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Radical (Bally 1990) [Visual Pinball X]

Bally 1990 Radical prototype

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#41 ClarkKent

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Posted 02 November 2018 - 10:58 AM

If you use similar setting on your other tables you get a very realistic gameplay!

 

Most important is correct placement of all objects and correct angle of the flippers.


Edited by ClarkKent, 02 November 2018 - 11:34 AM.


#42 STAT

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Posted 02 November 2018 - 11:17 AM

VPP File avaiable or is/was there more to do ?

#43 Ben Logan

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Posted 02 November 2018 - 10:06 PM

Haven't tried it yet, but I'm a fan of Clark's physics. Looking forward to playing tonight. :)



#44 Mr H

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Posted 03 November 2018 - 10:23 PM

This table plays soooo good. Played it a bit last night, it does feel very realistic. With all the tables coming out, this has been the best feeling table I've played for a long time. I was doing some flipper tricks/passes that just felt real. And even how the ball moves/bounces around the playfield was a joy to watch!

Awesome work guys, the settings you have applied on this should be on everything moving forward.

ClarkKent, if we wanted to apply these settings to past tables of our own what is the peice of code/script for this?

Cheers guys, thanks a bunch!

#45 ClarkKent

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Posted 04 November 2018 - 10:15 AM

It's a combination of several things. Most important thing is correct placement and angle of the flippers and the inlanes. Second the physics for the flippers and the table. Third a slightly higher ball mass in the script. But it's the fine tuning of every single value - it takes days or sometimes weeks to get the right combination. I play a lot on my real machines and watch videos of the pinball table I adjust to see how the ball reacts and moves.

 

I know that the flippers are a little bit slower than normal but what benefit would it be to have fast flippers but lose ball control? With my latest findings even tip passes are possible!


Edited by ClarkKent, 04 November 2018 - 10:16 AM.


#46 The Loafer

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Posted 04 November 2018 - 03:14 PM

I like your physics adjustments Clark, game plays better with them. However I am probably misunderstanding but I thought fast flips wasn't about flipping faster but rather less lag? I would not have thought it impossible to have your physics adjustments working with fast flips, but I guess that was incorrect assumption on my part. Well done!

#47 Thalamus

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Posted 04 November 2018 - 05:52 PM

For what I've understood. Fast flips will just bypass having to wait for VPM for the flippers. So. All, originals and EM's have this enabled by default. IF how fast VPM/VP recognizes the keypress have anything to do with the physics of the flippers. Well, then we're fucked if you ask me. Without FF code we are getting some random number between 0-20 ms for each key press and that is FAR to much for accurate game-play.

 

I'm not fortunate enough to have access to real pins where I live on a daily basis. So, on a semi regular basis I go to the nearest main city that has. Trondheim. They have new sterns and awesome classics to play. I've always struggled coming from VP to the real deal. NOT at all that much after FastFlips code was introduced. It used to take me a whole day to get the shots nailed, now it feels like it is just inaccurate angles in either the in-lanes or the flippers.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#48 BorgDog

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Posted 04 November 2018 - 05:52 PM

I like your physics adjustments Clark, game plays better with them. However I am probably misunderstanding but I thought fast flips wasn't about flipping faster but rather less lag? I would not have thought it impossible to have your physics adjustments working with fast flips, but I guess that was incorrect assumption on my part. Well done!

 

I think he's talking about how fast the flippers flip/move once initiated, fastflips IS enabled in the table which lessens the time from button press to initiating movement.

 

And yes, well done, game plays great, thanks all.



#49 Andypc

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Posted 08 December 2018 - 07:03 PM

Using VPX 10.6 Rev 3582 and Vpinmame 3.2 beta. I am getting the following error's opening this game.

20181208 180337B
20181208 180347B

 

Any help would be appreciated. Fast Flips work fine in other games.



#50 jpsalas

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Posted 08 December 2018 - 08:18 PM

The table works fine, and I also use vpinmame beta 3.2 and the latest VPX 10.6 from today.

 

I guess you must have an older vpinmame, not the latest beta, or you may have some old script in the same folder as the table. I should download the vpinamme 3.2 again, and make sure it ovewrites the old one. Run Setup.exe and make sure the paths are right. Then search for script in the tables folder, and make sure the VPX 10.6 scripts are in the script folder.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#51 jpsalas

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Posted 26 October 2022 - 12:07 PM

UPDATE

 

4.0.0 Updated 26.10.2022
- Joined prototype and regular versions in one table. Use the player options at the top of the script to select the table you want to play.
- Updated to my VPX7 physics
- Some small script updates, like the Rolling sound, Fading Lights and PlaySoundAt routines.
- cleaned up and deleted unused graphics & reduced the size of the table
- Added my latest VPX7 LUT changer to darken the table (hold down LEFT CTRL while change with RIGHT CTRL).
- Added SSF sound commands.
 
I keep in the download the version 1.1.1 with the 3D ramps made by 32assassin and the flipper settings by ClarkKent, since it plays very well. At the "rebels" site you will find a mod made by VPW.
 
This version 4 has my ramps just like I made them in my first version. I have adjusted a little the flashers and the lights, to get a more updated version :)
This version includes now both the prototype and regular versions in one table. Use the player options at the top of the script to select the table you want to play:
 
Const PrototypeEnabled = True
 
Just changed it to False if you prefer to play the regular/released version. The regular table will play a little different since there is no VUK at the Snake Run, and also it is missing the slingshot right under the bumpers.
 
The prototype version is enabled as default.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters






Also tagged with one or more of these keywords: Bally, 1990, Radical, prototype