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#1241 sniiki

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Posted 26 December 2019 - 04:35 PM

lol that's pretty cool dyi. What you are lacking on that is enough mass and freedom of movement. The ones you buy have a heavy weight on the coil sleeve to increase its effectiveness and they move freely on a suspension. Swap the Plexiglas with a piece of rubber and stack some washers on that bolt;) That will dramatically increase it's amplitude. 

Not sure if it's cool but sure is cheap to use leftover trash. I tested with several different suspensions and weights. Tried thinner polycarbonate and 3D printed spiral suspension (like commercial cheap ones have). Even used the whole driver as a weight. It gives enough vibration but like said, problem is getting the ball rolling transferred loud enough and that's now more about the rolling sound itself. They lack the low frequencies to make the inaudible driver move at all. Higher frequency tactile drivers would of course turn the whole cabinet into a speaker, which I'm trying to avoid.

I'd also like to separate the mechanical sounds from others for the shaker and while I know VP supports this, it's a bit tricky now with the VR headset as I like to have those canned sounds through headphones too now (with traditional cab I had them off). I haven't tried all combos yet tho and Oculus supports mirroring "system sounds" to headset so it might work.

 

Edit. Sorry again for this OT. Should take this tactile talk to another thread.

 

I3E6t1P.jpg

 

KlAZBH6.jpg


Edited by sniiki, 26 December 2019 - 04:36 PM.


#1242 3rdaxis

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Posted 26 December 2019 - 04:55 PM

lol Tackle talk. love that. Yea for me the ball rolling sounds are a bit much as it is. On a modern or even relatively modern machine you can not hear the ball rolling at all. Especially with the sound and music playing so you don't have that feedback on a real machine anyway. For me I feel it pulls you out of the immersion and is nothing more then a distraction. But to each there own. This is why we put a ball rolling sound volume option in the script of our last table The Flintstones. 


Edited by 3rdaxis, 26 December 2019 - 04:56 PM.


#1243 sniiki

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Posted 26 December 2019 - 05:42 PM

Well yeah, kinda agree that they are exaggerated for a mint condition tables and mostly I'm hoping to feel those bounces (against playfield, rubbers, metals etc) as without them it feels a bit lifeless.
That being said, I do hear quite a bit of roll noise in my 90's Williamses even though they all have thick wax and new balls.

https://youtu.be/y9HUdC5lNIU

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#1244 gear323

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Posted 26 December 2019 - 05:43 PM

 

 

 

 

This is off topic but just wanted to wish a happy holidays to everyone in the community and a very Happy New Year. I am very much looking forwards to things on the horizon. 

 

With the help of some great friends I'm gearing up to get back into the groove. Have a lot of awesome plans and innovative ideas soon to come.

New render engines, modeling tools and techniques that will allow me to do incredible things and do them much much faster.

You guys haven't seen noth'n yet, I'm just getting warmed up;) 

 

https://www.youtube....sMN-BUfTAcxOOhg

https://vimeo.com/227201133

Nice! Although it feels like cheating compared to old fashioned box modeling that I used to do some so, feeling a bit bitter  :P. Oh well, CAD programs have had these for long.

Happy holidays to you too!

 

 

A bit OT too but with VR the sound vibration feedback becomes more important now that there's no speakers (usually) in the cabinet to give ball rolling vibrations etc. Someone said that one of those el cheapo chinese boombox units does it well but tried one 9€ device and it was just crap. I then tried to turn some Creative computer speaker kit from my old pincab into a diy bass shaker. Works a lot better but needs some fine tuning and probably need to turn those mid/high speakers into shakers as well (or replace the original amp with something else to feed all freqs to the same driver). I just ripped the cone off and glued a bolt to the coil and attached it to the frame with some polycarbonate.
If anyone has a really well working solution for ball rolling & bouncing vibration feedback, please share. 

 

 

 

Yea I've done my share of box modeling over the years and glad I've learned the technique but it just takes so long.

The current tools available are so powerful and for hard-edge modeling they're so much faster. 

 

As far as feedback have you considered using audio exciters? They will transfer the sound information much more efficiently then a standard cone driver. 

A single AuraSound AST-2B-4 will take care of the bottom end

https://www.amazon.c...ENF8G6526QZ6NY1

 

And a couple Dayton Audio TT25-8's will do the rest and give you a good left and right bias. 

https://www.amazon.c...2SMKQAZ7ZC237BK

 

Have considered but doubt those cheap ones are much better than the diy. They have the same principle of coil + magnet + suspended mass. The main gripe I have is getting the ball vibrations transferred loud enough. I think it's mostly about the rolling sound not having deep enough freqs so should try to edit the soundtrack. I was kinda fishing for some other types of gizmos someone had maybe built, like some sort of a rotary speaker or using a small vibrator from a phone or such. Would be neat if DOF would have a dedicated ball effect support and if VP would have sort of a standard interface for that. (I know dof has custom outputs that I could use for this. Maybe I'll give it a go at some point).

