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Whirlwind 4K [Visual Pinball X]


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#41 Joppnl

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Posted 21 December 2021 - 11:12 AM

Fan-Tas-Tic!  

Thank you flupper1 and all others involved.

One minor issue on my setup: plunger.

The plunger on this table (in my setup) is more of an all-or-nothing type.

I have an analogue plunger and if I pull it, even a little, when releasing it the skill shot can not be made because the ball goes to fast: travelling the loop above the skill-droptargets.

What I did is I lowered the release speed of the plunger to 75 and it's better even it does not feel perfect : the range to hit the skill DT is very narrow but at least it can be done.
plungerww.png

Thanks again for this more-the-perfect-beauty!

 


Edited by Joppnl, 24 December 2021 - 11:22 AM.


#42 batch

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Posted 21 December 2021 - 12:34 PM

4x SSAA also doesn’t help? I know that hurts performance of course. For the bumpertops I use a trick to make the bumpertops have a colored transmission; the vpx engine does not support this, since primitives are always “added” to whatever is rendered behind them, while in fact for colored transparent plastics it should be “multiplied” (like in photoshop). Side effect of the trick are these dots unfortunately at lower resolutions and in VR.

4xSSAA helps a little bit, but, anyway, when I'm playing, I'm not looking at the bumpers, so, it's not very important

 

Thanks again for this fantastic table, and, Happy Holidays !


Edited by batch, 21 December 2021 - 12:37 PM.

signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#43 Darkiller

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Posted 21 December 2021 - 01:37 PM

this is outstanding.

bravo et merci pour tout.

 

maybe the greatest looking VPX table ever made so far. it's so beautiful and realistic, and also plays like a charm.

 

THANK YOU!!!!



#44 DKong

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Posted 22 December 2021 - 01:00 AM

Flupper,

This table is a thing of beauty. Just awesome.

It looks and plays better than the real one I played a couple years back. That table was in good condition too. The sounds added by you and Fleep help make this table feel so incredibly real as well with SSF.

 

Thanks again for all your hard work and for sharing with the rest of us! Much appreciated.



#45 rlewis19

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Posted 22 December 2021 - 04:09 PM

This table is simply wonderful.  Even on an older cab like the one I have, it plays incredible.



#46 Nathan 1980

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Posted 23 December 2021 - 06:55 PM

why are the plastic godzillas not displayed in VPX?



#47 CyclonePF

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Posted 23 December 2021 - 07:37 PM

Thank you Flupper and all who helped make this beauty. I got a couple hours of play in last night and wished I could have played all night. I always really love your tables, but as we all know that is just stating the obvious. They are such works of perfection. I played a real Whirlwind for the first time recently, and after trying your virtual version I know I would rather play your virtual version any time. It is like having a perfect, brand new, just unboxed real table that hasn't developed any issues from wear and tear yet. It is such a work of art and I can't thank you and the other authors enough for the unimaginable number of hours you must have put in to making this.



#48 Wylte

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Posted 23 December 2021 - 08:29 PM

why are the plastic godzillas not displayed in VPX?

They got blown away by the storm


Check out my projects Here!

#49 Rajo Joey

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Posted 25 December 2021 - 08:00 AM

4x SSAA also doesn’t help? I know that hurts performance of course. For the bumpertops I use a trick to make the bumpertops have a colored transmission; the vpx engine does not support this, since primitives are always “added” to whatever is rendered behind them, while in fact for colored transparent plastics it should be “multiplied” (like in photoshop). Side effect of the trick are these dots unfortunately at lower resolutions and in VR.

These are the points I see in my headset. I have already written about this in the Discord channel.
But they depend on the distance. If I go closer to the bumpers in VR, they disappear and the bumpers look very good.
I guess, there's nothing you can do about that. Does not bother me particularly. It's a wonderful table.

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#50 TigerOfOld

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Posted 30 December 2021 - 09:14 AM

This is a great table! Thank-you Flupper!

#51 R4ND0M

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Posted 06 January 2022 - 01:59 AM

wow, I'm still speechless. the quality of this release is simply mind-blowing. Thanks a lot for your meticulous work flupper1!

I did play whirlwind a lot in real live in the past, but most of the machines I got my hands on were wasted as f*ck, it was great fun nevertheless ;).

yours looks like brandnew machine must have and it plays just wonderful. I didn't manage to beat my personal record of 78mio yet, still struggeling to get over 50mio points. Didn't play this table for 25-30 years tho and I'm an old fart now :P

 

I noticed that in VR the Score 500K light gives the quick multiball and vice versa, so I exchanged the controller.lamp numbers of them and now it works as it should here.

