Jump to content



Photo
* * * * * 9 votes

Pinscape Controller software V2

pinscape

  • Please log in to reply
975 replies to this topic

#641 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 13 July 2018 - 06:24 PM

MJR- Where do you have your PCBs made?  

 

I've been using Elecrow.com for the expansion boards.  They do small lots (5-10 min) at good prices.  I've done several runs with them now, and they've been very reliable and easy to work with.  

 

For the AEDR8300 sensor boards, I've been using OSH Park.  They charge by the square inch, so they're the cheap option for a tiny board like this.  (They're much more expensive per board for the expansion boards since they're so much larger, although the tradeoff is that they do smaller lots - their standard order is 3 copies.)

 

You can also check pcbshopper.com for quotes if you have a specific job you want to run.  There are lots of vendors in this space, and the pricing can vary a lot according to the details of what you're having made and how many copies you want.



#642 rickh

rickh

    Enthusiast

  • Gold Supporter
  • 435 posts
  • Location:Raleigh

  • Flag: United States of America

  • Favorite Pinball: I love them all

Posted 13 July 2018 - 11:14 PM

MJR,

 

Dang!  My best price for the board I have was $10 ea.  Elecrow was $1.20.  China is cheap!  Thanks Mike!

 

Rick


Rickey

Intense Arcade

http://www.intensearcade.com

 


#643 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 13 July 2018 - 11:24 PM

Dang!  My best price for the board I have was $10 ea.  Elecrow was $1.20.  China is cheap!

 

Yeah, their prices are hard to beat.  The only snag is the international shipping, which effectively doubles the price - but compared to $10/board, that's still a bargain.



#644 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 27 July 2018 - 06:49 PM

Hello Mike,

 

can I please ask for your thoughts on this problem with Pinscape?

 

Last days I did connect all keys to the KLZ. (no outputs, just inputs).
 

Started the config tool and it says it needed a new firmware, done that, eveything is, according to the program, up-to-date.

 

Now, wit VPX, everything works fine, all keys do what they should do, great ....but:

 

When starting PinballX : it starts up, a few seconds and then it just  -hard-  closes within a few seconds.  (it does not shut down, it 'terminates', leaving the undercab lights 'on' and I do notice my windows start button (the windows logo in the most left-down corner) has gone too )

 

My first thought was a key hardware causing this close so: I did disconnect everything from the KLZ execpt the connection to the USB.
 

So, no other keys or whatsoever connected to the KLZ.    But : same problem.
 

Changed to other USB port : same.

 

Now...when I disconnect the KLZ and start PBX, everything is fine (although I have to use my normal keyboard to navigate).
 

 

So...it's something interfering with the KLZ / KLZ-software I suppose...no clue.
 

 

I was also running Pinvol in the background, did kill that task also but same and without the KLZ connected everything is fine.
 

 

Although the program says all is up to date I manually downloaded the Pinscape V2 version and used that...no difference.

 

Running Win7/64 with enough RAM so that should not be the problem but...what is ? 

 

BTW: the error log of PBX shows no errors, just that it has been started, it doesn't log the shutdown however

 

Edit: when I first start PBX without the KLZ connected PBX starts fine, if I connect the KLZ then (so with a started PBX) PBX keeps working and I can even use the buttons!

 

When I exit PBX and restart, same problem again.

 

PS: This all works: disconnect KLZ, start PBX, wait a moment, connect KLZ, everything ok, start table, use buttons in VPX, return to PBX, still everything ok, start next table etc.

It's just the first start of PBX together with KLZ/Pinscape that causes the crash.
 

 

Thanks for your help!


Edited by Joppnl, 27 July 2018 - 08:59 PM.


