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Terminator 2: Judgment Day VP9 v1.1RC


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#21 GRONI

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Posted 01 April 2010 - 10:10 AM

Hey there

First of all, a great release. Brings back some memories of my early days.
There are some things that comes to my mind in the very first minutes of play.

The Playfield is a little disturbed. Didn´t look sharp.
I always feel like that the viewing angle is too low. Such a table with nice
quality, but the place to show that beauty is wasted by free space on the left
and right and a useless lockbar.
The flippersettings didn´t feel good to me. There is too much power on the insides.
Try to do a flip, and the Ball jumps uncontrolled. Also the "hopping effect" is not really there.
I think there should be a large adjustment on the flippers.

Otherwise a good release

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#22 unclewilly

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Posted 01 April 2010 - 10:58 AM

great work Noah and uncle Remus. just out of curiosity, why didn't you use a gi string in this one? I've watched some videos and I know there's not a lot of gi activity, but there is a little.

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#23 mite6

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Posted 01 April 2010 - 12:03 PM

Nice table but i think its too tight and too dark ....
I hope its now time for Indiana Jones smile.gif

Edited by mite6, 01 April 2010 - 12:04 PM.


#24 TheMcD

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Posted 01 April 2010 - 12:16 PM

QUOTE (mite6 @ Apr 1 2010, 01:03 PM) <{POST_SNAPBACK}>
Nice table but i think its too tight and too dark ....


Hah. Can't please 'em all, I guess. If I recall correctly, these dark tables, a.k.a. "Night Editions" seem to be quite popular with many people *cough*including me*cough* - and if a table was quite bright, requests for Night Editions were made by the... hm. Can't say "dozen" here, not enough people. Well, safe to say it was quite a few.

Anyhoo, time to give this baby a spin, eh?

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#25 bolt

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Posted 01 April 2010 - 12:30 PM

The table plays very well but the jumping effect on the flipper are a bit little to hard.
Is this a dark version of the Terminator 2 table?
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#26 mars007

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Posted 01 April 2010 - 12:49 PM

Thank you guys on a great effort for this project.
Menu tables and lighting effects look perfect.

clapping.gif

The only thing that would improve the gun.
I think it lacks a few degrees for a large turn down.
When you move from the starting position of its maximum turns,
when he shot, I think we should miss the pillar of the Hunter.


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#27 tonydark

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Posted 01 April 2010 - 01:13 PM

This table plays sweet. Thank you so much for this.
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#28 pepperpot

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Posted 01 April 2010 - 01:32 PM

Wow thanks one of my all time favourits, great.
Thx yahoo.gif

#29 Noah Fentz

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Posted 01 April 2010 - 03:26 PM

Thanks for all the compliments!

For those that have addressed particular issues or concerns...

Flippers - The flippers are the absolute best flippers you're going to get in VP. I've played 19 different machines in the last few weeks to study flippers. In my opinion, they are PERFECT for this era. The rubbers behave more like red flipper rubbers (bounciness), but I like the look of black. If you don't believe the ball bounces off the flippers, you haven't played much real pinball in a while. If the flipper transfers are too difficult, try increasing the gravity/slope a little.

Playfield resolution - Send me a high res scan, and I'll be happy to use it.

Lightness/darkness - This is how we make our tables. After playing it again this morning, I think some of you need to adjust your monitors.

Gun - The gun utilizes the exact arc of the real machine. The angle of firing can be adjusted in the script, if you have a problem with it. As of now, you can hit every target and it will miss them if you don't fire.

Viewing angle - If you don't like it, don't play it.

I invite everyone to create a table, just so they know how frustrating it can be at times. This table was a HUGE pain in my ass, and to hear this kind of whining really kills any desire to continue making tables.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
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#30 Shooby Doo

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Posted 01 April 2010 - 03:29 PM

I only played 4 games so far, but I'm diggin the flipper settings on it. There's a little more challenge as it's not quite as predictable, especially when it comes to trapping. Good job guys, fun table! smile.gif

#31 lettuce

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Posted 01 April 2010 - 03:38 PM

QUOTE (Noah Fentz @ Apr 1 2010, 03:26 PM) <{POST_SNAPBACK}>
Thanks for all the compliments!

For those that have addressed particular issues or concerns...

Flippers - The flippers are the absolute best flippers you're going to get in VP. I've played 19 different machines in the last few weeks to study flippers. In my opinion, they are PERFECT for this era. The rubbers behave more like red flipper rubbers (bounciness), but I like the look of black. If you don't believe the ball bounces off the flippers, you haven't played much real pinball in a while. If the flipper transfers are too difficult, try increasing the gravity/slope a little.

Playfield resolution - Send me a high res scan, and I'll be happy to use it.

Lightness/darkness - This is how we make our tables. After playing it again this morning, I think some of you need to adjust your monitors.

