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The VP 10.2 beta thread

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#521 tempestcontrol

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Posted 15 September 2016 - 12:15 PM

Is it possible to introduce a setting to specify the source of analog nudge/tilt detection?

I have a USB interface for the button input which is seen by the OS as a Joystick and also Freestyle Pro, under Win10 the nudging works but it's not possible to get a Warning/Tilt.

I had assumed this maybe due to the fact VP can see multiple joystick inputs and isn't sure which one it is supposed to look to for tilt events?

I do have an IPac ready to install which should show up as a keyboard, but I've not had a chance to install it yet....

(Or I may be completely incorrect in my logic - In which case sorry!)

 

Have you ticked the 'tilt sensitivity' box in Preferences>Keys ? Assuming you have calibrated your Freestyle Pro, once the option is ticked you'll just need to adjust the value to get it working as you see fit.

 

I use a freestyle pro too (bolted horizontally inside the front in my cabinet). I also use an ipac controller. It took me a few hours to set everything up and I'm really happy with how it works. I have my tilt sensitivity set at 900. Two heavy nudges will tilt the table.



#522 dark

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Posted 15 September 2016 - 01:42 PM

I really like the new panning feature... thanks for adding that.  I think it would be great if we could assign it to the space bar to be consistent with PS, AI, etc...

middle mouse is pan/move in most 3D software.



#523 hauntfreaks

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Posted 15 September 2016 - 05:28 PM

I've brought up this feature once before....

if we could have a click and drag an object along an axis  (X/Y)

for example you copy an object on the left of the table,

and table needs one on the right as well (on the same vertical plane)

we could paste a copy and drag the object on the X axis so it stays aligned to the original object
same would apply to the Y axis 

 

in most design software this is a shift+drag action

 

video example


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#524 bord

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Posted 15 September 2016 - 08:54 PM

I've brought up this feature once before....

if we could have a click and drag an object along an axis  (X/Y)

 

+1 This would be very useful.

 

Along those lines [sic], a shift+click drag feature that locks any point to 0 or 90 degrees while moving would be great. This feature is common in image editing software.



#525 wrd1972

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Posted 15 September 2016 - 09:08 PM

Okay I have been on the fence with VP10 flipper action. Let me explain.

 

It is my opinion that with all VP10 tables (including my own), the direction the ball takes when being flipped, is far too wide. On both of my real pins and nearly every other real machine I have played, the ball direction after being flipped is much less wide (more steep) or in other words, more straight toward the top of the table.

 

Here is an illustration:

flipper.jpg

 

In VP9, there was an oblique correction adjustment and that helped greatly in dialing in the angle at which the ball is hit. I just dont see a similar adjustment on VP10 tables but in all fairness. Maybe I just dont see it. Anyone else notice this? How can I make a ball that is hit by the right flipper, travel less, far left EG: more like the illustration above. Lowering the mass helps, but its not enough. Why was the oblique correction removed? If it were still available, I could correct the issue in seconds.


 

 

Thanks


Edited by wrd1972, 15 September 2016 - 09:12 PM.

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#526 freneticamnesic

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Posted 15 September 2016 - 09:18 PM

I can adjust the angle the ball comes off by adjusting the gravity of the table and friction of the flippers, dramatic adjustments really. Friction of the flipper has the biggest impact on that. I can get the ball rolling off the end of the flipper like your red line if I drop the friction below .05 (with table friction at .08), and I can get it sticking to the flipper and shooting straight up if I set the friction to .1 or higher (with table friction still at .08) - I can also simulate this effect by increasing the gravity constant from 1.0 to like 1.2 or something stupid

 

 

Okay I have been on the fence with VP10 flipper action. Let me explain.

 

It is my opinion that with all VP10 tables (including my own), the direction the ball takes when being flipped, is far too wide. On both of my real pins and nearly every other real machine I have played, the ball direction after being flipped is much less wide (more steep) or in other words, more straight toward the top of the table.

 

Here is an illustration:

flipper.jpg

 

In VP9, there was an oblique correction adjustment and that helped greatly in dialing in the angle at which the ball is hit. I just dont see a similar adjustment on VP10 tables but in all fairness. Maybe I just dont see it. Anyone else notice this? How can I make a ball that is hit by the right flipper, travel less, far left EG: more like the illustration above. Lowering the mass helps, but its not enough. Why was the oblique correction removed? If it were still available, I could correct the issue in seconds.


 

 

Thanks



#527 gtxjoe

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Posted 16 September 2016 - 06:31 PM

Enhancement request:

Changes to the Video-> Preferences " Use Always FS backdrop settings", should force change to the "Test DT" setting for all open tables.

 

New VP users are the ones that typically open a table, find it in the wrong orientation, eventually find this setting in Video Preferences and set it, and then try to test the change on the table that was already opened and it has no effect... until they get frustrated and eventually close and re-open VP and lo and behold it works :)



#528 jpsalas

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Posted 17 September 2016 - 04:26 AM

Light Sequence BUG introduced in rev 2791 and 2790:

 

After a light sequence the light states are not returned to their original value. This worked fine up to rev 2786.