#645 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 27 July 2018 - 09:26 PM

When starting PinballX : it starts up, a few seconds and then it just  -hard-  closes within a few seconds.  (it does not shut down, it 'terminates', leaving the undercab lights 'on' and I do notice my windows start button (the windows logo in the most left-down corner) has gone too )

 

That's very strange.  I'm thinking the most likely explanation is a crash in PinballX - maybe they changed something recently that introduced a bug.  There's really no way the KL25Z firmware can on its own have any effect on any Windows applications directly, as the only effect it has on the Windows side is sending joystick USB packets.  It's really up to Windows programs to find their own ways to crash. :)

 

One possibility that comes immediately to mind is that this has to do with the factory edition of LedWiz.dll, which definitely crashes if you have a Pinscape in the system with any keyboard keys enabled and an LedWiz USB ID.  So one thing you could easily try would be to change the Pinscape USB ID to the "Pinscape" VID/PID rather than an LedWiz unit number.  It will still work with DOF just fine like that (as long as you have R3+ or R3++), since DOF doesn't depend on LedWiz emulation to recognize Pinscape units.  But that will hide it from Future Pinball and any other legacy, non-DOF software that you're using it with.  If you don't have any old pre-DOF software that you need to use it with, this isn't an issue, obviously.  In any case, you can at least give that a try to see if it helps.

 

If that does fix it for you, I'd do a search over your whole hard disk to see if you have any old copies of LedWiz.dll installed anywhere.  Especially in the PinballX folder tree.  If you find any, you can either just delete them (if you don't need them) or replace them with my alternative LedWiz.dll version, which you can find here:

 

http://mjrnet.org/pi...ll-updates.html

 

If all else fails, you could try my new secret project:

 

http://mjrnet.org/pi...pe/PinballY.php



#646 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 27 July 2018 - 10:01 PM

Thank you so much for these possible solutions, I will give them all a try, starting with the first one you mention....but that's the only one I do not understand :

"change the Pinscape USB ID to the "Pinscape" VID/PID rather than an LedWiz unit number"  

Ok, I found out it's the Vendor ID / Product ID and if I'm right it is the way the OS determines what product is connected to the usb port..so-far-so-good...but how can I change that with Pinscape?
 

Thank you, will go through all the options and will let you know.



#647 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 27 July 2018 - 10:08 PM

Thank you so much for these possible solutions, I will give them all a try, starting with the first one you mention....but that's the only one I do not understand :

"change the Pinscape USB ID to the "Pinscape" VID/PID rather than an LedWiz unit number"  

Ok, I found out it's the Vendor ID / Product ID and if I'm right it is the way the OS determines what product is connected to the usb port..so-far-so-good...but how can I change that with Pinscape?

 

Fire up the Config Tool, go to the Settings page, and near the top, there's a drop list for "USB ID".  The default is "LedWiz #8".  Just change that the "Pinscape ID" and save changes.

 

You can try that temporarily to see if the PinballX crash goes away.  If it doesn't, I must be on the wrong track here, so you can just go back to LedWiz #8.  (Even if it does fix it, you might be able to keep the LedWiz #8 setting if one of the other fixes gets rid of the crash, such as replacing the LedWiz.dll copies.)



#648 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 28 July 2018 - 08:21 AM

Mike,

thank you for your support and....FOUND IT!

 

When I was thinking it over last night what you wrote (we have a heat-wave over here so it's far to hot to sleep anyway..) I could link things together:

 

My hardware setup is that I do have 5 high power RGB led's at the back (I guess you know them).
 

Withing PBX, whenever a table shows up (i.e. by pressing the flipper buttons to go to an other table) there is a kind of light-action :

 

I programmed PBX with the PluginManager that first the outer le/ri lights go blue, then a pause of 250ms, then the middle le/ri go green for 250ms and finally the middle led goes on red for 250 ms.
 

Now...THAT is exactly the moment PBX crashes: I start PBX, I wait a short time the have it initialized, then I see the last used table coming up for a very short time and BANG...crash when (as I can combine it now) the light show should begin.

 

So .. the solution is very easy.. I started the PluginManager and I unchecked the 'LED Plugin' plugin and now PBX starts (no lights though but ok, that's a minor issue, I like the way Pinscape works and can be programmed far more).

 

Enabeling the LED Plugin again will result in a crash again so this is the cause..and thankfully, the solution.
 

 

Nevertheless.....will try PBY ( :otvclap:)  to see how that works, so far I really like your way of programming, the hardware projects, the user interfaces  (and your never ending support (so far)  :dblthumb:)  so I am excited to see what PBY will bring!

 

Is there already a forum topic where PBY is being discussed (did a search but nothing came up)
 

Thank you again Mike!  
 