Gun - The gun utilizes the exact arc of the real machine. The angle of firing can be adjusted in the script, if you have a problem with it. As of now, you can hit every target and it will miss them if you don't fire.

Viewing angle - If you don't like it, don't play it.

I invite everyone to create a table, just so they know how frustrating it can be at times. This table was a HUGE pain in my ass, and to hear this kind of whining really kills any desire to continue making tables.



Dont let the 2 or 3 member who are complaining get you down Noah, they should be greatful for what they get, its not like they have to pay anything or put there own time into it!. I think the table is great and the upcoming updates will make it even better. Just hope we see a FS version soon, and im looking forward to your upcoming Indy table too, so please dont give up just because a few people arent happy!

#32 Noah Fentz

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Posted 01 April 2010 - 03:40 PM

Thanks, lettuce.

I'll be doing FS versions once my cab is built, which won't be long!

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#33 lettuce

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Posted 01 April 2010 - 03:46 PM

QUOTE (Noah Fentz @ Apr 1 2010, 03:40 PM) <{POST_SNAPBACK}>
Thanks, lettuce.

I'll be doing FS versions once my cab is built, which won't be long!


No probs! Have you started building your cab yet, as i havent seen a build thread for it?

#34 Noah Fentz

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Posted 01 April 2010 - 03:51 PM

Not to go too far off topic here, yes, we've begun construction.

I forgot my camera the day we started cutting, but I'll have shots for you all soon.

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IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#35 epthegeek

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Posted 01 April 2010 - 03:51 PM

QUOTE (Noah Fentz @ Apr 1 2010, 10:26 AM) <{POST_SNAPBACK}>
Flippers - The flippers are the absolute best flippers you're going to get in VP. I've played 19 different machines in the last few weeks to study flippers. In my opinion, they are PERFECT for this era. The rubbers behave more like red flipper rubbers (bounciness), but I like the look of black. If you don't believe the ball bounces off the flippers, you haven't played much real pinball in a while. If the flipper transfers are too difficult, try increasing the gravity/slope a little.


I wouldn't be surprised if the people who are thrown off by the flippers are people who are used to only playing Virtual Pinball and not real pinball; because there is definitely a disconnect between how the two play. If you've managed to make VP flippers closer to what how real flippers behave, that's going to seem wrong to people who are only familiar with VP style, and loved by people who play a lot of real pinball.



#36 Noah Fentz

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Posted 01 April 2010 - 03:55 PM

Agreed.

It was even mentioned in the opening post. All of our tables (past and future) will use similar flipper settings. When working within the limitations of a sim, nothing will be 100% perfect, but getting as close as possible is what I set out to do on this one.

I realize that some flipper pass techniques will be affected, but there's some serious give and take here. I can't imagine the majority of our member base even use the flipper pass techniques that are affected.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#37 epthegeek

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Posted 01 April 2010 - 04:02 PM

QUOTE (Noah Fentz @ Apr 1 2010, 10:55 AM) <{POST_SNAPBACK}>
Agreed.

It was even mentioned in the opening post. All of our tables (past and future) will use similar flipper settings. When working within the limitations of a sim, nothing will be 100% perfect, but getting as close as possible is what I set out to do on this one.

I realize that some flipper pass techniques will be affected, but there's some serious give and take here. I can't imagine the majority of our member base even use the flipper pass techniques that are affected.


I've not done much with tweaking flipper settings on anything thus far -- would the settings you're using for T2 easily translate to other tables? Or does how the table is built matter? I mean, if I like how your T2 plays, could I just match those settings on other tables made by other people, or does everyone do other things about the flippers construction differently that would make the same settings behave differently?

Maybe I'm not asking this right.


#38 Noah Fentz

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Posted 01 April 2010 - 04:06 PM

There are numerous factors, like slope, gravity, flipper shape, etc.

They should translate fine.

The main reason I focused so much on flippers this release is due to the fact that I now own a machine, and I noticed my tactics on that machine are IMPOSSIBLE with any flipper settings in any VP table I've played.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#39 epthegeek

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Posted 01 April 2010 - 04:16 PM

QUOTE (Noah Fentz @ Apr 1 2010, 11:06 AM) <{POST_SNAPBACK}>
There are numerous factors, like slope, gravity, flipper shape, etc.

They should translate fine.

The main reason I focused so much on flippers this release is due to the fact that I now own a machine, and I noticed my tactics on that machine are IMPOSSIBLE with any flipper settings in any VP table I've played.


Alright, I guess I'll play around with it.

Really looking forward to cabinet versions of this one and whrilwind (since the only PC I have that can play vpin is in my cabinet). Good luck with your build!

#40 rossicomputers

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Posted 01 April 2010 - 04:18 PM

Great job Noah...

Bad comments came from people that doesn't known how hard it is, to build a quality table like this...


Thanks NH and Uncle...

Rossi