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Last Action Hero (Data East 1994)[Visual Pinball X]

Last Action Hero Javier VPX

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#21 dark

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Posted 30 September 2016 - 04:59 PM

 

bump

 

The issues I've seen:

-flipper slow return speed

-skill shot not working correctly - PF light's not switching to correspond with dmd.

-magnets seem to be firing when they shouldn't be.

 

We need someone knowledgeable to chime in please.

 

 

For the flippers I would recommend changing the Return Strength to .05 and change the EOS Torque (assuming 10.2 beta) to .3

 

-Mike

 

 

Well that's a start.  Thanks Slider Mike.



#22 Drybonz

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Posted 30 September 2016 - 05:08 PM

I combined the EOS torque setting Slider suggested with the other settings I posted above, and it's feeling a lot better now.



#23 dark

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Posted 30 September 2016 - 07:01 PM

I combined the EOS torque setting Slider suggested with the other settings I posted above, and it's feeling a lot better now.

Can you forward me the version of the table your using please.



#24 Drybonz

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Posted 30 September 2016 - 07:28 PM

Here's my physics and flipper settings you can import.  Just download as a .vpp then import in the physics area in the editor.  https://drive.google...iew?usp=sharing

 

I think it's a lot better but probably still needs some tweaking.


One problem I am still having is the kicker in the top right doesn't kick the ball back up on the ramp successfully.


Edited by Drybonz, 30 September 2016 - 07:27 PM.


#25 dark

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Posted 30 September 2016 - 07:38 PM

Here's my physics and flipper settings you can import.  Just download as a .vpp then import in the physics area in the editor.  https://drive.google...iew?usp=sharing

 

I think it's a lot better but probably still needs some tweaking.


One problem I am still having is the kicker in the top right doesn't kick the ball back up on the ramp successfully.

 

Thank you, yes these settings seem much better, fairly realistic and as you say could maybe use some small tweaking.

 

I noticed this time around that the VUK top right is juggling the ball and it gets stuck there until the crane is ready to load it.



#26 Drybonz

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Posted 30 September 2016 - 07:41 PM

If I recall the gravity constant was out of the normal range before I started... I think I will check the original again... but tweaking that may be affecting other things like the kicker being able to get the ball up on the ramp, etc...  Really need an expert to step in and advise.

 

*edit*  After testing... simply returning the gravity constant back to the original setting of 1.1 with my other settings, above, fixes those problems.


Edited by Drybonz, 30 September 2016 - 07:52 PM.


#27 strangeleo72

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Posted 30 September 2016 - 08:36 PM

genio total javi!

orguyo argentino papa!


Strangeleo Pinball Entusiast and Photographer!!!

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(thanks Grizz for the DMD)

#28 dark

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Posted 30 September 2016 - 10:52 PM

This is what I got for customising ramp texture, materials and environment:

 

day/night

lahcustom.jpg

 

lahdt.jpg


Edited by dark, 30 September 2016 - 10:55 PM.


#29 dark

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Posted 01 October 2016 - 01:13 PM

Anyone see what can be done to fix the VUK top right?



#30 javier1515

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Posted 01 October 2016 - 02:09 PM

Anyone see what can be done to fix the VUK top right?

 

 

What is wrong with that vuk?


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#31 dark

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Posted 01 October 2016 - 02:55 PM

 

Anyone see what can be done to fix the VUK top right?

 

 

What is wrong with that vuk?

 

Have you tried it?  If you get the ball in the VUK it will just keep jumping up and down until it gets 5/5 shots for the crane and then the crane will move the ball.



#32 javier1515

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Posted 01 October 2016 - 03:22 PM

 

 

Anyone see what can be done to fix the VUK top right?

 

 

What is wrong with that vuk?

 

Have you tried it?  If you get the ball in the VUK it will just keep jumping up and down until it gets 5/5 shots for the crane and then the crane will move the ball.

 

 

 

Download the table and there is nothing wrong Vuk.
if you manipulated physics to that is the problem. for example .. if you increase the weight of the ball you will undoubtedly assume that deproblemas kind in the Vuk and the Lock of the crane.
 
One solution is to increase the power of kicker .. 32 to 40 for example
 
    ' Right Vuk
    Set bsVuk = New cvpmBallStack
    With bsVuk
        .InitSaucer sw47, 47, 176, 32
        .KickZ = 1.5
        .InitExitSnd "fx_vukout_LAH", "fx_kicker-enter"
    End With
 
 
Cheers, Javier..

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#33 Drybonz

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Posted 01 October 2016 - 03:24 PM

Dark, did you make the gravity constant adjustment I recommended above after importing those settings?

#34 dark

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Posted 01 October 2016 - 03:35 PM

Dark, did you make the gravity constant adjustment I recommended above after importing those settings?

lol nope.

 

I just forwarded my visual changes to Javier.


If I recall the gravity constant was out of the normal range before I started... I think I will check the original again... but tweaking that may be affecting other things like the kicker being able to get the ball up on the ramp, etc...  Really need an expert to step in and advise.

 

*edit*  After testing... simply returning the gravity constant back to the original setting of 1.1 with my other settings, above, fixes those problems.

 

Missed the edit.



#35 Drybonz

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Posted 01 October 2016 - 04:09 PM

Missed the edit.

 

Sorry I didn't catch that before I posted those settings for you.  An alternative way to do it would be reduce that gravity constant setting to .95-1, which is what I see on most tables and then, as Javier said, increase the strength of the kickers and all other related changes that need to be made, but it seemed a lot easier to just change it back to 1.1.  Again, I am no expert on these matters, these are just the changes I made on my personal copy of the table.



#36 dark

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Posted 01 October 2016 - 04:17 PM

 

Missed the edit.

 

Sorry I didn't catch that before I posted those settings for you.  An alternative way to do it would be reduce that gravity constant setting to .95-1, which is what I see on most tables and then, as Javier said, increase the strength of the kickers and all other related changes that need to be made, but it seemed a lot easier to just change it back to 1.1.  Again, I am no expert on these matters, these are just the changes I made on my personal copy of the table.

 

Expert or not, your input is appreciated.



#37 javier1515

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Posted 01 October 2016 - 05:18 PM

update 1.02
Fix:
-Skill shot.
-Magnets misfiring.
-Ball physics and flipper modified by users.
 
Note: the gravity constant setting 1 ball seems to float far, decided to leave the settings in 1.1
 
I hope you like it.
 
 
Cheers, Javier..

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#38 Drybonz

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Posted 01 October 2016 - 05:28 PM

Thanks, Javier!



#39 dark

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Posted 01 October 2016 - 05:32 PM

Yeah thanks, much better! :)



#40 jesperpark

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Posted 01 October 2016 - 06:29 PM

Big thanks for the release Javier, look forward to playing it, it looks fantastic.  :otvclap:

 

Thanks also to Dark, Drybonz, and Sliderpoint for ramps and physics recommendations.


Edited by jesperpark, 01 October 2016 - 06:29 PM.






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