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Star Trek LE (Stern 2013)_Bigus(MOD)[Visual Pinball X MOD]


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#21 djredick

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Posted 01 July 2022 - 04:03 PM

.Tried setting VengeanceDisable = to 1 and it didn't disable the left outlane kickback.


Edited by djredick, 01 July 2022 - 04:19 PM.


#22 Pmax65

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Posted 02 July 2022 - 08:47 AM

.Tried setting VengeanceDisable = to 1 and it didn't disable the left outlane kickback.

If you goal was to avoid the unnecessary periodical plunger outgoing, read my previous message.
The file attached to that message is the script adjusted to get it working right and fix the issue.


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#23 djredick

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Posted 02 July 2022 - 03:05 PM

 

.Tried setting VengeanceDisable = to 1 and it didn't disable the left outlane kickback.

If you goal was to avoid the unnecessary periodical plunger outgoing, read my previous message.
The file attached to that message is the script adjusted to get it working right and fix the issue.

 

 

Yes I tried it with your script and it didn't disable the kicker.

 

Removing the lines with Pmax65 gave a kickback plunger error.



#24 Pmax65

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Posted 02 July 2022 - 04:39 PM

 

 

.Tried setting VengeanceDisable = to 1 and it didn't disable the left outlane kickback.

If you goal was to avoid the unnecessary periodical plunger outgoing, read my previous message.
The file attached to that message is the script adjusted to get it working right and fix the issue.

 

 

Yes I tried it with your script and it didn't disable the kicker.

 

Removing the lines with Pmax65 gave a kickback plunger error.

 

Let me understand what you mean (I apologize, I'm Italian and my be that I'm misunderstanding you).
You substituted the script with my own at that message and do you still see the plunger firing out while the ball is around not into the left lane?

Having found other tables with the same issue such as: "Al's Garage Band Goes On A World Tour (Alvin G 1992) ", "Torpedo Alley (Data East 1988)" and "Stellar Airship (Geiger 1979)", I applied a similar approach and worked right on all of them.

By the way, doing that mods I discovered that changing the TimerInterval property to 500ms left the plunger out for too much time respect to the real table, and I modded the script this way as you can download here below.

Attached Files


Edited by Pmax65, 02 July 2022 - 04:40 PM.

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#25 djredick

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Posted 02 July 2022 - 08:21 PM

What I am trying to do is disable that kicker entirely, as it is on the Pro version of the table.

 

I haven't seen it kick out without a ball being around it.



#26 bigus1

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Posted 03 July 2022 - 04:13 AM

Click on the kicker and drag it down off the outlane to under the apron :)



#27 Pmax65

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Posted 03 July 2022 - 08:03 AM

Hi djredick.

Ok, now I got it (sorry again for misunderstanding what you needed).

You can follow bigus1 suggestion above, or (in case you have my latest script) you can modify the code below:

' ##################### Pmax65 
Sub KickbackPlunger(enabled)
    If Enabled Then
        kickback2.TimerEnabled = False
        kickback2.fire 
        playsound "plunger"
        debug.print "kickback enabled"
    Else
        kickback2.TimerEnabled = true
        debug.print "kickback disabled"
    End If
End Sub


Sub Kickback2_Timer()
    Kickback2.Pullback
End Sub
' ##################### Pmax65 

to this new one:


' ##################### Pmax65 

dim Is_Version_LE: Is_Version_LE = False

If Is_Version_LE then
    l26.visible = True
else
    l26.visible = False
End If

Sub KickbackPlunger(enabled) 
    If Enabled Then
        If Is_Version_LE then 
            kickback2.TimerEnabled = False 
            kickback2.fire 
            playsound "plunger" 
            debug.print "kickback enabled"
        End If 
    Else 
        kickback2.TimerEnabled = true 
        debug.print "kickback disabled" 
    End If 
End Sub 

Sub Kickback2_Timer() 
    Kickback2.Pullback 
End Sub 
' ##################### Pmax65 

Doing this way, you can set the variable Is_Version_LE to True to get back the LE version.

Note that since the table image is set to "stlePF" you should export that image, delete the kickback lamp and re-import that image to get the real non LE table, otherwise you'll still see that lamp there always off.
 

BTW I still don't understand why I have the strange issue of the plunger continuing to fire out its rod every 1.5/2 seconds on some tables, while it seems that you don't have it.

