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Edited by Wob, 13 October 2018 - 05:57 AM.
Posted 05 November 2018 - 06:38 PM
Posted 17 November 2018 - 12:19 PM
Please check this version with vpx 10.6.0: https://www.vpforums...&showfile=13405
I had to disable the lines 226 and 227 to use the table.
Posted 17 February 2019 - 01:57 PM
Several of the newer VPX tables that I have downloaded have UseSolenoids=1. Changing to UseSolenoids=2 does enable FastFlips.
My question is, since these are new tables, is there a reason why UseSolenoids=2 is not set by default? Are changes being made in VP 10.6 where it will work with UseSolenoids=1, and I should not change it?
Posted 17 February 2019 - 02:18 PM
For useSolenoids=2 to work the machine/rom it is based on need to support the code that lies within core.vbs.
Sure, for tables that are supported https://docs.google....s9jg/edit#gid=0
(That is wob' spreadsheet. Not mine.)
And then there is also the InitVpmFFlipsSAM
A good page to read about it or improve upon the info is this wiki page : https://vpinball.com...ables-and-info/
Edited by Thalamus, 17 February 2019 - 02:19 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 17 February 2019 - 04:17 PM
It basically jumps around having to wait for the rom/mame before the flipper fires. Regular flippers in vp has always had what I would call random delay in that they fire between 0ms to upto 20mb after the key is pressed. With this enabled, you see it under 1ms.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 18 February 2019 - 06:43 AM
For useSolenoids=2 to work the machine/rom it is based on need to support the code that lies within core.vbs.
Sure, for tables that are supported https://docs.google....s9jg/edit#gid=0
(That is wob' spreadsheet. Not mine.)
And then there is also the InitVpmFFlipsSAM
A good page to read about it or improve upon the info is this wiki page : https://vpinball.com...ables-and-info/
I previously looked at those links, and at least some of the newer tables are not listed. I don't mind changing the "1" to a "2", but was just curious why newer scripts still used UseSolenoids=1. In other words perhaps FastFlips caused some problems within a table, and therefore it was not enabled in that table. All the scripts I changed seem to work just fine, but maybe I was missing something & should not change the script.
Posted 18 February 2019 - 08:02 AM
No. There might be several reasons for not putting it to 1.
One good reason is that you don't get 1000 guys asking why their flippers don't work because they are running old versions of VP. The guys that do have a clue - like yourself can easily fix that themselves.
The other reason, the authors might not be aware of it, though I doubt there are many of those. And yes, there are some drawbacks to using it. Neither nFozzy or DjRobX has been very active in our community lately and I would love to get a better grasp on the 1.6 core.vbs change. I believe we should be using eg. NoUpperRightFlipper vs CSingleRFlip.
What I mean by drawbacks is eg. fixes that needs to be done - like you see on github. LeftFlippers where the hat is jumping and other things you don't see visually. I'm no expert in the area.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 25 February 2019 - 10:13 AM
so i basicly has just to use "usesolenoid=2" insted of 1 to get the fast flip working ?
With many tables that is all you have to do to enable fastflips. You must also have a recent version of VPinMAME (not sure when FF was incorporated into it)
Turn on stats with F11 to and tap the left flipper to see the delay, it it goes from 10-25 ms down to 1-3 you know that FF is working. Good luck