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Black Knight 2000 VPX [Visual Pinball X]

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#21 Mark70

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Posted 03 July 2016 - 01:21 PM

WOW what a Masterpice.

Amazing Lights and ramps and I love all the (electro) mechanical sounds - this makes it feel so real.

Thanks to all involved for sharing!

 

And in generally, thanks to all authors and developers for letting people who are not able to build tables (like me) participate.



#22 Ben Logan

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Posted 03 July 2016 - 10:38 PM

Flupper,

 

Forgot whether anyone has mentioned this error or not, but I think it's only apparent if you swap out your wire ramp sliding sounds for louder ones (like those found in JP's TOTAN): Every now and again the wire ramp sliding sound will go into a feedback loop and cycle playback continuously, even though the ball isn't traveling the ramp. Seems random. Haven't figured out how to reproduce it.

 

Also, I too experience the inconsistency of wire ramp sound playback when ball moves from upper to lower playfield. Sometimes it plays, sometimes not.

 

Absolutely LOVE this table. Thanks!

 

:)


Edited by Ben Logan, 03 July 2016 - 10:39 PM.


#23 Johngreve

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Posted 04 July 2016 - 05:56 PM

In response to posts 6 and 8 above.

I fired up my physical BK 2000 table to see what happens to the ball when the kickback in the left outlane is activated.
Without fail on my physical table the ball always hits the letter "H" of the GHT bank of drop targets. Results may vary from table to table but this is where the ball goes on mine.
So it seems for a more authenticate experience the ball does indeed need a bit more oomph out of the kickback to reach that target bank. I have no idea how to go about doing this, but this should provide an answer of sorts to the question.

#24 RogerRoger

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Posted 04 July 2016 - 06:24 PM

Search for "Sub Kickback_Hit()" in the script and change its first line to

 

Kickback.Kick 0, (26 + ((Rnd - 0.5) * 6))

 

This will fairly reliably make the ball hit the "T" in the GHT bank of drop targets.



#25 lio

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Posted 04 July 2016 - 07:02 PM

Wow, that table really turned out great! Love the lighting effects!

Congrats!



#26 Johngreve

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Posted 07 July 2016 - 04:19 PM

I have been playing and enjoying this great table quite a bit lately,it really is close to the physical table. Real close. Well done flupper!

I made rogerrogers changes as mentioned above and that makes the left kick out very close to the real deal. Thank you roger

A couple more differences between the real table and this fine recreation that I've noticed are as follows:

On the real table when you go into the lighting wheel ramp and are ejected out on the upper playfield the ball is fired out directly at the upper flipper with a fair amount of force. So much force in fact that it's really difficult to see the ball fired out. You just know that it's going to hit the flipper so you basically "time" the flipper button push. If your timing is right and the drawbridge is already down, it's a slam dunk to get the ball up the drawbridge as the ball really "pops" off that flipper. So because of this on the real table it's much easier to a) hit the drawbridge targets and lower the drawbridge b)score the jackpot and c) advance the RANSOM. Also it's very common to score around 10 million points once you get the timing of that shot down. You can score multiple jackpots with relative ease on a single game. Really fun and keeps you coming back. I believe it to be crucial to obtaining those scores, a typical game may last 15 minutes or more. Of course my table is set up for 5 ball play and most of the timers and such within the rom are set to easy. I'm no wizard to be sure. I've owned my BK 2000 since 1993 and have logged many many hours on this table. I love it and will never part with it.

Also there is much more bounce of the ball off the rubbers on the posts located by the W-A-R lanes. Because of this the upper playfield is much livelier and you are able to keep the ball in play longer on the upper playfield as the ball bounces off these rubbers and typically set you up for a upper flipper shot to the drawbridge. As it is now the ball seems to be dead feeling coming off those rubbers and goes through one of the W-A-R lanes.
I'm sorry but I have no idea how to make any of the changes to accomplish the above. Big help eh? ;)

Please don't interpret these as criticisms as they are not.....this table is a masterpiece and is recognized as such. The attention to detail and the amount of hours invested in this table have to be mind boggling. I'm pretty sure flupper is looking to make this experience as authentic as he can, thus the feedback as I seen he was making a list for a revision 1 table release.

Edited by Johngreve, 07 July 2016 - 04:22 PM.


#27 Ben Logan

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Posted 07 July 2016 - 06:37 PM

Way to give constructive feedback in a really positive and respectful manner, Johngreve.
:)

#28 sasa12345

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Posted 13 July 2016 - 03:19 PM

can someone explain to me what it is

error0.jpg



#29 Drybonz

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Posted 13 July 2016 - 03:49 PM

Hey Sasa... I had that problem on a table recently, and iirc it was due to not having the most recent version of directx 9... like DX9c... try that and see if it works for you.



#30 sasa12345

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Posted 14 July 2016 - 12:23 AM

Hey Sasa... I had that problem on a table recently, and iirc it was due to not having the most recent version of directx 9... like DX9c... try that and see if it works for you.

but everything else is ok

tnx



#31 flupper1

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Posted 14 July 2016 - 05:07 AM

I have never seen this, maybe you have a videocard with not enough memory? Maybe lowering the texture detail in the preferences?

#32 hauntfreaks

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Posted 15 July 2016 - 09:22 PM

just thru v1,1 in...

being able to put a very little glow on a normal ball is just awesome... 

looks , sounds and plays even better... didnt think that could be possible

 

one issue i'm having is if you do a lite plunge.... I've had 3 balls get stuck (3 separate games) and had to restart because the game cant find the ball.....


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#33 sliderpoint

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Posted 15 July 2016 - 11:31 PM

Are you able to see where the ball is stuck? Or is it just under that upper PF somewhere?

 

-Mike



#34 hauntfreaks

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Posted 15 July 2016 - 11:51 PM

if i could guess its at the start of the ramp that takes it to the second level....

it makes it every time on a full pull.... it also wont nudge loose

 

if it were FP I could go into wireframe and see it... hehe ;)


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#35 sliderpoint

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Posted 16 July 2016 - 12:03 AM

geez, I can't get it to do that.  Which ball option do you have?  I doubt that should matter, but if you got it stuck 3 times, something has to be causing it.

 

-Mike



#36 hauntfreaks

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Posted 16 July 2016 - 12:19 AM

i'm using "0" i'll take a video a little later....


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#37 hauntfreaks

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Posted 16 July 2016 - 03:09 AM

well I went down to test TOM and video this issue I "was" having.... and since i closed it out and restarted it... its fine, I also can not replicate it... I guess false alarm??   weird


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#38 hauntfreaks

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Posted 16 July 2016 - 08:28 PM

wow.... i'm going to sound like the boy that cried wolf...lol

I thought it was a fluke...but

its done it again.... the ball has gotten stuck at the top of the plunger lane right at the 180 ramp to the top level.... 


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#39 flupper1

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Posted 16 July 2016 - 09:17 PM

To investigate: is there a setting for the release speed of the plunger, where you can reproduce this when doing a full pull (the plunger is on layer 8, default value for the release speed is 175, at 125 the ball reaches exactly the top but still falling back down at full pull)? (I tried this but the ball always falls back to the plunger for me)

And possible secondly: do you have analog nudge enabled? Does it still happen when that is disabled?



#40 hauntfreaks

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Posted 16 July 2016 - 10:53 PM

I cant seem to reproduce it all the time its just random

I have an analog nudge (accelerometer) and plunger.... nudging the machine doesn't shake the ball loose

it hangs and the game must be restarted .... 

 

oh and the table goes into ball search mode.... but never finds the ball...


Edited by hauntfreaks, 16 July 2016 - 10:56 PM.

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