bob, for desktop objects are too high for the right look.
when rotated for FS the PF objects are too high.
creating a new "sizedball" rotated for FS is not a problem because it is a VP.
feedback?
Edited by chas, 16 February 2013 - 10:23 AM.
Posted 16 February 2013 - 12:19 PM
.... when the vertical desktop table is rotated for FS PF objects, flippers, slings, bumpers, plastics, GI etc...are to high with a height of 50 - 55.
do you think maybe when building the table lowering the height of PF objects to maybe 40 or less will be better for desktop and FS for a more realistic look?
Chas, for more realistic looking tables, you should try FP.Whoever builds a VP table gets to choose what the height of an object is and I choose 50-55 as I like that height.
bob, your tables are great.
even the desktop version the height is too high.
Can I call crap on that you most likely don't know the ball is 50VP units high and on any 'real' machine the posts/plastics stand proud or above the top height of the ball, pop bumpers more so and best not put too much spinner in there...
umm, steve,
i played real PB.
a lot of tables have no FS version.
when rotated the height of PF objects are too high for the right look.
sometimes after the rotate i need to create a smaller ball then the bumpers and PF objects are too high for the ball.
PF objects are too high for desktop vertical and FS rotated.
imo, PF objects might be better at 40 or less for desktop and FS.
50 -55 is too high for desktop vertical and FS.
even FS tables out of the DL are too high.
i changed alot of my FS tables for flippers from 50 to 30 - 40heigth and length to 125 -135 for FS on a WS 37.
flippers base radius 24/25 is too big and height 50 for FS is way too high for the right look on my WS 37
the flippers were huge like a pepperoni....lol
Edited by chas, 16 February 2013 - 12:22 PM.
Posted 16 February 2013 - 03:34 PM
a lot of tables have no FS version.
when rotated the height of PF objects are too high for the right look.
sometimes after the rotate i need to create a smaller ball then the bumpers and PF objects are too high for the ball.
PF objects are too high for desktop vertical and FS rotated.