 

PS1: Mike, am I right with this observation? : 

 

in PinVol you suggest the keys to be i.e. <windows>-F11 or <windows>-F12

 

However, in Pinscape I'm not able to do a combined-key. As soon as I hit the windows key (or control or shift) it already registers that key, not leaving the oppertunity to hit an other key with it.

 

So no <control>-whatever of <shift>-whatever, <windows>-whatever <alt>-whatever....

 

I managed my way around it so PinVol is working fine but just wondering....

 

PS2:

an other strange thing......

 

In my cab I do have 2 sound cards: 1 on-board for backbox and 1, external connected by USB, for SSF.

 

Now.....when I connect the KLZ to a passive USB-hub everything is fine but....when connecting the KLZ directly to a usb port then the external soundcard will not play anymore.

 

Disconnecting the KLZ will start playing immediately. Also, connecting it back to the USBhub and the KLZ will work fine...so...found a solution but ...weird.

 

Changed the PID/VID from '#8' to 'Pinscape' but no effect.....

 

Thank you (again and again and..... :love39:)    :otvclap:  


Edited by Joppnl, 28 July 2018 - 11:24 AM.


#649 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 28 July 2018 - 07:20 PM

thank you for your support and....FOUND IT!

So .. the solution is very easy.. I started the PluginManager and I unchecked the 'LED Plugin' plugin and now PBX starts (no lights though but ok, that's a minor issue, I like the way Pinscape works and can be programmed far more).

 

Enabeling the LED Plugin again will result in a crash again so this is the cause..and thankfully, the solution.

 

Glad you found it! 

 

You might actually be able to fix that by replacing the LedWiz.dll that the LED Plugin is using.  That uses LedBlinky, right?  I'm not sure, but I think that accesses the LEDWIZ via LedWiz.dll, so given the known crash in the factory LedWiz.dll, that could be the whole problem.  It might be worth a shot to find the LedWiz.dll it's using and replace it with the new one.

 

 

 

PS1: Mike, am I right with this observation? : 

 

in PinVol you suggest the keys to be i.e. <windows>-F11 or <windows>-F12

 

However, in Pinscape I'm not able to do a combined-key. As soon as I hit the windows key (or control or shift) it already registers that key, not leaving the oppertunity to hit an other key with it.

 

So no <control>-whatever of <shift>-whatever, <windows>-whatever <alt>-whatever....  

 

You're right.  You can only program individual keys on the Pinscape side.  

 

My recommendation for PinVol keys with Pinscape as the keyboard source is to use either joystick buttons or one of the obscure "F" keys in the F13-F24 range.  The point of using key combinations like Windows+F11 is just to find a key that won't conflict with any other applications, since PinVol will intercept the key globally.  Joystick buttons will never conflict with other applications, though, so those are just as good.  And the F13 to F24 keys are basically never implemented on real keyboards, so they're never used by any other applications and therefore safe to use as PinVol keys.

 

To assign a key like F13 or F14 to a Pinscape button, use the on-screen keyboard in the Config Tool.  Just click the key-cap icon in the row you want to assign and find the Fxx key at the top of the keyboard layout diagram.

 

Map the key first in the Pinscape unit.  That way you can assign it in PinVol by just pressing the cab button you assigned.


PS2:

an other strange thing......

 

In my cab I do have 2 sound cards: 1 on-board for backbox and 1, external connected by USB, for SSF.

 

Now.....when I connect the KLZ to a passive USB-hub everything is fine but....when connecting the KLZ directly to a usb port then the external soundcard will not play anymore.

 

Disconnecting the KLZ will start playing immediately. Also, connecting it back to the USBhub and the KLZ will work fine...so...found a solution but ...weird.

 

Changed the PID/VID from '#8' to 'Pinscape' but no effect.....

 

That's a strange one!  Given that interposing a hub makes the problem go away, it sounds like there must be a conflict between the two devices at the USB hub level.  There are a lot of layers involved in the USB implementation on the KL25Z - there's a hardware controller, which has some internal firmware, and then there's the mbed USB software layer on top of that, and then my software on top of that.  So lots of things could be at fault.  But in this case I'm thinking it must be somewhere in the hardware layers, because the hardware controller does all of the low-level bus arbitration.  Everything that hits the software layer has already been identified as targeted to the device.  The software layers can't see what's going on on the bus in terms of traffic to other devices (even if they wanted to), so I'm not sure how the software would be capable of interfering with another device.  On the other hand, USB is complex enough that there could be some subtle interaction I'm not imagining.

