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Attack from Mars VP914 FS
Started By
jpsalas
, Dec 08 2010 06:25 PM
175 replies to this topic
#42
Posted 27 December 2010 - 07:10 PM
QUOTE (chriz @ Dec 27 2010, 12:01 PM) <{POST_SNAPBACK}>
thanks again for this beautiful table, jp! here you can see your masterpiece with rom controlled ledwiz output AND with big old beast strobo-effect at the end of this vid. woohooo 
Ok.. Holy.. Wow. um.. just wow.
#46
Posted 27 December 2010 - 11:31 PM
QUOTE (Flying Dutchman @ Dec 27 2010, 03:43 PM) <{POST_SNAPBACK}>
Rawd .. WOW!!!!!!! 
Cheers,
FD.
Cheers,
FD.
It's Chriz' cabinet. but.. I know..
#49
Posted 28 December 2010 - 05:18 AM
#51
Posted 31 March 2011 - 07:25 PM
#52
Posted 31 March 2011 - 07:29 PM
Yes, and then you complain about VP and FP
hahaha
I have updated this FS table, it has the same version number, but now the targets are visible. I had to make invisible the side walls of the that wall behind the targets, otherwise it hides the targets (?!) Things that happen with dropwalls.
I have updated this FS table, it has the same version number, but now the targets are visible. I had to make invisible the side walls of the that wall behind the targets, otherwise it hides the targets (?!) Things that happen with dropwalls.
Edited by jpsalas, 31 March 2011 - 07:30 PM.
#53
Posted 01 April 2011 - 02:07 AM
Thank you JP! One little thing I noticed on the Left ramp at the very top at the curve I have gotten my Ball Stuck Twice in the same game. Front bump tends to free it up.
You must send me instructions / howto on the lights on top of your Cabinet! Love it! Pretty Please???
lol,
Thanks,
DS
QUOTE (chriz @ Dec 27 2010, 12:01 PM) <{POST_SNAPBACK}>
thanks again for this beautiful table, jp! here you can see your masterpiece with rom controlled ledwiz output AND with big old beast strobo-effect at the end of this vid. woohooo 
You must send me instructions / howto on the lights on top of your Cabinet! Love it! Pretty Please???
lol,
Thanks,
DS
#54
Posted 23 April 2011 - 10:20 PM
Does anyone else have a problem with this table where it will kick two balls into the trough before launching? It's done this to me in a couple of games (usually after the second or third ball in high scoring games) and continues to do it through the rest of the game. Thanks,
Mike
Mike
#55
Posted 24 April 2011 - 02:37 AM
QUOTE (deadsoulz @ Mar 31 2011, 09:07 PM) <{POST_SNAPBACK}>
You must send me instructions / howto on the lights on top of your Cabinet! Love it! Pretty Please???
http://www.hyperspin...read.php?t=4826
#56
Posted 28 April 2011 - 09:56 PM
QUOTE (treveism @ Apr 24 2011, 12:20 AM) <{POST_SNAPBACK}>
Does anyone else have a problem with this table where it will kick two balls into the trough before launching? It's done this to me in a couple of games (usually after the second or third ball in high scoring games) and continues to do it through the rest of the game. Thanks,
Mike
Mike
Hi Mike and JP
I have had the same problem (I think). I noticed it when I had TA's and (Martian) Multiballs with more balls than usual, and the machine didn't keep track of it because when I drained to one, it thought I lost all. To me it looked like it gave one ball too much from the ball saver. I had this a couple of times in one game also, so it's probably no fluke. I don't know why it does that, maybe a timer is off? I wouldn't think anything would have been changed in the script with these new FS and 4:3 versions? I'll put in some more time to see if I can replicate this thing more often,
Slam23
Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....
#57
Posted 29 April 2011 - 06:12 PM
I'll take a look at it and see if I find something weird
The scripts are the same, and the tables are the same, only the FS is rotated and have bigger pictures, that's all. So both tables should play the same.
Edited by jpsalas, 29 April 2011 - 06:14 PM.
