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Last Action Hero (Data East 1994)[Visual Pinball X]

Last Action Hero Javier VPX

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#41 dark

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Posted 01 October 2016 - 06:49 PM

I notice that some where along the line the ramp primitive's "collision" was enabled, perhaps when I reimported the new ramps I'm not sure but in any case it needs to be turned off.  Although the ramp still works it can make the shot harder and more 'sticky'.

 

Select ramp "primitive25" and open physics dialogue and un-tick collision.

 

[edit]: it would seem the table was relying on the collision for the ramp for the ramp to work, good thing I modelled it nicely and it actually works lol.  I don't think Javier is aware that prim physics is kinda wonky and hasn't replaced vp ramps as of yet,  I sent him a msg.

 

I also think the crane drop targets aren't resetting properly, they are supposed to reset any time you hit the backbar behind the targets (by missing a target).


Edited by dark, 01 October 2016 - 07:16 PM.


#42 TNT2

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Posted 01 October 2016 - 07:25 PM

Thanks Javier.



#43 bolt

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Posted 01 October 2016 - 08:20 PM

Thank you for the update javier, much better.


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#44 javier1515

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Posted 20 October 2016 - 02:22 PM

table updated version 1.03:

Hauntfreaks and Dark did some lighting and materials modifications  :love39:


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#45 Mark70

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Posted 20 October 2016 - 02:50 PM

Thanks for the update.

Can't wait to check it out :)



#46 bolt

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Posted 20 October 2016 - 05:08 PM

Thank you for the update.


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#47 TNT2

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Posted 20 October 2016 - 10:30 PM

Thanks for the update Javier.



#48 STAT

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Posted 21 October 2016 - 07:04 AM

Thank you Javier, thanks Hauntfreaks, thanks dark ... :tup:



#49 ClarkKent

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Posted 21 October 2016 - 03:47 PM

Really nice release!

 

I found some design problems: first both flippers are not in the same height (left 1840, right 1844), second you certainly did this by mistake - the playfield friction is ten times higher than recommended and third the inlanes accelerate the ball (friction related).



#50 dark

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Posted 21 October 2016 - 04:04 PM

Really nice release!

 

 the inlanes accelerate the ball (friction related).

 

I noticed this as well.  The table is finished visually but could still use tweaks to physics, I'm sure if you sent Javier an edited wip with adjusted physics he would be glad to review it and post an update.



#51 vampirolatino2

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Posted 21 October 2016 - 06:50 PM

Yes please Clark. :dblthumb:



#52 Drybonz

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Posted 21 October 2016 - 07:11 PM

ten times higher than recommended

 

Hey Clark... can you point us to a list of the recommended settings that you are using for your physics changes?  I have been going off of the document that Fuzzel posted as a guideline, but I was curious as to what you use as the basis for recommendations.



#53 ClarkKent

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Posted 21 October 2016 - 08:31 PM

https://github.com/c...ki/VP10-Physics

 

I also know why the flippers are not both at the same height - the angle of the inlanes is not the same on both sides. It's just a small inaccuracy that leads to that result. Moreover the upper edge of the left inlane is exactly the same height as the flipper which is also not good, the flipper should be a little bit lower than the upper edge of the inlane. If you want I could correct all these problems for you.



#54 Drybonz

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Posted 21 October 2016 - 08:48 PM

Great... thank you very much... I think if more people are familiar with these documents we can de-mystify some of the physics questions and inconsistencies.



#55 dark

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Posted 21 October 2016 - 08:53 PM

https://github.com/c...ki/VP10-Physics

 

I also know why the flippers are not both at the same height - the angle of the inlanes is not the same on both sides. It's just a small inaccuracy that leads to that result. Moreover the upper edge of the left inlane is exactly the same height as the flipper which is also not good, the flipper should be a little bit lower than the upper edge of the inlane. If you want I could correct all these problems for you.

If you don't mind forwarding an updated version for Javier to update by all means, he's open to suggestion.  Haunt and I went over the lighting and materials much the same way.



#56 ClarkKent

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Posted 21 October 2016 - 09:11 PM

Haven't started yet but will do it this weekend if you really want it.

 

Since the release of VPX I noticed that it's most important to work very exact otherwise you can not achieve the most accurate ball behavior.



#57 vampirolatino2

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Posted 21 October 2016 - 09:21 PM

Please do and share. Thanks!



#58 ClarkKent

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Posted 21 October 2016 - 10:55 PM

OK, just finished the corrections.

 

Corrected the inlanes (all three walls on each side). Angles are the same on both sides. Flippers are in the same height. Flippers physics and inlane physics adapted. You only have to adjust the right inlane primitive plastic as it's shifted.

Should look like here: https://www.dropbox....ts/lah.jpg?dl=0

 

Also adjusted table physics, bumpers, kicker sw31 and 57. Made all rails invisible is the script is not working on my system (you have to make them visible again if you need them). Changed POV for my system. Changed some friction settings on the ramps.

 

There is an inaccuracy at the diverter on the ramp - the ball gets stuck there sometimes (I think a gap or something - but I'm not good at repairing primitives). And please never use friction 0 at any object - it's only causing weird ball behavior.

 

Please contact Shoopity or Knorr - they can tell you how to move the crane butter smooth! It has a slightly jerky movement at the moment.

 

Here is the corrected table (it's certainly still not completely error free and maybe physics can still be tweaked but we will see if someone finds a problem):

https://www.dropbox....o 1.04.rar?dl=0


I just looked at some other parts of the table and there are a lot of objects with friction 0 - that's not good. I think I'll revise the whole table.

 

One thing I noticed is that the ramp entrance of the plastic ramp seems to be too steep at the beginning - the ball is rolling back very often. Did you measure the original ramp for the angle? Is it really the same?



#59 Ben Logan

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Posted 21 October 2016 - 11:11 PM

Nice, Clark! Will try it tonight.

#60 ClarkKent

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Posted 21 October 2016 - 11:18 PM

Please reload, I changed some friction settings and the kickers again to have the right direction they kick the ball out. Added two walls at the ramp exits to slow down the ball.







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