 

So I guess what I'm saying is that I don't think there's any way to fix it on the KL25Z in software, if the problem is even in the KL25Z at all (it could equally well be a bug in the sound card's USB hardware).  So it's lucky that you found a solution with the extra hub!


Nevertheless.....will try PBY ( :otvclap:)  to see how that works, so far I really like your way of programming, the hardware projects, the user interfaces  (and your never ending support (so far)  :dblthumb:)  so I am excited to see what PBY will bring!

 

Is there already a forum topic where PBY is being discussed (did a search but nothing came up)

 

I doubt it, as I just posted the first release yesterday!  Let me know how it goes if you try it out.  It's brand new so I'm sure there are plenty of bugs to shake out.


Edited by mjr, 28 July 2018 - 07:17 PM.


#650 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 28 July 2018 - 07:58 PM

Thank you Mike,
 

 

yes.....found various work-arounds, just a few more hairs turned grey these days but that's just a small offer... :-) 

 

 

Will try the new ledwiz.dll to see if I can get the lights in PBX back again.   I am using R3++, all the rest works fine but just for the sake of Science & Fun I will give it a try.

 

Good point to assign F13 -->    I did not know how to acces them as I do not have them on my keyboard but clicking them is easy, thanks fo the tip.

 

About PBY: just ordered a bigger SSD (500GB instead of 128 which also has to share the C: for Windows O.S.) so as soon as I installed that there is some space for installing PBY, will do so and will let you know, love to see what you did with it :-)

 

Now...as 1 fool can ask more questions then a 100 wise man can answer....here's an other one, can I please ask you to see if i am missing something?

 

It's about the  pot.meter and especially the ZB function.

 

Potmeter works fine, I can see movement in the Pinscape setup, I can see plunger movement in table, perfect.

 

Now I want to try to launch a ball with those button-plunger machines like Demo man, AfM etc.

 

This is what I did:

 

1) Added the Pinscape controller as 1 of my controllers in the DOF config tool (the other controller here is a ledwiz device)

 

dofp1.1.jpg

 

2) Assigned port#1 as ZBlaunch:
 

dofp2.jpg

 

3) saved the config, generated a new set of config-files and put them in the dof - config folder

 

4) In the pinscape config tool enabled ZB launch on port 1 with 'enter'
 

dofp3.jpg

 

5) do not know if it's necessary but checked the Pinscape id's:

 

dofp4.jpg

 

6) saved the Pinscape config to the KLZ

 

Now......started Demo man, pulled the pot meter back, forth, back again, forth again but.....nothing.

 

Pressing <enter>  on the KB does fire the ball.

 

Anything I overlooked?  Is there a test possibility somewhere other then yhe table itself?

 

Thank you again !

 



#651 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 28 July 2018 - 08:17 PM

Joppnl - it looks like you've got everything set up correctly, and Demolition Man looks like a table that should work (it has the "ZB Launch" entry in the table config).  

 

The gestures that should trigger it are (1) pull back the plunger all the way and release it, or (2) press it all the way forward (that is, push the plunger inward past the rest position) and hold it briefly.  If those are the motions you're trying, it should be working.

 

If you scroll down to the "output ports" section in the Settings page in the Config Tool, do you see the "Launch ball" icon in the row for output #1?

 

One thing you can try to test it is to edit the Demolition Man table and add a regular plunger object - just put it somewhere visible on the playfield, doesn't matter where as long as you can see it.  Make sure "mech plunger" is enabled on it.  Try running and see if the on-screen plunger responds at all when you move the real one.  When the ZB Launch Ball signal is sent on the output port, Pinscape should be disabling regular plunger motion.  So if the on-screen plunger moves, Pinscape isn't getting the signal.  That would at least test that part of the process to see if the signal is getting through.



#652 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 29 July 2018 - 10:40 AM

Hi Mike,

 

thank you for your thoughts....done some testing and this is what I found:

 

Config: looks good to me:

 port.jpg

 

 

So...started Demoman and no, it does not work.

