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FirePower UR/NF VP9.1.x FS Momentum MOD


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#41 mariozeferino

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Posted 22 May 2012 - 09:52 PM

QUOTE (jimmyfingers @ May 22 2012, 09:07 PM) <{POST_SNAPBACK}>
mario,

Can you confirm the settings you had for the momentum routine as it was when you made the video that you posted earlier in the thread. When I set the physics with your suggested settings and have the momentum routine on (with the default values from the MOD download), the ball is getting sucked down the table like there's a black hole in the drain. Not of total suprise to me all things considered.

So, are you running the table in the video with the momentum routine off and just your physics settings from the picture? When I try that it still doesn't seem to look like it does from the video. Did you leave momentum on but turn down some of the momentum parameters? The video just cuts off the apron so I can't see the B.M.P.R. test / status lights which makes that part unverifiable.

Can you please confirm exactly if you've got the B.M.P.R. on or off and what is set / changed in addition to the table physics you've posted cause I just can't reproduce your video in the two main ways I can fathom based on this MOD and your screen shots. Do you have an accellerometer? Sometimes those go off a bit and need calibrating which can throw off how things look on one machine to the next.

Thanks.


I am sorry the BMPR was in fact going on and off, i can see now that things are going too fast, realy sorry to waist your time

#42 jimmyfingers

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Posted 22 May 2012 - 11:04 PM

QUOTE (mariozeferino @ May 22 2012, 05:52 PM) <{POST_SNAPBACK}>
QUOTE (jimmyfingers @ May 22 2012, 09:07 PM) <{POST_SNAPBACK}>
mario,

Can you confirm the settings you had for the momentum routine as it was when you made the video that you posted earlier in the thread. When I set the physics with your suggested settings and have the momentum routine on (with the default values from the MOD download), the ball is getting sucked down the table like there's a black hole in the drain. Not of total suprise to me all things considered.

So, are you running the table in the video with the momentum routine off and just your physics settings from the picture? When I try that it still doesn't seem to look like it does from the video. Did you leave momentum on but turn down some of the momentum parameters? The video just cuts off the apron so I can't see the B.M.P.R. test / status lights which makes that part unverifiable.

Can you please confirm exactly if you've got the B.M.P.R. on or off and what is set / changed in addition to the table physics you've posted cause I just can't reproduce your video in the two main ways I can fathom based on this MOD and your screen shots. Do you have an accellerometer? Sometimes those go off a bit and need calibrating which can throw off how things look on one machine to the next.

Thanks.


I am sorry the BMPR was in fact going on and off, i can see now that things are going too fast, realy sorry to waist your time

No worries. No need to be sorry but if you can elaborate on things a bit and what you mean though that the B.M.P.R. was going on and off? Does that mean it was on (active and blinking on / off) or you had toggled it off?

Just curious to whatever settings and things were in play for the video. Don't worry about the time spent assessing but if you could shed more light on / confirm how you had it set-up that would be great. Do you now think the video is too fast or when you set the table up from the default download and the B.M.P.R. enabled with the physics changed to your highlighted values?

Somtimes also it seems videos can be misleading with the way some frames get processed or skipped and things can look faster or slower.

#43 mariozeferino

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Posted 23 May 2012 - 07:28 AM

my right flipper was set to M, the settings shown on the picture are correct,so i guess the nice playing was hapening when B.M.P.R was of. i was only lurking of your flipper settings.witch allow both flipper pass and drop catching


i wiil try other settings to replicate the gameplay on the video but this time with B.M.P.R always on

Edited by mariozeferino, 23 May 2012 - 08:10 AM.


#44 mariozeferino

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Posted 24 May 2012 - 07:33 AM

just remember, i have made a some changes on flippers after the video witch i didn t think will be so significant to the overall speed of the ball. but in fact bringing the setings back afects the speed of the ball even if the flippers don t touch the ball. can you confirm this?


Edited by mariozeferino, 24 May 2012 - 07:36 AM.


#45 jimmyfingers

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Posted 24 May 2012 - 09:15 PM

QUOTE (mariozeferino @ May 24 2012, 03:33 AM) <{POST_SNAPBACK}>
just remember, i have made a some changes on flippers after the video witch i didn t think will be so significant to the overall speed of the ball. but in fact bringing the setings back afects the speed of the ball even if the flippers don t touch the ball. can you confirm this?


From what I gather you're under the impression that the ball speed can be affected by the flipper settings even when not struck or in contact with a flipper? This is not the case and the flipper settings only pertain to how the ball and the flippers react. With stronger flipper settings the ball may run around the table more after it's hit but only because it got "pushed" harder.

