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141 replies to this topic
#45
Posted 17 July 2016 - 03:49 AM
ok... i spent the last 30-45mins trying to capture this on video again (without the wall).... no luck...lol story of my life
i'm going to replace the file with the one with the wall and will report back... I cant see how the ball could get lost there with that wall around that ramp
#46
Posted 17 July 2016 - 05:03 AM
Thanks flupper1 and co, release 1.1 is great, looking top notch as it was, really liking the new physics. I actually never did feel release 1.0 physics were right, though 1.1 is just great, if anything maybe just maybe I'm finding it a little too easy to capture and cradle the ball, though that's just the impression that I get, been many years since I played the real machine. The new flipper settings indeed have a vastly better feel to them then any other VP release to date.
Cheers!
Edited by StevOz, 17 July 2016 - 08:42 AM.
#47
Posted 17 July 2016 - 08:22 AM
StevOz, love your post. You can always make things more challenging by upping the elasticity of your flippers (as you probably already know). Not recommending it, but sometimes I change those settings when I want to torture myself with a new challenge!
Edited by Ben Logan, 17 July 2016 - 08:27 AM.
#49
Posted 17 July 2016 - 10:01 AM
Yes that was the first thing I thought of up the elasticity, then I thought, that setting is rather up there already, maybe start vs end angles vs slope vs friction vs so many numerous settings.
It came to me, the actual solution involves the tweaking of that which was changed and should be all for the better, those on the fly flipper setting adjustments made via script now, though to be hard coded into the emulation in the future, best to get those tweaks working as best WE can before that hard code is set in place, just saying it's all good, very good, though it can I'm almost certain be better.
* Above posted by HF whilst I was still posting. A ball pass should not really always be a breeze, no really it's possible and should always be possible, though it should not always be a breeze to do, more often then not a well timed nudge is also required.
*edit
Edited by StevOz, 17 July 2016 - 10:37 AM.
#54
Posted 18 September 2016 - 04:54 PM
Rotrax, on 18 Sept 2016 - 6:18 PM, said:
This table is superb thanx, one thing that i noticed yesterday when i played the real pinball machine is that on the upper playfield when the ball comes out of the kicker next to the castle ramp, the ball always comes on the flipper so you can keep the ball on the upper playfield In this version it never happens, the ball kicks out of the hole and always drains and goes direclty to the lower playfield. The only way now to get on the upper playfield and stay on the upper playfield is to use the ramp on the left. Is there a way to power up this kicker so the ball hits the upper flipper. If that's possible this is in some ways better then the black knight 2000 i own.... Anyway thanks for this realy great table, if this is the standard for vpx....wow just wow
Glad you like it! About the kicker: if I test it, and hold the right flipper (by keeping the right button pushed), the ball hits the upper flipper and bounces up a little, so easy to keep on the upper playfield. What happens for you when you do that? And be sure to use version 1.1 of this table and VPX 10.1.
#55
Posted 18 September 2016 - 08:22 PM
I'm thinking Rotax is using version 1.0 as Flupper made a change in version 1.1 so the kicker does indeed hit the flipper as he described on his real machine.
Version 1.0 kicked the ball directly into the WAR lanes for a quick drain to the lower playfield.
Version 1.0 kicked the ball directly into the WAR lanes for a quick drain to the lower playfield.


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