 

Added a plunger, enabled 'mechanical plunger' to it and now...here is something strange:

 

When starting the table and the table is in attract mode I can move the virtual plunger with the pot.

 

When pressing start and the ball comes in and it is in the shooter lane the virtual plunger moves (fast) to it's resting position (so like it wasn't being pulled at all, even that the pot meter is half-ways or so) and no pot movement will move the virtual plunger.

 

Now....when shooting the ball hitting enter on the kb, as soon as the ball leaves it shooting position the virtual added plunger comes back to life and I can move it back/forth with the pot meter.

 

When I drain the ball end the table is giving a new ball after the end-of-ball sequence it's the same: a freeze of the virtual added plunger etcetera.

 

When the ball drains and the machine will give directly a new ball (ball-save) the ball is auto plunged by the table but the pot does not freeze during that part of gameplay.

 

 

Well...no clue any more...I did do a new generate of the DOF config section just to be sure but that didn't change anything but as far as I can see it now it might have something to do with that freeze of the plunger.

 

Also tried AfM, also with an added plunger but same behaviour.

 

Does this say/mean anything to you?

 

Edit: i tried this: on port#25 of my LEDWIZ I have connected a relais which is driving a 230V disco light-lamp. Normally I use it when the knocker activates so, played well enough to get a free game --> knocker --> port 25 --> disco!

 

Now...I decided to delete the ZB launch DOFdefenition in the KLZ table and I put it to port#25 to see it's behaviour.

 

What I see is this: start table and table in attract mode : discolight off

Starting to play table: light goes on but stays on all the time, does not turn off, does not react to pot meter change. 

Entering the tables menu (the '0' button on the KB which brings up the ROM-table menu), the play on the table stops and so does the light.

Getting out of the menu brings the table back in attract mode so light stays off and will go on when I start a game.

 

Don't know if it adds something to the understanding (or may-be it confuses only more :-)) but this is it... :-)

PS: could also by-pass this option by using a launch-ball button underneath the plunger, no problem but it's just to see if it can work the way you described it...

 

Thank you! 


Edited by Joppnl, 29 July 2018 - 11:47 AM.


#653 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 30 July 2018 - 06:17 PM

Added a plunger, enabled 'mechanical plunger' to it and now...here is something strange:

 

When starting the table and the table is in attract mode I can move the virtual plunger with the pot.

 

When pressing start and the ball comes in and it is in the shooter lane the virtual plunger moves (fast) to it's resting position (so like it wasn't being pulled at all, even that the pot meter is half-ways or so) and no pot movement will move the virtual plunger.

 

Now....when shooting the ball hitting enter on the kb, as soon as the ball leaves it shooting position the virtual added plunger comes back to life and I can move it back/forth with the pot meter.

 

When I drain the ball end the table is giving a new ball after the end-of-ball sequence it's the same: a freeze of the virtual added plunger etcetera.

 

That's all exactly as it should be!

 

Here's what's going on:  when the ZB Launch Ball is ON, the normal plunger action turns OFF.  This is because ZB Launch converts the plunger into a launch button.  So this confirms that Pinscape is getting the ZB Launch signal correctly - whenever the on-screen plunger appears frozen, it means that Pinscape is receiving the ZB signal and switching to launch button mode.

 

So now the only question is why there's no Enter key when you do the pull-and-release gesture with the plunger.

 

One more test you could try is this:

 

- Start VP, load Demolition Man

- Start a game and wait for the on-screen plunger to freeze up, so that we know ZB Launch is ON

- Open Notepad and make it the foreground application

- Type some random characters into Notepad just to confirm it's receiving keystrokes

- Pull the plunger all the way back and release it

- Check to see if Notepad is seeing an Enter key

 

If Notepad doesn't see the Enter key, the problem must be that Pinscape isn't sending it.  If Notepad sees the Enter key, Pinscape is sending it, so the problem must be that VP isn't receiving it.


Edited by mjr, 30 July 2018 - 06:18 PM.


#654 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 31 July 2018 - 10:43 AM

Hi Mike,

 

thank you for your suggestion...

 

 

In notepad I typed a sequence of random characters, put the cursor in the middle so I would see the char's after the cursor to be put on the next line when an <enter>  is being generated but nothing is happening when using the pot meter (and yes, the additional virtual plunger I added on the playfield is freezing.