#46 jimmyfingers

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Posted 01 June 2012 - 03:11 AM

Updated to 1.1.0.2:
- Implemented B.M.P.R. Version 1.1
- Adds enhancement for only processing X / lateral momentum when ball is slowing down (big improvement can be observed in realism and ball speed around in / out lanes and flippers)
- Lowered elasticty setting on tops of lane guides
-------------------------------------------------------

This update also seems to help the center shots be made easier / more frequently (likely some X augmenting was being applied leaving the flippers and throwing it off slightly - a nice suprise to see this bonus as a result of the general changes from the enhancement). Also, if you want to hear when the enhancement is now active (kinda interesting to see the rather few but heavy spots on the table where the ball actually speeds up on an X axis), then locate and uncomment the line in the momentum script area that says "'Playsound "Collide5"


#47 thewool

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Posted 01 June 2012 - 05:05 PM

Thanks for taking the time to further develop and update the routine Jimmy good.gif

I'll try the FS version out tonight and post up some feedback after an extended cider + play session! drunk.gif

#48 maceman

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Posted 02 June 2012 - 01:25 AM

Thanx for the update...

Wow, this is going to take some getting used to... but I likey!!

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#49 bent98

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Posted 04 June 2012 - 08:46 PM

Guys,

for some reason with this table the digits aren't showning on the backglass when using UVP. They do show up on 3rd monitor. All my other UVPs work fine. It has the


Sub Leds_Timer()

Dim ChgLED
ChgLED = Controller.ChangedLEDs(&Hffffffff, &Hffffffff)
End Sub

and there is already a timer LEds =50 on the table.

anyone else having an issue?


I tried donwloading uvp for this site again but it was the same one from 2010.

Edited by bent98, 04 June 2012 - 08:47 PM.


#50 jimmyfingers

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Posted 04 June 2012 - 10:50 PM

QUOTE (bent98 @ Jun 4 2012, 04:46 PM) <{POST_SNAPBACK}>
Guys,

for some reason with this table the digits aren't showning on the backglass when using UVP. They do show up on 3rd monitor. All my other UVPs work fine. It has the


Sub Leds_Timer()

Dim ChgLED
ChgLED = Controller.ChangedLEDs(&Hffffffff, &Hffffffff)
End Sub

and there is already a timer LEds =50 on the table.

anyone else having an issue?


I tried donwloading uvp for this site again but it was the same one from 2010.

I'm assuming that you've uncommented the UVP controller and commented the regular pinmame at the top of the script to get the BG to load at all. This verion should work exactly the same the previous MOD and, more so, Noah's main release as far as UVP goes.

I did notice when I first checked out this table that the UVP that I had appeared to be only for 6 digits and the ROM for this table is 7 digits. I ended up just modifying one of the UVPs and I think I even grabbed a different image as well and matched it up in the UVP program / editor. If I recall correctly the UVPs I could find did not work correctly. The problems being presented on them were though not a total lack of displaying the digits just a lot missing and odd numbers in wrong spots.

Hopefully you can find / modify the UVP for the seven digits and you should be good.

#51 bent98

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Posted 04 June 2012 - 11:17 PM

QUOTE (jimmyfingers @ Jun 4 2012, 10:50 PM) <{POST_SNAPBACK}>
QUOTE (bent98 @ Jun 4 2012, 04:46 PM) <{POST_SNAPBACK}>
Guys,

for some reason with this table the digits aren't showning on the backglass when using UVP. They do show up on 3rd monitor. All my other UVPs work fine. It has the


Sub Leds_Timer()

Dim ChgLED
ChgLED = Controller.ChangedLEDs(&Hffffffff, &Hffffffff)
End Sub

and there is already a timer LEds =50 on the table.

anyone else having an issue?


I tried donwloading uvp for this site again but it was the same one from 2010.

I'm assuming that you've uncommented the UVP controller and commented the regular pinmame at the top of the script to get the BG to load at all. This verion should work exactly the same the previous MOD and, more so, Noah's main release as far as UVP goes.

I did notice when I first checked out this table that the UVP that I had appeared to be only for 6 digits and the ROM for this table is 7 digits. I ended up just modifying one of the UVPs and I think I even grabbed a different image as well and matched it up in the UVP program / editor. If I recall correctly the UVPs I could find did not work correctly. The problems being presented on them were though not a total lack of displaying the digits just a lot missing and odd numbers in wrong spots.

Hopefully you can find / modify the UVP for the seven digits and you should be good.



possible to zip up your bg and uvp and pm me?

#52 JAM0

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Posted 04 June 2012 - 11:33 PM

I want to mention Jimmy that the more I play the BMPR, the more I like it. When I go back to regular VP physics, the ball can seem 'dead' -- at least on some tables. Thanks for all the work you put into this. In my opinion, it paid off big. And I don't think it is just a matter of opinion. From what I read of the objective analysis that you did, it is clear that the ball moves more realistically. Like you said, real pinball often feels slower than VP, with more lateral movement.