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Indiana Jones FS MOD 2.5 PHYSMOD5 [VP 9.x Cabinet FS MOD]

Indiana Jones

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#101 arngrim

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Posted 27 December 2013 - 08:58 AM

Ok thanks, i tried this

 

const MomentumEnabled=False

 

i increased the gravity to 1.8, to compensate

and i put the strength of the flippers to 0.3, they were a little bit weak imo (hope it is the best way to increase the power of the flippers)

 

looks good for me like this



#102 slashbot

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Posted 27 December 2013 - 12:57 PM

I can confirm, ball movement is better with arngrim settings.

Thanks for the tip


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#103 patito

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Posted 30 December 2013 - 07:31 AM

thanks for this revamp of my favorite pinball table!

 

just one thing i noticed,if you keep the ball in the flippers the ball keeps moving a little by itself,and thats messing with my timming....anyone one else noticing this and theres any way i can fix it?


Edited by patito, 30 December 2013 - 07:32 AM.


#104 gogo69

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Posted 30 December 2013 - 07:48 AM

ball movement on the flippers did not change , I just compared the new table to the predecessors

maybe it doen't bother you that much any more if you set ball decals to "none"


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#105 DJRobX

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Posted 30 December 2013 - 06:26 PM

thanks for this revamp of my favorite pinball table!

 

just one thing i noticed,if you keep the ball in the flippers the ball keeps moving a little by itself,and thats messing with my timming....anyone one else noticing this and theres any way i can fix it?

 

Do you have analog nudging?   That happens when your center is off calibration.    I had to write a utility to re-center my Nanotech kit periodically to stop this because the centers are a bit of a moving target with this kit.  The only other solution was to set the dead zone really high. 


Edited by DJRobX, 30 December 2013 - 06:27 PM.


#106 gogo69

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Posted 30 December 2013 - 07:16 PM

no it moves just on its own ,  test it to see yourself


Edited by gogo69, 30 December 2013 - 07:16 PM.

my cab : click!


#107 DJRobX

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Posted 03 January 2014 - 06:07 AM

Thanks for the update, plays great!

I got the ball stuck twice at this location though:


It wasn't possible to free the ball with nudging, had to exit the table. Did anybody else have this problem?

I wonder if that line in the middle of the ramp right next to the ball supposed to be there. If yes, what is that on the real table?

 

http://www.vpforums....e=4#entry237147

 

This happened to me today.    I couldn't free it with nudging either.  



#108 CJS

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Posted 05 January 2014 - 12:11 AM

Hi everyone, I have an ongoing problem with this table. I get controller errors on line 76, and line 275. If anyone knows a solution for this, I would truly appreciate it.

Thanks in advance
Chris

#109 patito

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Posted 05 January 2014 - 03:39 AM

well i had to revert to the old table,the ball moving by itself really killed my timming,i hope this bug gets smashed sometime in the future.

 

btw,no analog nudging here or decal in the ball,the ball really moves by itsel a little,it kind do micro "jumps".



#110 Rincewind

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Posted 10 January 2014 - 09:02 PM

Ok thanks, i tried this

 

const MomentumEnabled=False

 

i increased the gravity to 1.8, to compensate

and i put the strength of the flippers to 0.3, they were a little bit weak imo (hope it is the best way to increase the power of the flippers)

 

looks good for me like this

 

where exactly did you change this? In Preferences > Physics options? 



#111 DJRobX

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Posted 11 January 2014 - 11:45 PM

The gravity settings are in the Backdrop options (click Backdrop on the left toolbar, then look on the window that pops up on the right.   Make sure the Options button is also depressed)

 

Another thing you can try is reducing the elasticity of the flippers.   I like the feel of the BMPR physics, but after playing a while I figured out that the bounciness of the flippers was what was making it so hard.  I just couldn't get control of the ball most of the time. 


Edited by DJRobX, 11 January 2014 - 11:47 PM.


#112 jimmyfingers

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Posted 12 January 2014 - 12:58 AM

The flipper elasticity is generally fine for a BMPR table around .5 (sometimes I drop it a bit to .45 or at lowest .4). However, the main problem is that the general contact friction of this table / MOD is at .0023 and is too low. I've stated this key and relatively simply item / adjustment for better implementations of the BMPR (BMPR Lite really) more times than I can count now here in the forums and it just doesn't get absorbed or much attention paid to it, but for BMPR to be best blended with the general table physics, the general table Contact Friction setting should be around 0.0035 (give or take .00025). Anything less and you're going to get more ball wondering than one would want and less weightiness than designed / intended, especially when using with BMPR parameters, as are currently in this table, that are closer to what should be set for a .0035 table with around a 5-5.2 slope.  A newer revision of BMPR I'm currently working on uses even higher Contact Friction and if that get's incorrectly used and friction set back down to ranges in the .0015-.0025 area, a table will be extremely off and lose.

 

The problem about increasing the friction is that some more close attention and effort has to be paid to some other table objects, like rubbers, but primarily flipper strengths (with potentially the flipper dampening routine to help - but not essential) and particularly if the ramp shots remain makeable / strong enough. It's not that tough or time consuming though to add some ramp helpers to assist and can also help the flow of the ball up and down the ramps making it look again like more ball weight / momentum is present and go beyond simply helping the ball make it up and along a ramp shot.



#113 xio

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Posted 19 October 2014 - 12:13 PM

I cannot run this table, VP9.9 just crash when launching table, without any error. Change of controller or options in the beginning of the script doesn't change anything.

It's the only table that crashes VP right now. Any idea what could cause this ?



#114 xio

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Posted 24 October 2014 - 08:28 AM

I cannot run this table, VP9.9 just crash when launching table, without any error. Change of controller or options in the beginning of the script doesn't change anything.

It's the only table that crashes VP right now. Any idea what could cause this ?

 

Anyone ?  :(  



#115 boiydiego

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Posted 24 October 2014 - 08:40 AM

like stated in title run with vp9.20 or 9.2.1 !!


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#116 xio

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Posted 24 October 2014 - 09:24 AM

Thanks for helping. Sorry I should have mentioned it : I tried with VP9.20 but same crash issue.



#117 boiydiego

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Posted 24 October 2014 - 09:46 AM

xio so d2bs is running ?send your teamviewer details in pm so i can look.. 


Edited by boiydiego, 24 October 2014 - 09:46 AM.

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#118 xio

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Posted 24 October 2014 - 12:14 PM

I'm at work right now so I cannot show you. Maybe on the evening or during the week end.

 

B2S is launched, and that's even the only thing remaining when VP has crashed :D . And same crash when changing controller to regular vpinmame.

 

I also tried to reduce the max texture size in video options but nothing better.

 

As said before, it's the only table that makes VP crash on my cab so there should be something special in it, but what ?



#119 boiydiego

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Posted 24 October 2014 - 12:31 PM

just contact me in the evening just pm me


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#120 xio

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Posted 24 October 2014 - 08:56 PM

It looks like your message box is full as I cannot send any pm ?







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