Pressing <enter> on the keyboard does move the char's to the next line.

 

So....it seems that Pinscape is not sending the <enter>  character....

Just to let you know I have these figures for the potmeter when I look them up in the Pinscape config:

minimum value 0 ..1..2  (it's a little changing    max value 65535  and park is 993    No jitter filter enabled

 

Just to be sure :

 

sure1.jpg

 

sure2.jpg

 

sure3.jpg

 

sure4.jpg

 

 

I do not really understand the logic of the integration with the DOFconfig-tool. 
It says ZBLaunch  L(amp) 87 m800 ... but what has a lamp got to do with it.

For me: Pinscape is a stand-alone unit, generating an < enter>  on it's own (if it's working correctly) and no matter if the enter comes from a keyboard or from the Pinscape, it will launch the ball....

But ok...I do not have to understand it, as long as things work :-) 
 

I also tried port #15 (as it is a non-PWM, just digital port) and I tried port 23 (as it's a virtual port)   
Changed it in both the KLZ and in the port def op DOFconfig but both to no result, same as the standard port#1

Thanks Mike!


Edited by Joppnl, 31 July 2018 - 10:58 AM.


#655 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 31 July 2018 - 05:52 PM

In notepad I typed a sequence of random characters, put the cursor in the middle so I would see the char's after the cursor to be put on the next line when an <enter>  is being generated but nothing is happening when using the pot meter (and yes, the additional virtual plunger I added on the playfield is freezing.

 

Everything looks right, so I'm not sure what's going on.

 

You've gone through the plunger calibration in the Config Tool, right?  And do you have this hooked up to an actual physical plunger assembly  yet?  The reason I ask is that the ZB Launch gesture detection is dependent on the calibration.  It detects a release motion (pull all the way back and then let it shoot forward under the spring tension), so if you've just testing it by hand without an actual plunger spring attached, the problem might just be that you're not moving it forward fast enough to count.  It's hard to move it that quickly by hand.

 

 

I do not really understand the logic of the integration with the DOFconfig-tool. 

It says ZBLaunch  L(amp) 87 m800 ... but what has a lamp got to do with it.

 

The lamp is the lamp inside the Launch Ball button on the original machine.  The idea is that the original machines lit up the Launch Ball button lamp whenever a ball was in the chute ready to launch, so Arngrim uses that to trigger the ZB mode on the theory that you only want the button to be active when a ball is ready to launch. 

 

I'd personally have made it a lot simpler.  My theory is that the presence of a Launch Ball button on the original table is an invariant feature of the table, not an ephemeral state that varies over time, so here's what I'd put in the ZB field for all of those tables:

 

  ON

 

And in fact I've noticed that there are a few tables where the button light method isn't reliable.  T2 is one of them:  T2 fails to activate ZB mode when a ball gets loaded into the cannon during multiball for a super jackpot shot.  Very irritating to have the button fail when a jackpot is on the line. :)  I don't think there's any downside to replacing the lamp logic in the ZB fields with a simple "ON" if you want to simplify things, but maybe there's some case Arngrim is thinking of that I'm missing.  In any case, though, I don't think that's the problem you're having, since it looks like you've confirmed that everything is working on the DOF side.



#656 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 31 July 2018 - 06:28 PM

Thank you for the background information Mike, very nice to read more about it and also the advice of the "on" statement instead of the default value is great info (imagine almost reaching the Grand Champion HS and then it doesn't fire :-) )......

 

So...if I understand it well: startup of i.e. Demo man table --> signal on ZBlaunch port defined in the DOF config table file  (might even be blinking or fading or whatsoever) --> This signal is being detected by the Pinscape board on the port defined in the config --> (fast)  movement of the pot.meter --> Pinscape sends out an <Enter>   command --> ball launch 

 

Right? :-) 

 

(as I said before...1 fool can ask more then 100 wise man can answer :-) )

 

Now........I do have good news : 

 

"if you've just testing it by hand without an actual plunger spring attached, the problem might just be that you're not moving it forward fast enough to count"

 

that's it!

 

As I'm experimenting at the moment with the Pinscape board to see if I can make it work I am moving it by hand. And, with the knowledge you gave me....I am able to move it fast enough so yep, now it's working fine (even by hand).
 

