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High Speed (Williams 1986) [Visual Pinball X]

High Speed (Williams 1986) High Speed

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#41 chokeee

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Posted 13 December 2016 - 08:47 AM

From time to time when the ball should go to the one of the wire ramps it goes down (like loop shot). For example I notice it when the second ball should go to the wire ramp and then I cant shoot 3rd ball because there is no 3rd ball (jackpot "situation" with two balls).

VPF is my best english teacher ;)

 

Maybe the reason for this situation is the lack of a "gates" in places where the ball falls into the wireramps? Look at the real table pictures (you can not see exactly because at the top of the ramp is a glass):

 

hs_1.jpg

 

 

It is also visible on kruge99 great VP9 table:

 

 

hs_3.jpg

 

 

Ok I know its not that ;)


Edited by chokeee, 23 December 2016 - 02:54 PM.


#42 vogliadicane

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Posted 13 December 2016 - 09:48 AM

@Joey2001 had the two balls got stuck problem yesterday too. At 4 something millions had to tilt the game :hmm:

 

It seems actually to not realize the second ball there



#43 Rajo Joey

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Posted 13 December 2016 - 12:35 PM

@Joey2001 had the two balls got stuck problem yesterday too. At 4 something millions had to tilt the game :hmm:

 

It seems actually to not realize the second ball there

Yes, I hope, that an update will come. Then this table is perfect for me.


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#44 chokeee

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Posted 14 December 2016 - 08:30 PM

Here is High Speed where I change flippers, bumpers, slingshots, rolling sounds (those are my favourite sounds and I use them for all tables), ball image and lighting, enviroment image, some backdrop settings (for 22" playfield), playfield and flippers phisics, nFozzy's flippers code Maybe some of you will like it. Thanks again for your work on this great table.

https://www.dropbox.... 1986).vpx?dl=0

Edited by chokeee, 14 December 2016 - 08:41 PM.


#45 lodger

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Posted 14 December 2016 - 08:45 PM

This was a really nice recreation. the only minor issues were that 1) with the kickback being a bit too strong (if the upper flipper is not triggered, should start up the lane almost to the upper flipper setting up the shot). 2) the extra ball saucer was a bit temperamental and the ball wouldn't quite go in. This is especially important since this is a pretty key shot for settingup jackpot shots, and 3) the slant on the table being a bit too extreme (from my experiences playing it). Amazing job!


Edited by lodger, 14 December 2016 - 08:45 PM.

berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#46 RogerRoger

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Posted 15 December 2016 - 05:18 AM

I use VSync setting of 2, so had to change each flipper Coil Ramp up to 1.1, and also set Plunger release speed down a bit to 130. Everything else seems perfect. Thank you!



#47 nFozzy

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Posted 16 December 2016 - 12:39 PM

The lock troughs are each represented by one saucer that handles the two switches, and a saucer can't detect a second ball when it's full. The easy fix is to create rollover switches up there to handle the second switch like this: http://i.xomf.com/brmzb.jpg

 

Name these switches sw39 and sw47 for the one on the right, then wire them up in the script so the kickers only handle switches 40/48 and the rollovers handle 39/47.


    Set bsLeftLock = New cvpmBallStack
        bsLeftLock.InitSw 0,0,40,0,0,0,0,0
        bsLeftLock.InitSaucer LKick,40, 0,15
        bsLeftLock.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)

     Set bsRightLock = New cvpmBallStack
        bsRightLock.InitSw 0,0,48,0,0,0,0,0
        bsRightLock.InitSaucer RKick,48,0,15
        bsRightLock.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)

    Plunger1.Pullback
    Diverter1.IsDropped = 1
    Diverter2.IsDropped = 1

 End Sub

sub Sw39_hit:controller.Switch(39) = 1 : end Sub
sub Sw39_unhit:controller.Switch(39) = 0 : end sub
sub Sw47_hit:controller.Switch(47) = 1 : end Sub
sub Sw47_unhit:controller.Switch(47) = 0 : end sub

 



#48 chokeee

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Posted 16 December 2016 - 01:20 PM

nFozzy could you upload your version on dropbox etc.? I think it isnt illegal?



#49 clydedrexler

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Posted 16 December 2016 - 01:40 PM

Great table! Never played in real pinball. Is really amazing.
Thanks for making this piece of pinball history.

Salute
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#50 Thalamus

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Posted 16 December 2016 - 08:42 PM

nFozzy could you upload your version on dropbox etc.? I think it isnt illegal?

 

A better solution IMO, would be to ask politely for 32 to implement this fix. I'm sure he will once it known to him. 

Thanks nFozzy for sharing this fix.


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#51 Slydog43

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Posted 20 December 2016 - 10:15 PM

with 1.1, I get an error on line 12: table1 not defined.


Edited by Slydog43, 20 December 2016 - 10:15 PM.


#52 32assassin

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Posted 20 December 2016 - 10:36 PM

oops,  I renamed the table to sw37 and not the switch I added

 

Table name = Table1

 

right switch in hideout = sw37

 

fix with version 1.1a 


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#53 TNT2

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Posted 21 December 2016 - 03:51 AM

Great work on this one Assassin.



#54 GInsonic

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Posted 21 December 2016 - 08:30 AM

Many thanks for the new version 32assassin !



#55 bolt

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Posted 21 December 2016 - 11:19 AM

Thank you for the updates.


Posted Image

#56 Slydog43

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Posted 21 December 2016 - 02:09 PM

wow, this table is top notch.  Looks and plays great for a VP table.  Thanks you really nailed it again JP



#57 Mark70

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Posted 22 December 2016 - 12:57 PM

Thank you for the update!

Whatever you changed, the upper flipper feels just right now.
And the flipper lag (while VSync enabled) is also gone for me.

Really fun to play!

If it's ok to suggest something, then I would ask for
a lower blink frequenzy for the traffic lights, if this is possible.
 



#58 chokeee

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Posted 22 December 2016 - 10:02 PM

Thank you for the update!
Whatever you changed, the upper flipper feels just right now.
And the flipper lag (while VSync enabled) is also gone for me.
Really fun to play!
If it's ok to suggest something, then I would ask for
a lower blink frequenzy for the traffic lights, if this is possible.


About traffic lights. Change Lights Intensity from 30 to 10 and it will be perfect. Also if you dont want unexpected wire ramp sounds (when the ball goes to freeway loops...) u have to change trigger2 Surface to Ramp8.

#59 Thalamus

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Posted 23 December 2016 - 03:23 AM

 

Thank you for the update!
Whatever you changed, the upper flipper feels just right now.
And the flipper lag (while VSync enabled) is also gone for me.
Really fun to play!
If it's ok to suggest something, then I would ask for
a lower blink frequenzy for the traffic lights, if this is possible.


About traffic lights. Change Lights Intensity from 30 to 10 and it will be perfect. Also if you dont want unexpected wire ramp sounds (when the ball goes to freeway loops...) u have to change trigger2 Surface to Ramp8.

 

 

Been trying to PM you - are you message box full maybe ?


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#60 chokeee

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Posted 23 December 2016 - 12:47 PM

hmmm, try again ;)





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