If you check the first post in this thread you'll notice some things have been added to the to-do list as well as some things crossed off as done. Some stuff that's been recently completed includes:
animate mosquito off/on (3D mesh)
add diversion metal flap above pop bumper lane (currently missing)
fix raptor shoot out
Replace metal wall near gallimimus with primitive that reflects lane way, and walls to the left of T-Rex and animate them with GI lighting off/on.
Add primitive Gate/Switch to plastic ramp +primitive wiring (behind Trex, was missing)
Animate off/on for ramp end bracket.
Raptor kick/shoot out fix:
In the original table the raptor shoot out would often shoot within the range of the oversized T-Rex paddock kicker (the PadPull magnet simulates the dip in the playfield in front of Trex). As a result a shot into the raptor kick out would do a weird curve right into the trex, effectively making the game much easier. So a combination of reducing the radius of the padpull and adjusting the position of the raptor kicker has resolved this. Also I found that many times you could fire a shot right into the raptor kicker and it wouldn't fire back, this no longer seems to happen. Every time I have a true shot right up that lane it kicks right back down towards the flippers, as it does on the real table. Data East was nice enough to initiate a ball save for a few seconds after every kick out, similar to what you'll see on Last Action Hero.
I made a primitive metal wall with reflections for the left of the T-rex and added in the diversion lane wall. I managed to add invisible VP walls and after a lot of fine tuning it works as it should, a weak shot up the pop bumper lane will fall back down the Trex lane provided it gets past the wall to the top of the table. (Thanks Kiwi/Max for the great reference pic for that.) This was a very tight space to fit two lanes in so it took a lot of tweaking and playing around with before the balls would smoothly travel through these lanes without getting wedged or stuck.
I recently re-did the "Jurassic Park" gate at the base of the plastic ramp to be more true to the dimensions of the real thing since the FP redraw that I based my original model off of was too skinny and didn't have the correct taper (fat at the bottom, thinner at the top). I also re-positioned the gate further up the ramp and changed up the wiring for the lamp post near by so it would reach further back to tuck in behind the gate. That was a fair bit of work for a small change really, but it's much more authentic now in it's size,position and dimensions. Most vantage points in photos show about 3 of the table insert lights below the JPark gate before they get cut off by the Gate, previously only 1.5 could be seen on our VP table and now it matches the photo references I have.
I made a custom flasher image to have the playfield reflect the wire ramp when the GI is on slightly, you see this effect in FP a lot, but I made it fairly subtle, FP usually has it fairly intense. I also made a custom flasher for the T-Rex mouth, the playfield Trex near the lower right, not the 3D toy. I plan to do some very subtle/minor custom reflections off of the wire ramp once we have the wire ramp replaced with a 3D mesh.
Visually everything is about done.

I had the Trex bow so you could see the Gate/switch behind the Trex that was added, also note the changes to the JPark gate at the base of the ramp.
Edited by dark, 01 October 2014 - 10:48 PM.