So....very good news, thank you very much for your help and all the background information.

 

Thank you!


Edited by Joppnl, 31 July 2018 - 06:33 PM.


#657 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 31 July 2018 - 06:48 PM

So...if I understand it well: startup of i.e. Demo man table --> signal on ZBlaunch port defined in the DOF config table file  (might even be blinking or fading or whatsoever) --> This signal is being detected by the Pinscape board on the port defined in the config --> (fast)  movement of the pot.meter --> Pinscape sends out an <Enter>   command --> ball launch 

 

Right? :-) 

 

Exactly right.  And blinking/flashing does complicate things a bit, because you don't want the button mode itself to "blink" on and off.  I think that's what the m800 in the Demo Man setup is for - that says "turn this effect on for a minimum duration of 800ms".  That would make the ZB button mode stay steadily ON even if the lamp is flashing (at intervals shorter than 800ms, at least).  So I'm guessing that the Demo Man Launch Ball button light flashes when active, as most of these tables do.  It seems like another reason to make the setting a simple "ON", but like I said, Angrim has given this more thought than I have.

 

 

"if you've just testing it by hand without an actual plunger spring attached, the problem might just be that you're not moving it forward fast enough to count"

 

that's it!

 

As I'm experimenting at the moment with the Pinscape board to see if I can make it work I am moving it by hand. And, with the knowledge you gave me....I am able to move it fast enough so yep, now it's working fine (even by hand).

 

Hooray!  Glad to hear it's solved!



#658 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 03 August 2018 - 02:08 PM

Hello Mike,

 

can I ask you this ? :

 

Would it make any difference when I connect the prond of the potmeter to the already existing ground of the switches?

 

The switch-ground is connected to a grnd-pin on the KLZ and in your set-up instruction there is a seperate ground for the pot meter but as I already have a ground for the switches in the cabinet could I directly wire it to that ground or would that cause any troubles?  (may-be more noise or..?)

 

By connecting it directly to the switch-ground it would save me a new ground wire all-around the cab so it's just a lazy thing but..welll...if it makes no difference... :-)

 

Thank you!

EDIT: ....I decided to attach the pot-ground directly to the switch ground and it is working well.

Do sometimes see the virtual plunger moving a little but when I move the plunger by hand and let it rest again it's perfectly sitting still so I guess it's just a small pot-issue. 


Edited by Joppnl, 04 August 2018 - 01:54 PM.


#659 rickh

rickh

    Enthusiast

  • Gold Supporter
  • 435 posts
  • Location:Raleigh

  • Flag: United States of America

  • Favorite Pinball: I love them all

Posted 10 August 2018 - 03:07 AM

MJR,

 

I am having grief with the pinscapeconfigtool.exe.  For some reason it complains that I am running an old version of explorer (which I am) and although I have Chrome as my default I did not expect this.   As with many new win 7 setups, updating to Explorer 11 is a pain.  Any ideas?

 

 

Thanks,

 

 

Rick


Rickey

Intense Arcade

http://www.intensearcade.com

 


#660 mjr

mjr

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 3,331 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 10 August 2018 - 03:38 AM

I am having grief with the pinscapeconfigtool.exe.  For some reason it complains that I am running an old version of explorer (which I am) and although I have Chrome as my default I did not expect this.   As with many new win 7 setups, updating to Explorer 11 is a pain.  Any ideas?

 

I know it's odd, but it actually has nothing to do with which browser you're using.  IE is mated to some Windows operating system components that provide HTML rendering and interactive content for unrelated programs, such as the Config Tool.  Unfortunately, Microsoft in their wisdom decided to couple the HTML OS components with their browser, so you can't upgrade the component DLLs separately; you have to install the whole of IE.  Even if you never once use IE as a browser, you still need to install the rest of IE just to get newer versions of those DLLs, which are what the config tool needs.  I'm afraid I don't know of any way to install the required DLLs in isolation; as far as I know they made it a non-negotiable package deal.

 

It really shouldn't be necessary to go to any extreme measures to try to install something beyond whatever Microsoft considers the "latest IE for Windows 7", whatever that is - I think it's IE 11.  If you can get the regular Windows Update to install whatever version of IE it thinks you should be on, that should work.







Also tagged with one or more of these keywords: pinscape