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APOLLO 13 - VP9.2 - FS [VP 9.x Cabinet FS]

Apollo 13 Apollo 13 Sega 1995 ICPjuggla Herweh

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#41 ringorian

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Posted 06 January 2014 - 03:38 PM

Tried the update with version 9.2.

Got a 13 Multiball and one ball got stuck or something. Had to tilt to go on to the next ball, played that ball, had to tilt again to end the game .. 

With the old version i never got that in a multiball ..

:)



#42 2martoes

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Posted 09 January 2014 - 02:21 AM

What an amazing table!!

I managed to get 13 multiball once and my screen stuttered like crazy it cracked me up!! I tried turning off the flashers to see if it would help but do you think I could get it again! No chance ill keep trying!

 On one occasion i had regular multiball and the rom ended the game whilst i still had one ball alive? But seriously what a ripper of a table thank you! :otvclap: 



#43 dup3d

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Posted 09 January 2014 - 02:39 PM

thx for the great table and it´s update :) played a lot of games but with the updated version never got a ball stuck again and everything runs fine.

only one little thing i recognized is that the lamps 43 and 47 are changed. it has to be #43 for the right orbit flame and #47 for the left orbit flame and in your version it´s turned around. Nothing dramatic and easy to fix just want to let you know.

looking forward to next releases as i really enjoy playing them  :otvclap:


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In play:Funhouse, High Speed, Bride of Pinbot, Demolition Man, Mini VP Cab
Gone:BlackWater100, Hurricane, Fire, Dirty Harry, Black Pyramid
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#44 Herweh

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Posted 10 January 2014 - 02:56 PM

Updated to 1.0.2: I've switched the two orbit flames' ids (thanks dup3d).


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#45 Slydog43

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Posted 11 January 2014 - 03:50 AM

When I hit the rocket a few times, I think I should get 13 multiball, but I only get 3 balls launched from the plunger automatically.  I used to get 13 ball multiball with older version.  Any ideas?



#46 Aaron James

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Posted 11 January 2014 - 05:12 AM

Man I love this recreation... THANKS AGAIN!!!

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#47 dup3d

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Posted 11 January 2014 - 02:17 PM

When I hit the rocket a few times, I think I should get 13 multiball, but I only get 3 balls launched from the plunger automatically.  I used to get 13 ball multiball with older version.  Any ideas?

there are different multiball modes. the regular with a 2-4 ball multi and the 13 Ball Multimode which is only available when all BlastOff letters are lit. there´s also a way to abort multiball for advanced players to get all blastoff letters before. more info´s in the manua (Section 2 Chapter2 site 8). hope that helps

 

EDIT: Played some games and poorly have to say that there is a bug with the multiball abort for me. didn´t noticed it since i read that the regular multi could be aborted. when you abort the multi the rocket drops the ball to under pf and ball is over Bonus is given and next ball to play will be released. don´t think thats the way it has to go and perhaps someone has an idea how to fix :)


Edited by dup3d, 11 January 2014 - 03:10 PM.

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In play:Funhouse, High Speed, Bride of Pinbot, Demolition Man, Mini VP Cab
Gone:BlackWater100, Hurricane, Fire, Dirty Harry, Black Pyramid
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#48 dyopp21

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Posted 16 February 2014 - 10:51 PM

Table plays awesome here.  No stuck balls.

 

One question concerning vpinmame and the DMD.  I have a large black band on the bottom of the DMD window.  Since I'm running a 2 screen setup, the black band covers the "BLASTOFF" letters.  Is there anyway to resize the dimensions of the window that the DMD sits in to get rid of the band?  I already know how to change the size of the entire window (show border>resize) and the "SHOW DMD ONLY" option in the script.  Neither of those alleviates the problem.


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#49 edizzle

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Posted 07 March 2014 - 07:14 AM

Top Notch table as always!!! Thanks a bunch.  I didn't see anyone else post about having this problem I get pretty much every time I get multiball.  When multiball first starts several of the balls somehow end up on the apron area towards the bottom of the playfield.  And once that happens...the game stutters to the point of pretty much being unplayable.  You can see in this attachment there are two balls down at the bottom right over the instruction card.  I am running version 1.02 of the table and 9.2.1. rev916 of VP.  Thanks again...always look forward to these great releases!

apollo.png



#50 bamamach1

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Posted 10 June 2014 - 02:39 AM

I will also add my compliments on a great looking table.  The only issue I have is it will tilt itself without any nudges from the player.  Happens quite frequently.  Seems to tilt most when ricocheting between the bumpers.  Don't have the tilt issue with any other tables.  I read the other post, but didn't see anyone else with this issue.



