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Polar Explorer (Taito do Brasil 1983) [Visual Pinball X]

polar explorer taito

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#21 Slydog43

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Posted 17 September 2018 - 07:36 PM

I love how the metal ramp bounces up and down (and the code behind it, great idea!!!)



#22 Mark70

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Posted 07 October 2018 - 03:09 PM

This table looks and plays great! - Thank you!

Any Chance for a JPSalas version of Zaccaria's Pinball Champ (82) which uses the same layout? it is worth it, it's a great table :)



#23 pinking83

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Posted 17 December 2020 - 09:31 PM

Hello, really like this table, but am I the only one with the issue, that the lower flippers turn on too late after the ball leaves the upper area?

The lower flippers turn on always late, in 2 of 5 cases it is so late, that the ball is lost (drained in the middle) because the lower flippers don't move.

Perhaps I am doing something wrong, but i like this kind of "ramp".

Thanks in advance

  pinking



#24 Thalamus

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Posted 18 December 2020 - 07:57 AM

I haven't played this table in 3.0 yet, so, I don't know if that is related to what you are seeing or not. I would recommend that you try any of the previous versions and see if that is still a problem for you. With 3.0, in general the tables play a bit faster, so, it might be that it is the main reason for your issue. Not much you can do about the activation of the flippers in that they are rom controlled. Or, well, you could fake it, but, then it would not be realistic to the rom anymore.


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#25 wiesshund

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Posted 18 December 2020 - 09:53 AM

Hello, really like this table, but am I the only one with the issue, that the lower flippers turn on too late after the ball leaves the upper area?

The lower flippers turn on always late, in 2 of 5 cases it is so late, that the ball is lost (drained in the middle) because the lower flippers don't move.

Perhaps I am doing something wrong, but i like this kind of "ramp".

Thanks in advance

  pinking

 

I am noticing the same thing
it is not detected that the ball has hit the exit ramp from the top
and so the lower flippers do not come back on

 

But, i looked at the script, and i wonder if this is the intention of the table?
 

Basically

Once you hit the switch that kicks the top field active solenoid

the bottom flippers go dead, and the top flippers come on

 

After a certain amount of time, decided by the ROM
The top field shuts down and the bottom flippers turn back on
If you are still upstairs, you are done at that point.

Now, if you lose the ball from the upstairs too soon
To the drain it goes, because there is nothing aside from the ROM, deciding to turn the bottom flippers back on

 

There is no ball lost switch upstairs.
There is a gate, but it's only function is to tell the ramp what angle to drop down to
It has no hit event, and is not connected to any switch.

 

So maybe this is a particular challenge of this table?
Make it upstairs, you better run the timer out or die?

 

Like thalamus said, i can make them come on and off at will, by taking control away from the ROM
but i would not want to do that, if this is how the ROM intends the game to be played.

 

Ok EDIT time

 

While i can see no trigger that says ball went back down stairs
there has to be something, and it does appear to be malfunctioning.

 

@JP i plugged the drain with a slingshot, so i could keep throwing the ball upstairs

i got the ball up there, and cleared the targets, and finally let the ball come back down
and the lower flipper remained off for a very long time, well over 30 seconds

 

So, it seems that maybe there is an issue
That or i simply do not understand the table rules, which i will be perfectly happy to accept.

I see how the upper field works, there is no active electric up there
the drop targets and flippers work from under the main playfield.
Long flipper shafts and long linkages on the targets

 

So, i dunno LOL, maybe the machine was design to slap you around ?

43b7216e7076d9e82f51133a08ebbd96297ec3c3


Edited by wiesshund, 18 December 2020 - 10:36 AM.

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#26 kiwi

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Posted 18 December 2020 - 11:48 AM

The ball coming down from the upstairs must hit the left slingshot, that it should reactivate the lower flippers and deactivate the upper ones.



#27 pinking83

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Posted 18 December 2020 - 01:00 PM

Thanks to all so far.

@Thalamus: I haven't played the table before 3.0 ;-)) But I will try this afternoon version 2.0.

@wiesshund: Thanks for your deep investigation and the excellent explanation. If these are the rules of the table, then it is by design ;-)) Then this table was built as a "cash-cow"...

@kiwi: I will test it, with version 2 ans 3 of the table...

 

pinking



#28 STAT

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Posted 18 December 2020 - 01:24 PM

BTW smilar so Soocer Kings ... :wub:



#29 pinking83

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Posted 18 December 2020 - 03:00 PM

So, tested a lot of games.