#58
Posted 29 April 2011 - 08:34 PM
Thanks JP, I replicated the error a few times, within and between games. It must have to do with a faulty combination of register of drains, ball saver and autoplunger. It happens most often with Total Annihilation, but also with regular Multiball. I haven't exactly seen what happens though, I did not see 2 balls being plunged simultaneously, it just seemed that maybe one ball too many was plunged in reaction to balls drained. I have used "B" judiciously to correct this issue while playing, but that won't work in all situations. I also found some other (minor) issues:
- when playing multiball, sometimes a fresly plunged ball seems to register a jackpot in the right outer loop when moving towards the rollover/bumper area, maybe the switch of this loop is placed too high? I'm not sure if this is regular behaviour or a ROM error, but I haven't had this problem on earlier versions. It doesn't break the game offcourse, it actually helps a bit
- the right outer loop switch doesn't register all the time, sometimes even a few times in succession. This I remember from earlier versions too, maybe a ROM error? It seems to work again if the ball goes to the bumper area or if a mode is started.
- the ball will sometimes come to a stop on top of the left ramp. This ramp in general needs a clean, hard shot to be made and often it slows down and trickles down backward or just makes it over the hump. It would be nice if this ramp would have some speed to it as in earlier versions. Although I like the fact that it needs a precise shot now...
These are fairly minor issues (maybe except for the "extra" ball mentioned before) and I'm having a lot of fun again with this table! Thanks JP for another great version of this classic table! And thanks for looking into the issues,
Slam23
- when playing multiball, sometimes a fresly plunged ball seems to register a jackpot in the right outer loop when moving towards the rollover/bumper area, maybe the switch of this loop is placed too high? I'm not sure if this is regular behaviour or a ROM error, but I haven't had this problem on earlier versions. It doesn't break the game offcourse, it actually helps a bit
- the right outer loop switch doesn't register all the time, sometimes even a few times in succession. This I remember from earlier versions too, maybe a ROM error? It seems to work again if the ball goes to the bumper area or if a mode is started.
- the ball will sometimes come to a stop on top of the left ramp. This ramp in general needs a clean, hard shot to be made and often it slows down and trickles down backward or just makes it over the hump. It would be nice if this ramp would have some speed to it as in earlier versions. Although I like the fact that it needs a precise shot now...
These are fairly minor issues (maybe except for the "extra" ball mentioned before) and I'm having a lot of fun again with this table! Thanks JP for another great version of this classic table! And thanks for looking into the issues,
Slam23
Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....
#59
Posted 30 April 2011 - 05:56 AM
Well, I can't seem to reproduce the error with the balls. I've got plenty of multiballs and it counted all them well. One funny thing happen when a ball was coming out of the hole and I shot another ball to the hole, when the balls collided one ball jumped into the air and it landed on the right ramp, but it just rolled down.
Yes, I guess the ball can hit that trigger when coming out of the shooter lane. I guess i is placed a little too high. But the real trigger is quite high too, so I kept that there.
About the ramps: I noticed that the ramps should have an elasticity of 0,3. Any other value makes the ramps to do not behave nice. So if you want a little more flow on the ramps just change the elasticity of the ramps to 0,3. Also increasing a little the strength of the flippers will help to make the ramps easier.
I can't reproduce the error with the multiballs, and the other issues are minor adjustments, so for now I won't make an update to the table. I'll keep playing the table and if I find the multiball error then I'll make an update.
JP
Yes, I guess the ball can hit that trigger when coming out of the shooter lane. I guess i is placed a little too high. But the real trigger is quite high too, so I kept that there.
About the ramps: I noticed that the ramps should have an elasticity of 0,3. Any other value makes the ramps to do not behave nice. So if you want a little more flow on the ramps just change the elasticity of the ramps to 0,3. Also increasing a little the strength of the flippers will help to make the ramps easier.
I can't reproduce the error with the multiballs, and the other issues are minor adjustments, so for now I won't make an update to the table. I'll keep playing the table and if I find the multiball error then I'll make an update.
JP
#60
Posted 30 April 2011 - 10:13 AM
Hi JP,
Thanks for looking, maybe the multiball error is a timer thing on my computer specifically. I'll experiment with the 0,3 setting for the ramps. I don't want to mess with flipper strength though, that will also change angles on the shots and those feel fine!
Slam23
Thanks for looking, maybe the multiball error is a timer thing on my computer specifically. I'll experiment with the 0,3 setting for the ramps. I don't want to mess with flipper strength though, that will also change angles on the shots and those feel fine!
Slam23
Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....


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