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Cirqus Voltaire VP913 FS


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#61 Pinhead22

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Posted 11 November 2012 - 07:57 PM

Thanks Hmueck for posting that tip, I was able to get the B2S backglass working great! One thing on the playfield though, when the cannon fires, I still see the original cannon ball flying across the screen under the flippers....does anyone know what part of the code handles this? Not a big deal but i would love to know how to change this.

#62 ArcadiusMaximus

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Posted 11 November 2012 - 08:08 PM

Wow this looks incredable. Might be the table that finally pushes me to use 9.1.3. Id like to say excellent work as usual, but each table you do gets better and better :D ! Thanks.
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#63 hmueck

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Posted 11 November 2012 - 09:05 PM

I still see the original cannon ball flying across the screen under the flippers....


That's the
CannonKicker.kick 45, 15
in the SolCannon routine. I left it inside at first, because i didn't check if the apron cannon does something that the B2S cannon doesn't. But after checking it looks like you can remove the kick command because they do the same.
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#64 Pinhead22

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Posted 11 November 2012 - 10:10 PM

Awesome! Thanks Hmueck!!!

#65 CaptainNeo

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Posted 11 November 2012 - 10:40 PM

has the outside loop/Orbit been fixed?
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#66 Aaron James

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Posted 11 November 2012 - 11:14 PM

has the outside loop/Orbit been fixed?


Not yet no.


I tried adapting the above code (copying & pasting), but i still am getting "line code" errors.


Don't forget to copy the Cannon timer. Or create a new one with no checkmark in "Timer enabled" and Timer Interval 600.


Thanks! ...that's exactly what I was missing. I appreciate the help :)

If anyone wants to have some fun with the magnet on the left ramp, change the script to the following. It replicates a "weaker" magnet.

    ' Lock Magnet
    Set mLockMagnet = New cvpmMagnet
    With mLockMagnet
	    .InitMagnet LockMagnet, 35
	    .Solenoid = 5
	    .GrabCenter = .5
	    .Size = 220
	    .CreateEvents "mLockMagnet"
    End With

Here is a video of what i am talking about :)


vpsig.jpg


#67 Shadowsclassic

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Posted 12 November 2012 - 03:12 AM

Thanks everyone, I have the code & timer in and the table works, but I still see no animation of the backglass. Do you remove the existing cannon coed from JP's table

Sub SolCannon(Enabled)
If Enabled Then
Playsound "fx_Solenoid"
CannonKicker.kick 45, 15
End If
End Sub

Sub CannonTarget_Hit
CannonTarget.DestroyBall
vpmTimer.PulseSw 11
PlaySound "fx_Bell10"
CannonKicker.CreateBall.Image = "CannonBall"
End Sub

When exactly is the pinwheel supposed to spin during the game?
Is the cannon ball that fires across the apron supposed to be on the backglass? Sorry, but I have never seen a real CV. :think:

#68 Aaron James

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Posted 12 November 2012 - 03:24 AM

It's suppose to shoot the cannon a lot during the game.
You can test this in the ROM operators menu under "tests"... Then "solenoids".

Edited by Aaron James, 12 November 2012 - 03:25 AM.

vpsig.jpg


#69 Shadowsclassic

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Posted 12 November 2012 - 03:44 AM

Cool I got it working now, Thanks a lot guys! One last question, the cannon is just barely visible at the bottom of the backglass and the speaker grill is missing entirely, is that the way the B2S BG is for this table or do I have something set wrong?

#70 Aaron James

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Posted 12 November 2012 - 04:00 AM

Here ya go, here's how it looks on mine :)
It sounds like you've got it right though...
*Some of the artwork automatically gets cut off unfortunetly because of the lack of the dmd...and only the speakers..one of the few pinball games like this.
I have a 3-screen cab, so i put my DMD on the 3rd screen, where it is on MOST pinballs. With a virtual pin, its, for me, just TOO flat on the playfield to see during game play.

Attached Files


Edited by Aaron James, 12 November 2012 - 04:04 AM.

vpsig.jpg


#71 ICPjuggla

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Posted 12 November 2012 - 04:15 AM


Okay, seriously, it's time for people to pool their money and buy JP a virtual cab. :lol:


My thoughts exactly. Did you read my mind?
Noah, can you add a donate button to the forum? ;)

mod it and upload it. JP wont mind.


What makes you think you know what bothers other people?
I already modded it for myself, which you are also free to do. I think the honor to upload the updated B2S version should go to rosve who created the B2S.


I can't speek for rosve on the matter, but last night in chat he menchened he wasn't doing much on FS tables anymore. He said he was looking forword to his next project another original real build.

Ask JP & rosve maybe they will let you upload your B2S mod..

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#72 Shadowsclassic

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Posted 12 November 2012 - 04:22 AM

Here ya go, here's how it looks on mine :)
It sounds like you've got it right though...
*Some of the artwork automatically gets cut off unfortunetly because of the lack of the dmd...and only the speakers..one of the few pinball games like this.
I have a 3-screen cab, so i put my DMD on the 3rd screen, where it is on MOST pinballs. With a virtual pin, its, for me, just TOO flat on the playfield to see during game play.


Yep that's what mine looks like. I'm good then thanks again, everyone! :otvclap:

#73 Aaron James

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Posted 12 November 2012 - 04:28 AM

I'll upload a B2S mod of it if JP and Roger don't mind, or if hmueck doesn't...lol...I've never uploaded anything before, i'd like to maybe contribute to the community...but first we need to fix the loop around! It's the "top eddy switch" error that CaptainNeo is talking about.
I'm going to see if i can modify/add some coding in the script to get it working tonight.
What a beautiful table :

Edited by Aaron James, 12 November 2012 - 04:35 AM.

vpsig.jpg


#74 Aaron James

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Posted 12 November 2012 - 04:52 AM

I encountered maybe a little bug...has anyone else had this happen to them? ...or am I just the lucky one...hehe

vpsig.jpg


#75 ICPjuggla

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Posted 12 November 2012 - 04:57 AM

I encountered maybe a little bug...has anyone else had this happen to them? ...or am I just the lucky one...hehe


Assuming your running 9.13 right?

But it looks like the width of the ramp needs to be adjusted!

Edited by ICPjuggla, 12 November 2012 - 05:29 AM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#76 Aaron James

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Posted 12 November 2012 - 05:23 AM

i'll scope it out...thanks for the tip.

vpsig.jpg


#77 htamas

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Posted 12 November 2012 - 06:56 AM

I have the same slowdown like in the video above when the shot is not strong enough to leave the plunger area. This was definietly not like that in the previous versions, I'm not sure if it is intentional now or a bug.

Thanks to hmueck for all tips about getting the B2S working, and to Aaron for the weaker magnet idea. After a few mistakes while making the changes, finally everything appears to be working :tup:

#78 Shadowsclassic

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Posted 12 November 2012 - 07:08 AM

I encountered maybe a little bug...has anyone else had this happen to them? ...or am I just the lucky one...hehe


That would be a deff. No!!! I'm sure I would remember that! Just wondering, has anyone ever died in your house? :JawDrop:

#79 teppotee

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Posted 12 November 2012 - 07:09 AM

Could someone attach the working B2S script with all the changes mentioned in this thread? I can go through the script changes myself too when I have time but since many of you already seem to have it working it would be so much faster just to take the full script.

#80 mavritanos

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Posted 12 November 2012 - 09:35 AM

sorry for the second post! can somebody help me with the rom problem?? thank you