values.
Also a new Angle and a themed Backdrop ( 3 Hours of working on it today ).

GRONI

My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%


#26 slam23

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Posted 04 August 2009 - 07:20 PM

Great! cool.gif Now everybody can choose the table angle and settings they like!
Can you do that in one day? Respect!
Greetz Slam23

Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....

#27 Mr. Pacman

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Posted 04 August 2009 - 07:46 PM

QUOTE (GRONI @ Aug 4 2009, 07:55 PM) <{POST_SNAPBACK}>
QUOTE (slam23 @ Aug 4 2009, 10:54 AM) <{POST_SNAPBACK}>
Hi JP,

I'm very impressed with your version of Funhouse! I have never played the real life cabinet so I have only Lander's beautiful version to compare it to. Your table looks stunning and plays very smoothly, it really succeeded my expectations that were already high to begin with. It feels actually quite similar to Lander's! I played it a couple of times now and I only discovered 3 things that can be improved IMHO:
- the kicker that feeds the right flipper seems to be misaligned a bit to the right and/or shoots out the ball at an angle that is too oriented to the right, sometimes the ball grazes the right slingshot and drains. In Lander's version this doesn't happen and you can catch the ball on the right flipper. I think Tunk77 says the same thing
- the right flipper shoots at a very sharp angle, this makes making mystery mirror shots a bit too easy, and left loop "gangway" shots a bit too hard
- I too think that the upper flipper can use some more strength, now you have to hit the ball just right to make the trapdoor loop, otherwise it rolls back or trickles into Rudy's hideout

Thanks!
Greetz Slam23

@GRONI: a Megapin "mod" treatment of JP's tables is always very welcome, I really like your physics and flipper settings, that was what made JPG-pins a killer team, I think, but let's not dwell on the past and enjoy both your tables!


The Problem with JP´s Slings is, they don´t work like original Slings. On real Slings, when the Ball is sliding along the Slingshot, it do not kick the ball, only on a hit from the front or from 45 Degrees. From above there is no action on a sling. So the kickout can be adjusted, but it´s not the main problem. Also the Flippers have totaly wrong values, so the most parts could not be reached, or just very hard. The Plunger is to weak.
I guess tommorow I will finish the modded Version with better Physics and correct Values.
Also a new Angle and a themed Backdrop ( 3 Hours of working on it today ).

GRONI


Its great that there will be a mod of this table with alternative settings for physics! Thank you JP for that really phenomenal quality VP table and Groni for your CTRS mod!

#28 mach2

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Posted 04 August 2009 - 08:02 PM

Thanks JPSalas!, Awesome work, very good choice cool.gif

#29 Bob5453

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Posted 04 August 2009 - 09:24 PM

Awesome work JP!

@Groni.... A JP release thread should not be a Groni WIP thread....

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#30 Noah Fentz

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Posted 04 August 2009 - 09:28 PM

QUOTE (Bob5453 @ Aug 4 2009, 05:24 PM) <{POST_SNAPBACK}>
Awesome work JP!

@Groni.... A JP release thread should not be a Groni WIP thread....


I second this.

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#31 GRONI

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Posted 04 August 2009 - 10:08 PM

Sorry, I didn´t thought about that. Sorry JP!

My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%


#32 Felix

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Posted 04 August 2009 - 11:33 PM

Beautiful machine. Once again. JP, everything you do is awesome.

It does play a little different than the real thing, but since I already have the Wii version of the game, I welcome the play variety.

#33 luvthatapex

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Posted 04 August 2009 - 11:55 PM

Wow, this is really fun and so beautiful! Thanks JP.

One quick general question. The transparent ramps are neat, but it is possible to make clear plastic looking ramps?
Just curious..... Live long and play on!

#34 Marton

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Posted 05 August 2009 - 04:57 AM

Top notch work as always, JP!
For me the playability is OK. Flipper's elasticity could be less, though. In the real machine, usually when the ball exits the right kicker the ball hits the right flipper, bounces on the bottom post of the slingshot and it stays there on the flipper. But depends on maintenance: if the machine is clean then it is hard to hold the ball when it goes out from the kicker.
Some issues I found:

1) The diverter does not work, so you can't get the Steps shot on the ramp.
2) Switch sw35 should be placed on the other ramp (the one that goes to the steps shooter). This switch is the one that activates the Left Gate. You can easily notice the misplace because when you shoot the ramp and the ball goes to the left inlane, the Left Gate opens for a brief moment.

Keep up the excellent work!
(I'm still waiting for Hook!!) biggrin.gif

Edit: Maybe the diverter does not work on purpose? Because with the switch misplaced as it is, if it diverts the ball then it will drain when getting the Steps award wink.gif

Edited by Marton, 05 August 2009 - 05:04 AM.


#35 slam23

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Posted 05 August 2009 - 06:05 AM

QUOTE (Marton @ Aug 5 2009, 04:57 AM) <{POST_SNAPBACK}>
Top notch work as always, JP!
For me the playability is OK. Flipper's elasticity could be less, though. In the real machine, usually when the ball exits the right kicker the ball hits the right flipper, bounces on the bottom post of the slingshot and it stays there on the flipper. But depends on maintenance: if the machine is clean then it is hard to hold the ball when it goes out from the kicker.
Some issues I found:

1) The diverter does not work, so you can't get the Steps shot on the ramp.
2) Switch sw35 should be placed on the other ramp (the one that goes to the steps shooter). This switch is the one that activates the Left Gate. You can easily notice the misplace because when you shoot the ramp and the ball goes to the left inlane, the Left Gate opens for a brief moment.

