haunt,
what's up with the transformers image I keep seeing you post with the different ramps. Am I missing something?
personal mod....
Posted 30 July 2018 - 02:54 PM
UPDATE 30.07.2018
-fixed Tilt not working.
-increased the strength of the Megatron kicker as suggested by jesperpark
-fixed possible ball stucks after hitting Optimus Prime
-adjusted bumper strength as suggested by hauntfreaks.
-the "rampMOD" version includes ROM ramps from his FP table (maybe some cabinet users will prefer this version as it looks more like the real one, and you can see the in-lane lights under the ramps)
Note: now that the bugs are fixed, the table is free to MOD ![]()
Edited by jpsalas, 30 July 2018 - 02:57 PM.
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 31 October 2020 - 07:01 AM
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 24 May 2022 - 10:30 PM
Posted 15 October 2022 - 04:57 AM
UPDATE
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 16 July 2023 - 04:09 AM
UPDATE
4.0.0 Updated 15.10.2022- Updated to my VPX7 physics- added option for wire ramps- separated insert images from the playfield- Added my VPX7 LUT changer to darken the table (hold down LEFT CTRL while change with RIGHT CTRL).- Updated my mechanical set of sounds to a more "under the glass" sound.- Changed the Environment image to enhance a little the object shadows.- Some small script updates, like the Rolling sound and PlaySoundAt routines.
Hey JP...have the bumpers been fixed? I've had to wait nearly a full minute for the ball to stop bouncing around in there and come down to the flippers and scored an inordinate amount of points because of it. Every single game I play, the majority of the points come from the bumpers because I'm scoring an average of 2 to 3 million points each time the ball goes in there.
Other than, I really love this table. ![]()
Custom build: Windows 10, i5 6600, Nvidia GTX 970, 16 GB RAM
Posted 16 July 2023 - 10:46 AM
Lowering the bumper force and scatter angle to 7 and 2 respectively seems to work in the sense that the ball doesn't stay up there as long as with the standard settings, but this is probably not a proper fix.
Two things stand out to me when comparing this table to the real thing (on video):
1. The ball lock scoop spits the ball back out after lock.
2. The slingshots are much more powerful on the real machine and appear to kick the ball more upwards.
Posted 16 July 2023 - 12:48 PM
Thanks X Vector ![]()
I take note of the bumper settings, thanks ![]()
I'll check the ball lock, but releasing the ball is something the rom does by activating a solenoid. I'm not sure if there is anything I can do to make it work differently, unless there is an option in the rom settings, maybe a difficulty settings or similar.
The slingshots will be better when I'll update the table, as I use a slightly modified slingshots now, which shoots the ball a little more up, like in real tables (check my other VPX8 tables)
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 16 July 2023 - 06:59 PM
Thing is, the scoop ejection is something I saw in the following two videos of Pro versions:
However, on the LE it seems to be different, here the ball actually does get loaded into the plunger lane:
https://youtu.be/5CA...Rp2tM16vK&t=571
Strange, considering the LE uses a different ROM.
I've noticed that you've posted a couple of VPX8 tables, but I think I'll wait to try them until an official (non-beta) release of the software is available.