You can really feel the different physics if you compare 2.0 and 3.0 directly ;-))

I always let the ball roll down when I managed to shoot the ball to the upper playfield.

With version 2.0 the "issue" never happened, the balls always hits the left slingshot and the lower flippers are active again, but could be luck. I was about 12 times in the upper playfield.

With version 3.0 i had it three times today, that the lower flippers were NOT activated again. But with 24 shots to the upper playfield this quota is quite ok, if it is designed this way. Last time i had much more "issues" and it was a little frustrating, because i could not imagine where it came from.

So everything fine for me now, thanks to all the kind and helpful answers!

  pinking



#30 Thalamus

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Posted 18 December 2020 - 03:13 PM

Might very well be that the best solution in the long end is to adjust the table just slightly for 3.0 physics so it hits that left sling more consistent. Or, cheat, send the sling hit signal to the rom as the ball leaves the upper pf. I don't know this machine well enough to judge what it right to do. Maybe Youtube knows ;)

 

Carlos probably knows what is the best solution.


Edited by Thalamus, 18 December 2020 - 03:15 PM.

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#31 STAT

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Posted 18 December 2020 - 03:34 PM

Hm i will check that also tonight - there have to be no Issues on my Cab ;)



#32 htamas

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Posted 18 December 2020 - 06:06 PM

This table is basically a re-themed copy of Zaccaria's Pinball Champ.
I can tell you that this issue with the lower flippers is not present on the Zac table (since I played the real one A LOT). So unless Taito made this to be the only rule change (which I think is unlikely but not impossible), the lower flippers should always become alive when you lose the ball on the upper playfield.



#33 wiesshund

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Posted 18 December 2020 - 08:45 PM

The ball coming down from the upstairs must hit the left slingshot, that it should reactivate the lower flippers and deactivate the upper ones.

 

in that case

sub gate5_hit
vpmTimer.PulseSw 51
end sub

Seems to do the trick

 

I did not try to go manipulate the ball path, i guess a slight tweak of the ramp might do it as well?

 

EDIT

On second thought, it might require screwing with the sling threshold as well
as the ball will sometimes come down, and scoot along the slingshot but not actually trigger it

 

but a good number of times it will come down, especially if it came down after being caught behind the upper flipper
and wont even hit the slingshot but go right into the flippers, which of course do not move.


Edited by wiesshund, 18 December 2020 - 08:49 PM.

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#34 jpsalas

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Posted 19 December 2020 - 02:49 AM

I'll take a look at the table, but maybe a solution is adding the Pulsesw 51 to the gate5 as wiesshund wrote. That will ensure that the flippers always being activated.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#35 jpsalas

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Posted 19 December 2020 - 03:04 AM

I have updated the table to version 3.0.1 with the fix from wiesshund. This fix will ensure the lower flippers are always activated when leaving the upper playfield.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#36 wiesshund

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Posted 19 December 2020 - 03:22 AM

I have updated the table to version 3.0.1 with the fix from wiesshund. This fix will ensure the lower flippers are always activated when leaving the upper playfield.

Oh Sweet!
I have made an appearance on the JP Salas show :)

 

That was all i could think of that did not make your table look bad
i tried skewing the ramp a bit, but visually seeing the ball do that looked terrible, and still was no guarantee.

I gotta think that if they did this table today, they would probably use an optical beam, since they could get that into the table sides
with nothing touching the glass upper playfield, and just have it watch for the ball to break the beam as it rolled out on the ramp.

 

I bet in real life, this table was super dependent on absolute proper setup and leveling
Which no USA bowling alley has ever heard of LOL


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#37 batimanvesgo

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Posted 19 December 2020 - 04:09 AM

I'm having a problem with today's updates, all the tables are coming without texture, what could be happening?



#38 wiesshund

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Posted 19 December 2020 - 04:15 AM

I'm having a problem with today's updates, all the tables are coming without texture, what could be happening?

 As every table not just this one?

What updates exactly are you meaning?

 

Maybe try rebooting PC?


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#39 batimanvesgo

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Posted 19 December 2020 - 04:19 AM

 

I'm having a problem with today's updates, all the tables are coming without texture, what could be happening?

 As every table not just this one?

What updates exactly are you meaning?

 

Maybe try rebooting PC?

 

the latest JP's updates that he posted today



#40 millansoft

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Posted 19 December 2020 - 04:36 AM

Same here, not working with 10.6 lastest updates.







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