Keep up the excellent work!
(I'm still waiting for Hook!!) biggrin.gif

Edit: Maybe the diverter does not work on purpose? Because with the switch misplaced as it is, if it diverts the ball then it will drain when getting the Steps award wink.gif


Hi Marton,

I'm not really sure what you mean, but the Steps shot seems to be working fine for me. I can't see any difference with Lander's version.

@Tunk77: great adjustments! The kicker is working fine now, and the upper flipper -while more difficult- looks better. Also the elasticity gives a better feel and control. I'm now looking into the angle of the flippers. When you feed the ramp from the left flipper and it rolls into the inner lane of the right flipper, you should be able to make the lock shot. Also, when shooting from the right flipper it should be possible to hit the outer "gangway" loop. Both are very difficult right now, the first shot can't be made at all, the second shot is very difficult. I experimented with increasing the start angle of the flippers, but then the drain chances increase dramatically. Maybe I have to change another setting instead of start angle? I'm curious if Groni's version plays differently in this respect. What's your take on this?

@Luvthatapex: I'm also curious if the transparant ramps can be more plastic-like. Maybe that's not possible with VP9?

Edited by slam23, 05 August 2009 - 07:13 AM.


Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....

#36 Sandro

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Posted 05 August 2009 - 07:27 AM

QUOTE (slam23 @ Aug 5 2009, 07:05 AM) <{POST_SNAPBACK}>
QUOTE (Marton @ Aug 5 2009, 04:57 AM) <{POST_SNAPBACK}>
Top notch work as always, JP!
For me the playability is OK. Flipper's elasticity could be less, though. In the real machine, usually when the ball exits the right kicker the ball hits the right flipper, bounces on the bottom post of the slingshot and it stays there on the flipper. But depends on maintenance: if the machine is clean then it is hard to hold the ball when it goes out from the kicker.
Some issues I found:

1) The diverter does not work, so you can't get the Steps shot on the ramp.
2) Switch sw35 should be placed on the other ramp (the one that goes to the steps shooter). This switch is the one that activates the Left Gate. You can easily notice the misplace because when you shoot the ramp and the ball goes to the left inlane, the Left Gate opens for a brief moment.

Keep up the excellent work!
(I'm still waiting for Hook!!) biggrin.gif

Edit: Maybe the diverter does not work on purpose? Because with the switch misplaced as it is, if it diverts the ball then it will drain when getting the Steps award wink.gif


Hi Marton,

I'm not really sure what you mean, but the Steps shot seems to be working fine for me. I can't see any difference with Lander's version.

@Tunk77: great adjustments! The kicker is working fine now, and the upper flipper -while more difficult- looks better. Also the elasticity gives a better feel and control. I'm now looking into the angle of the flippers. When you feed the ramp from the left flipper and it rolls into the inner lane of the right flipper, you should be able to make the lock shot. Also, when shooting from the right flipper it should be possible to hit the outer "gangway" loop. Both are very difficult right now, the first shot can't be made at all, the second shot is very difficult. I experimented with increasing the start angle of the flippers, but then the drain chances increase dramatically. Maybe I have to change another setting instead of start angle? I'm curious if Groni's version plays differently in this respect. What's your take on this?

@Luvthatapex: I'm also curious if the transparant ramps can be more plastic-like. Maybe that's not possible with VP9?



With the new implementation of Flash VP it may be possible. Or if you have the images of the ramps at the exact angle you need than it's possible as well, Pacdudes White Water is a prime example of that. I however love that JP has added Transparent ramps in the first place, as much as I love his tables I cant stand seeing wire ramps were there should be transparent ones. His fabulous version of TOTAN suffers greatly from the use of wire ramps, I mean the table just doesn't feel the same. So again I'm happy that he's using them and IMHO they look GREAT. biggrin.gif

#37 Mr. Pacman

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Posted 05 August 2009 - 10:56 AM

QUOTE (Sandro @ Aug 5 2009, 08:27 AM) <{POST_SNAPBACK}>
With the new implementation of Flash VP it may be possible. Or if you have the images of the ramps at the exact angle you need than it's possible as well, Pacdudes White Water is a prime example of that. I however love that JP has added Transparent ramps in the first place, as much as I love his tables I cant stand seeing wire ramps were there should be transparent ones. His fabulous version of TOTAN suffers greatly from the use of wire ramps, I mean the table just doesn't feel the same. So again I'm happy that he's using them and IMHO they look GREAT. biggrin.gif


I think I like the VP9 plastic ramps afterall...they are not perfect, but most of the tables which were originally designed with plastic ramps, look much more authentic with them on. Wire ramps instead of plastic ones don't look so nice on every table, because they change the "detail" / "design" of the table, and make the players focusing in wrong parts of the playfield because they are more "attractive to the eye"...

#38 whsemngr

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Posted 05 August 2009 - 12:36 PM

One more thing JP, would you mind sharing your new mechanical sounds for your tables as I would like to use them, along with Groni's, for all my vpm tables. It would be very much appreciated. MIKE
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#39 k88dad

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Posted 06 August 2009 - 12:27 AM

Anyone know what the HTA file is for? Sure, I can open it with Internet Explorer (if I can find IE.) Does it serve another purpose?
Whoops! Too much english.

#40 Noah Fentz

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Posted 06 August 2009 - 12:44 AM

It's for the rules to popup.

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