Have a great day and enjoy this nice table, for which I very thanks bigus1 and all those who made it before his mod.

 

Massimo


Edited by Pmax65, 03 July 2022 - 08:12 AM.

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#28 djredick

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Posted 03 July 2022 - 08:39 AM

Thanks.  Will see if that does the trick.  Will report back either way.



#29 kiwi

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Posted 03 July 2022 - 09:10 AM


@Pmax65

 

BTW I still don't understand why I have the strange issue of the plunger continuing to fire out its rod every 1.5/2 seconds on some tables, while it seems that you don't have it.

 

If you have this option enabled, disable it.

 

plungerr.png


Edited by kiwi, 03 July 2022 - 09:12 AM.


#30 Pmax65

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Posted 03 July 2022 - 09:45 AM

Thank you kiwi !!!

 

I knew it was something about that function, but I didn't know it was an option.

 

Very thank you again, have a great day.

 

Grazie e buona giornata.

 

Massimo


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#31 Pinballman

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Posted 02 August 2022 - 04:07 AM

 

@Pmax65

 

BTW I still don't understand why I have the strange issue of the plunger continuing to fire out its rod every 1.5/2 seconds on some tables, while it seems that you don't have it.

 

If you have this option enabled, disable it.

 

plungerr.png

 

Kiwi, you are THE MAN!  Thank You!!



#32 Bertone

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Posted 11 September 2022 - 10:11 AM

I miss DOF support but Teensy effects worked. The table is great but I hope next update will have DOF.  On JP Salas Version I had DOF working but no teensy effects....   Or did I make a misstake.... I hope someone has an idea.... 



#33 wiesshund

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Posted 11 September 2022 - 11:15 AM

I miss DOF support but Teensy effects worked. The table is great but I hope next update will have DOF.  On JP Salas Version I had DOF working but no teensy effects....   Or did I make a misstake.... I hope someone has an idea.... 

It is a ROM table, so DOF is tied to the ROM
so should have same DOF that JP's has


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#34 Bertone

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Posted 11 September 2022 - 11:26 AM

Ok I will check later...  Thanks



#35 Bertone

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Posted 11 September 2022 - 05:49 PM

So I tested it. JP Salas Table(DOF worked here) uses 162rom and I try to use this Rom for the Bigus Table. It will not start...  I try to use diffrent VPX Versions but with this rom the table will not start....  Any ideas?



#36 Cliffy

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Posted 11 September 2022 - 06:03 PM

So I tested it. JP Salas Table(DOF worked here) uses 162rom and I try to use this Rom for the Bigus Table. It will not start...  I try to use diffrent VPX Versions but with this rom the table will not start....  Any ideas?

Make sure the cgamename in the vpx script matches the rom you're using. Line 70 in Bigus script. For example;

70 Const cGameName = "st_161hc" 'change the romname here

 

you see here I'm using the colorized st_161hc rom so I make the script to match



#37 Outhere

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Posted 11 September 2022 - 07:06 PM

So I tested it. JP Salas Table(DOF worked here) uses 162rom and I try to use this Rom for the Bigus Table. It will not start...  I try to use diffrent VPX Versions but with this rom the table will not start....  Any ideas?

For this game you have to use the st_161h or st_161hc  (H is For LE tables)



#38 wiesshund

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Posted 11 September 2022 - 08:48 PM

For this game you have to use the st_161h or st_161hc  (H is For LE tables)

 

 

 

 silly question but would you not just edit directoutputconfig.ini directoutputconfig2.ini and directoutputconfig30.ini
and replace st_161h with st_162h

 

forgive me if i am wrong, since i dont have DOF i cant really test it

 

 


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#39 thestumper

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Posted 05 October 2022 - 12:56 PM

Ran into what I think is a physics issue.  When I fire a ball into the switch between the Warp ramp and the Alpha Quadrant ramp, sometimes it passes through.  It has to be the right angle, but it happens often enough that it's noticeable during a longer game.  Ball then usually ends up in the pops.  Nothing gets stuck - game play continues, but its freaky.  Does anyone know how to test this?  I don't recall ever seeing this on the previous version.  

 

Ideas?



#40 bigus1

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Posted 05 October 2022 - 01:16 PM

The ball sometimes gets airborne off that group of switch/rubbers and I added measures to prevent it getting stuck and direct it toward the bumper area. Real tables do that often enough, so I left it at that and the game goes on :)