#51 boiydiego

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Posted 10 June 2014 - 01:19 PM

Top Notch table as always!!! Thanks a bunch.  I didn't see anyone else post about having this problem I get pretty much every time I get multiball.  When multiball first starts several of the balls somehow end up on the apron area towards the bottom of the playfield.  And once that happens...the game stutters to the point of pretty much being unplayable.  You can see in this attachment there are two balls down at the bottom right over the instruction card.  I am running version 1.02 of the table and 9.2.1. rev916 of VP.  Thanks again...always look forward to these great releases!

apollo.png

then you didnt see good i also reported it with multiball problems , think author need to fix it , dx9 does not help ,this is one of my favorit nice made but unplayable ... please somebody fix this cant believe nobody else but the one that also reported it has it there MUST be more ...


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#52 ICPjuggla

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Posted 10 June 2014 - 01:36 PM

I haven't been able to reproduce the problem.

So more info would be great.. Where are the balls coming from that end up on the apron etc. let me know and I'll look into it..

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#53 yeahboy123

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Posted 10 June 2014 - 01:44 PM

When the moon grabs the ball, it shoots out 2 more balls (3 balls total).  When one ball drains, it does end of ball bonus.

When the other balls drain, one ball shoots out of the "danger exhaust" pipe on the right side and it rolls on the instruction card.  

 

UPDATE:  This was fixed by deleting the nvram (no balls apron)

 

However, after 13 ball multiball, when all balls are drained it still thinks there is a ball in play.  It tries to find the ball but never finds it.  

 

I changed the script.  I removed the cases for the backglass and just put the one line b2s.server etc etc.

I need to change it back to original script and see if this is why it is doing this.


Edited by yeahboy123, 10 June 2014 - 02:24 PM.


#54 ICPjuggla

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Posted 10 June 2014 - 03:01 PM

Thx yeahboy123 for the detailed explanation and fix for this... Keep us posted guys if this fix works for you.. :-)

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#55 boiydiego

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Posted 10 June 2014 - 05:18 PM

i have the stutter when first ball of 13ball gets on playfield then stutter persits


What an amazing table!!

I managed to get 13 multiball once and my screen stuttered like crazy it cracked me up!! I tried turning off the flashers to see if it would help but do you think I could get it again! No chance ill keep trying!

 On one occasion i had regular multiball and the rom ended the game whilst i still had one ball alive? But seriously what a ripper of a table thank you! :otvclap:

ICP this guy also has the problem all tables run smooth also the monster bash table runs fine and thats a fps hogg , ICP if you want give me suggestions that i can try to get it smooth and will report back to you ..


Edited by boiydiego, 10 June 2014 - 05:23 PM.

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#56 ICPjuggla

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Posted 10 June 2014 - 05:57 PM

I can suggest if using db2s try using simple LEDs, run in exe or play the table without db2s and see if that helps.

It's a really demanding table once all the balls are dropped there is really nothing we can do about that. There are also some options in the top of the script to turn off the flashers etc. try some of those options.

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#57 boiydiego

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Posted 10 June 2014 - 07:26 PM

so you dont have stutter with 13ball ICP ? what system you run and graphicscards ?

i run I7 overclocked with two amd card that will run cod ghost at full settings with 100fps cant get my head around it that vp with the table will give that much stutter on 13ball , but thinking it are the 2 lights on the slingshots that are the fps hogs in conjuction with 13ball can that be ??


Edited by boiydiego, 10 June 2014 - 07:32 PM.

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#58 ICPjuggla

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Posted 10 June 2014 - 10:33 PM

Did you try playing with the settings I suggested?

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#59 boiydiego

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Posted 10 June 2014 - 11:03 PM

the fire uploaded from UW distracted me , but what i try allready turned vsync to 120 to 0 to 1 no change in 13ball also i run all db2s in exe mode, otherwise flipper will stick in tables , tomorow after work i jump on it again gone try the simple leds and with d2bs , must have this table running perfect :)


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#60 The Loafer

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Posted 11 June 2014 - 02:45 AM

You can't look at a gaming rig with GPUs that is meant to push polygons and assume that is a perfect machine for VP. It IS a great machine but the use of dual video cards may not be helping your issues. I have read for some, and SLI/XFIRE setup can cause little hiccups in frame rates. Try running playfield and backglass on the same card and see if VP doesn't perform better.





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