 

In the demo table, the lights are all on. Pressing left or right shift will start a short sequence and after it is finished the lights should all be on.

 

 

 


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#529 fuzzel

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Posted 18 September 2016 - 11:47 AM

rev2792 is up:

 

- fix lightseq bug



#530 jpsalas

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Posted 18 September 2016 - 03:30 PM

Thanks fuzzel! :)


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vp.jpg

 

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#531 ClarkKent

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Posted 19 September 2016 - 08:24 AM

Okay I have been on the fence with VP10 flipper action. Let me explain.

 

It is my opinion that with all VP10 tables (including my own), the direction the ball takes when being flipped, is far too wide. On both of my real pins and nearly every other real machine I have played, the ball direction after being flipped is much less wide (more steep) or in other words, more straight toward the top of the table.

 

Here is an illustration:

flipper.jpg

 

In VP9, there was an oblique correction adjustment and that helped greatly in dialing in the angle at which the ball is hit. I just dont see a similar adjustment on VP10 tables but in all fairness. Maybe I just dont see it. Anyone else notice this? How can I make a ball that is hit by the right flipper, travel less, far left EG: more like the illustration above. Lowering the mass helps, but its not enough. Why was the oblique correction removed? If it were still available, I could correct the issue in seconds.


 

 

Thanks

It's not a good idea to mess with the physics engine. Mukuste did a really good job on physics (and with a master degree in physics you can expect that). The oblique correction was only a method of compensating physics errors in VP9, but the oblique correction was a bad thing because you could only choose between better shots to the middle or better orbit shots - that was not a good solution.

 

The main reason for the behavior you mentioned is only the incorrect placement of the flippers and the physics settings of them. If the inlanes have the correct dimensions (length, height, etc.) and the flipper is correctly placed where it should be, the shots are the same as on a real machine. Most people do not place the flippers at the fully correct position that's why the behavior differs from the real machines. Very very slight inaccuracies can trigger a weird ball behavior - a good sign of the very high quality of the physics engine!

 

Another thing ball related:

 

Maybe this topic was already discussed but why is the ball getting much much brighter in the logo mode of the ball settings? I only want to add very very slight scratches to actually see the ball spinning but as soon as I apply the slightest texture the ball gets at least three times brighter (even if the texture is made up of dark grey lines on transparent background) - which looks ugly. I think this should be corrected in some way.


Edited by ClarkKent, 19 September 2016 - 08:25 AM.


#532 wrd1972

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Posted 19 September 2016 - 01:34 PM

CK,

Thanks for the reply. What you mentioned makes lots of sense.  I already made some progress with the friction and mass. I am going to mess with it some more.


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#533 hauntfreaks

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Posted 19 September 2016 - 06:41 PM

 

 

 

Maybe this topic was already discussed but why is the ball getting much much brighter in the logo mode of the ball settings? I only want to add very very slight scratches to actually see the ball spinning but as soon as I apply the slightest texture the ball gets at least three times brighter (even if the texture is made up of dark grey lines on transparent background) - which looks ugly. I think this should be corrected in some way.

 

 

there are many different scratch images that can be used.... just go thru your VPX liberty of tables and collect all the balls and scratch images... 
"the world is your oyster" you just have to pick yours....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#534 freneticamnesic

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Posted 19 September 2016 - 06:53 PM

I thing even if you put a transparent .png over the ball, it brightens it, so another ball decal image isn't going to solve that

 

 

 

 

 

Maybe this topic was already discussed but why is the ball getting much much brighter in the logo mode of the ball settings? I only want to add very very slight scratches to actually see the ball spinning but as soon as I apply the slightest texture the ball gets at least three times brighter (even if the texture is made up of dark grey lines on transparent background) - which looks ugly. I think this should be corrected in some way.

 

 

there are many different scratch images that can be used.... just go thru your VPX liberty of tables and collect all the balls and scratch images... 
"the world is your oyster" you just have to pick yours....

 



#535 hauntfreaks

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Posted 19 September 2016 - 07:06 PM

just put it on a darker ball....   or darken the ball that looks best to you


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#536 freneticamnesic

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Posted 19 September 2016 - 08:42 PM

Sure that's a workaround to the problem



#537 ClarkKent

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Posted 21 September 2016 - 04:03 PM

Nevertheless this should not happen. Why does a transparent png brighten up the ball??

#538 hauntfreaks

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Posted 21 September 2016 - 05:11 PM

post the ball image and the decal image you want to use... I have a test I want to try...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#539 allknowing2012

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Posted 21 September 2016 - 08:25 PM

Can a 0 to 1 volume parameter be added to PlayMusic (similar to playsound) ?


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#540 BorgDog

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Posted 24 September 2016 - 07:09 PM

Is there any chance that a movable/collidable object could be made so that as i move it around the playfield it would still be collideable?  Not sure if that makes sense, but what i would like is to have a trigger that I can move around and be hitable where ever it is instead of having to have a series of triggers which would limit me to "rails" so to speak.  A moveable wall or target as well would be handy to have, so one rollover and one solid object.  The only thing I can think of at the moment that is collide-able as it move is a ball. If there is something else please let me know.

 

Thanks :)







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