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Last Action Hero (Data East 1994)[Visual Pinball X]

Last Action Hero Javier VPX

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#61 vampirolatino2

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Posted 21 October 2016 - 11:23 PM

Wow, lots of corrections. Thanks and keep up the good work!



#62 dark

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Posted 21 October 2016 - 11:26 PM

The ball gets stuck on the wire ramp now.  I had a look and realised all the primitive ramps are set for collision and there are no actual VP ramps.



#63 ClarkKent

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Posted 22 October 2016 - 06:56 AM

You have to download the link again as I tried to make the ball bigger and reverted back to regular size. As soon as the ball is only 1 unit larger it gets stuck on the ramps...

Maybe the wireramps should be made just a little bit bigger otherwise the option in the script to make the ball bigger makes no sense.

 

And by the way - maybe the ball is rolling back the plastic ramp so easily because I changed slope from 6 to 6.2? Nevertheless I think there is something wrong there because people at PAPA setting the slop up to 7.5 and the ball does not roll back...


Edited by ClarkKent, 22 October 2016 - 07:23 AM.


#64 ClarkKent

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Posted 22 October 2016 - 08:06 AM

Sorry, sorry, a thousand times - the ramp is not too steep, I oversaw that the EOS tork setting was way too low. Set it back to the regular value and the ramp shots work every time now! :) Just redownload!!!!



#65 Nemo

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Posted 22 October 2016 - 08:08 AM

Played this newest revision last night, had an absolute blast, plays good this one  :dblthumb:

I had zero issues, shots are doable en physics are real good, some tough shots though,

eject from lower right ballscoop is brutal, it often drains straight through the middle.

Insane multiball, and what about that smartmissile......had a smile from ear to ear !

 

Thanks to all involved !  :otvclap:


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#66 ClarkKent

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Posted 22 October 2016 - 10:07 AM

I checked the whole table now and found some more friction 0 settings. As far as I can tell I found every one and changed it to a realistic value.

 

Moreover I changed physics again. I think it's even better now. Especially the ramp shot is better now.

 

https://www.dropbox....o 1.04.rar?dl=0



#67 dark

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Posted 22 October 2016 - 12:32 PM

Haven't tried this revision yet but I've had times when I hit the ramp and it felt like it hit a wall part way up, I stand by the opinion that I believe prim ramp physics to be 'less than perfect' and invisible VP ramps synced up with the prim ramps would be ideal.



#68 markrock76

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Posted 22 October 2016 - 12:50 PM

I checked the whole table now and found some more friction 0 settings. As far as I can tell I found every one and changed it to a realistic value.

 

Moreover I changed physics again. I think it's even better now. Especially the ramp shot is better now.

 

https://www.dropbox....o 1.04.rar?dl=0

Check out the friction around the slingshots.  Still some low values there with the slings(compared to other rubber friction values) and postrubber1 has .004 for example.  And I believe the gates are set to low.  For me, the ball usually behaves better when they are set to .1-.15  I think the .02 default value of the gates is too low.  Maybe just my opinion.



#69 ClarkKent

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Posted 22 October 2016 - 01:04 PM

It COULD be that there are some objects which I did not adjust. Maybe you can let me know each one, I'll correct that, too. But I think there won't be much.

 

The table is very good adjusted now - only the right inlane plastic has to be adjusted (I can not do that). And I asked a friend to check if the movement of the crane could be done more fluid.



#70 Rajo Joey

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Posted 22 October 2016 - 01:05 PM

Thanks for the update.

I've shot the ball one time very slow through the left ramp and the ball stops on the highest point.

I must multiple nudge the table and tilt, so that he runs back the lane.


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#71 markrock76

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Posted 22 October 2016 - 01:39 PM

Postrubber1,2,3,4,5,6 and Left and Right Slingshots to .6 and Gates 3,4 and XX1 to .15

Also Post has low friction but I do not know a good value for it but probably a little higher



#72 RYSr

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Posted 22 October 2016 - 04:00 PM

Thanks Javier (and all the others involved) for this VPX version of this table. I used to own this table before I downsized my collection. It's a very underrated DE Pin.

 

One feature that isn't included here is the backplate/ reset switch on the crane drop targets. On the real pin the challenge is to get all the drop targets down without hitting the area where a drop target has already dropped. Hitting that area the ball hits a back target bar and resets all the targets. Making you start all over again. Also the letters on the targets is backwards, they should read left to right.

 

Also The targets seem hard to drop, I have hit them often during game and they don't drop, on the real pin they go down very easy.

 

Lastly the current flipper settings on ver 1.04 are too strong, making aiming for the drops very difficult, lowering the strength back down to 2300 seems to help.

 

Lastly the blue plastic over the drops covers the 4th target in this view. I tried using camera, but couldn't find a good setting.

 

I'm not trying to be critical, I have seen where suggestion have been welcome on this table, so I thought I would add my observations.

 

I really like this pin and do appreciate all involved, including the Devs for the continuing upgrades to VPX.

Rich


Edited by RYSr, 22 October 2016 - 06:20 PM.


#73 ClarkKent

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Posted 22 October 2016 - 04:28 PM

Updated link!

#74 javier1515

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Posted 22 October 2016 - 04:34 PM

You're right, I forgot about this switch.  :facepalm:
when I can go up the version of ClarckKent with some adjustments .. for example the output of Vuk the ball was running above the ramp.  :)

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#75 dark

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Posted 22 October 2016 - 04:44 PM

 

You're right, I forgot about this switch.  :facepalm:
when I can go up the version of ClarckKent with some adjustments .. for example the output of Vuk the ball was running above the ramp.  :)

 

Good to see you chime in my friend!  People take interest in this table that's for sure! :P



#76 ClarkKent

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Posted 22 October 2016 - 05:42 PM

Many corrections done, not everything perfect but playing very well - I think a very good basis for the next version! :) A friend is working on making the crane animation smoother...



#77 ClarkKent

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Posted 22 October 2016 - 06:03 PM

Please use the latest version - it was updated shortly ago!

#78 Knorr

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Posted 22 October 2016 - 08:49 PM

Many corrections done, not everything perfect but playing very well - I think a very good basis for the next version! :) A friend is working on making the crane animation smoother...

Haha, this friend can not work on sttng because clarky has always some work for him  :tongue3:



#79 ClarkKent

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Posted 22 October 2016 - 09:03 PM

Hihi! Only good workers can be asked for such tasks... ;)

 

Here is the version with butter smooth crane movement done by the mighty Knorr! :)

 

https://www.dropbox....o 1.04.vpx?dl=0



#80 Ben Logan

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Posted 22 October 2016 - 09:05 PM

Thanks, Knorr, Clark, and Javier!





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