IF VRRoom <> 0 Then
	If Controller.Lamp(2) = 0 Then: BGFL2_UpperJets.visible=0: else: BGFL2_UpperJets.visible=1
	If Controller.Lamp(6) = 0 Then: BGFL6_500k.visible=0: else: BGFL6_500k.visible=1
	If Controller.Lamp(4) = 0 Then: BGFL4_XBall.visible=0: else: BGFL4_XBall.visible=1
	If Controller.Lamp(5) = 0 Then: BGFL5_3Bank100k.visible=0: else: BGFL5_3Bank100k.visible=1
	If Controller.Lamp(3) = 0 Then: BGFL3_MultiBall.visible=0: else: BGFL3_MultiBall.visible=1   '????? Manual says 250k light, backglass says multiball
	If Controller.Lamp(7) = 0 Then: BGFL7_Million.visible=0: else: BGFL7_Million.visible=1
	If Controller.Lamp(8) = 0 Then: BGFL8_LowerJets.visible=0: else: BGFL8_LowerJets.visible=1
  End If
End Sub

Thanks again flupper1 and everyone else who contributed to this masterpiece!

 

Edith:

 

actually the mentioned changes above didn't solve the issue. Had a few games today and lights and awards (score 500K / quick multiball) didn't match again :hmm:
 


Edited by R4ND0M, 07 January 2022 - 12:11 AM.


#52 krel01

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Posted 06 January 2022 - 08:48 AM

GREAT AND STUNNING WORK!!!!

What table is next FLUPPER?



#53 Pmax65

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Posted 10 January 2022 - 11:44 AM

Hi Flupper1,

 

First off all, thank you very much for this awesome table.

 

I have only a very little issue with it, but I’m sure that it is not due to the table itself, but it’s probably my cabinet setup the cause of the issue, since it happens on many other tables which have wide area flashes as this one has.  I’m just asking your opinion because you look very competent on this kind of issues.

 

In detail:

when the table has flashes that operate on wide areas of the table the flashing effect have momentary vertical straight bands of different light intensity inside the flashing area that appear during the light on/off and off/on transitions. In y opinion, it seems that the effect is not applied on the video frame as a whole but in more frames.

 

My cabinet’s setup is:

 

CPU:  Intel Xeon E3-1240 V2 @ 3.4GHz server
Memory: 16 Gbytes RAM
GPU: GTX1060

Table monitor: Hannspree Hanns.G HL 407 UPB 39.5" Full HD 8.5ms

Backglass monitor: Philips 273V5LHAB
 

Do you know if there is an option to apply to constrain the refresh of the whole lighted area in a single frame?

(The question is extended to anybody has an answer of course.)

 

Thank you in advance.

 

Have a great day.

 

Massimo


Edited by Pmax65, 10 January 2022 - 01:51 PM.

Everywhere a ball rolls, there's fun!


#54 flupper1

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Posted 10 January 2022 - 05:54 PM

From what you are describing, I think you need to enable vsync.Does it help to enable that in the nvidia settings? And/or set FPS Limiter/vsync and max. prerendered frames to both 1 in the VPX video settings.



#55 stygmate

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Posted 10 January 2022 - 07:56 PM

Hi,

 

The rollingtext is enabled after entering name for a hiscore with rollingtext = False in script. Only Bug i found :)

 

Many thanks this table is amazing ! good ssf ! good visual ! good good :)



#56 Emre

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Posted 10 January 2022 - 08:42 PM

It says updated today but still says 1.1. Is it a minor update?



#57 flupper1

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Posted 10 January 2022 - 09:21 PM

Yes, I only added one sentence: "- If you are experiencing thick lines around the inserts in VR, make sure to have the latest VPVR Shaders from November 2021"

for people who are playing in VR



#58 Pmax65

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Posted 11 January 2022 - 01:22 PM

From what you are describing, I think you need to enable vsync.Does it help to enable that in the nvidia settings? And/or set FPS Limiter/vsync and max. prerendered frames to both 1 in the VPX video settings.

Hi Flupper1,

thank you very much for taking care of my issue, which is surely not related to this very well done table (I very appreciate your TOTAN which is one of the more impressive table for its realistic representation of the game).

I'm a little busy now, but as far as possible, I'll try your suggestions.
I missed to tell you that both the monitors are HDMI interfaced with the GPU board and that a third DMD monitor is interfaced via HDMI too, but I guess that you already supposed that they were that.

Thank you again. 

Have a great day.

Massimo
 


Edited by Pmax65, 11 January 2022 - 01:23 PM.

Everywhere a ball rolls, there's fun!


#59 GlueSniffinEd

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Posted 12 January 2022 - 09:00 PM

Just got around to installing this last night.  I absolutely loved the 'making of' included in the package, what a great addition!

 

Thank you for this beautiful table and a neat behind the scenes look!



#60 Pmax65

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Posted 17 January 2022 - 11:45 AM

Hi Flupper1,

this weekend I checked out your suggestion and it worked indeed, you perfectly aimed the target and effectively setting the [FPS Limiter/vsync] to 1 and setting the [Vertical sync] into the [NVIDIA Control Panel 3D settings] the issue is fixed.
But the FPS fall down and the ball behaves jerky. 

It seems to me that the issue is hardware, that is (I'm asking if I'm correct here) maybe that the monitor I installed is too slow and limits the FPS in case of vertical synchronization.

For that I decided to set back the [FPS Limiter/vsync] to 0 because the game is much better.

 

I attached to this message the graphics settings of my cabinet in case someone could point out if there is something wrong in that which I don't know and that could improve this issue.

 

Thank you again.

 

Have a great day.

 

Massimo

 

Attached Files


Everywhere a ball rolls, there's fun!