 

cj2zwKu.jpg

lol that's pretty cool dyi. What you are lacking on that is enough mass and freedom of movement. The ones you buy have a heavy weight on the coil sleeve to increase its effectiveness and they move freely on a suspension. Swap the Plexiglas with a piece of rubber and stack some washers on that bolt;) That will dramatically increase it's amplitude. 

 

 

Like mentioned previously, you can use a butt kicker Gamer 2 to reproduce almost any sound https://thebuttkicke...tkicker-gamer2/ .   If you want you can make it so you feel the ball in the ramps.  I've tried other transducers and exciters but find that one buttkicker can really reproduce any sound.  Even slight things like when you are playing Flintstones for example and the ball is in "The Machine" you can feel it hit the walls of the machine while in there ever so slightly.  Other things like slingshots bumpers and solenoids feel extremely realistic with a little tuning.    I usually end up modifying most of the sounds on each table to get it just right however.  I just use the below site as it is super easy to reduce or add more bass to any of the sound effects on the tables quickly and free here.   The key to that buttkcker is the long arm that holds that transducer.  For example, if you were to mount that transducer in the butkicker  to your cabinet directly or even with some small rubber washers it would suck (Large Rubber stands work ok though).   With the arm it is completely different.  When a table sounds are tuned in, I'm wiling to bet most people could not tell if the feedback is a real table or a virtual table. 

 

https://audioalter.com/

 

 

Once other thing, I found for me at least, it was way too easy to make the mechanical feedback / ball rolling sounds too strong.  In fact, in the beginning my flippers bumpers and slingshots were set too high which was not really realistic. Even the drain sound when the ball drains had too much feedback.   On real pinball tables you can indeed feel all of these things but it is not that strong,    I ended up going to the arcade and playing most of the pinball games for an hour or so and coming home and readjusting my sound effects to get them just right. The good thing is you can adjust the volume of the sounds in the scripts or in VPX sound manager as well. In many cases I didn't need to adjust the audio levels of the wav file, instead I could just lower or raise the volume slightly to get it right.   

 

I used to own some tables but sadly they were all sold. Makes tuning the feedback for the sounds harder that is for sure.   lol. 

 

 

One more thing, The Rift S and the Valve Index both have sound that is built into the headset though the Index audio is wayyyyyyyy better.  Anyway, I find that it works well to have the ROM audio come out of the headset and all of the mechanical table sounds and the force feedback come from the table.  Since the Rift S and the Index do not cover your ears with their audio solutions this works pretty well. 

One thing that may actually be better though is to just not use the audio at all in your VR headset.  Just have speakers in your backbox for the ROM sounds and speakers, transducers, exciters, shakers etc on the table for the the mechanical sounds.  Four of these mounted so they are facing the player https://www.amazon.c...1?ie=UTF8&psc=1 and a buttkicker gamer 2 and VPX in four channel surround sound can work wonders especially if you configure it so that you have separate amps driving the rear speakers, front speakers and butt kicker so that you can adjust the volume level of each individually.  

 

 

If you really want to feel the ball in the ramps, (i'd personally find that you would want this to be VERY SMALL amount of feedback if any as well as ball rolling) You may be able to do that with your current set up just by adding bass to the ball rolling sounds.   Try the Extreme bass booster on some of your ball rolling sounds here: https://audioalter.com/bass-booster/  If you find it is too much just start over with the original sound file and apply less bass.   Alternativly you can use their EQ option as well but the bass booster on max should let you know if it is possible to get what you are looking for.  Just make sure to try it on ball rolling sounds from a few different tables. Once you get sounds you like, you can just save those and apply them to all of your tables. 


Edited by gear323, 26 December 2019 - 07:16 PM.


#1245 otro5

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Posted 29 December 2019 - 12:35 PM

Dear Caligula,

 

Thanks for you work. Do you thing tha we have backglass VR working soon?

 

Thanks a lot and Happy New Year.



#1246 dbknightx

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Posted 29 December 2019 - 06:00 PM

I've finished designing my PinSim and wanted to post some screenshots for comments before I CNC cut it.  Dimensions are standard body pinball cabinet front and 16" depth.  I'll be using real pinball parts (legs, lockdown bar, analog plunger, launch button, start/extra ball/exit buttons, flipper buttons w/ dual leaf switches, magna save buttons w/ single leaf switches.  I opted not to put in a coin door and have put the typical coin door buttons (open/close plus 6/7/8/9 keys) on the bottom of the cabinet.  I haven't decided where to put coin buttons yet, but may just put a button in the front center, even though I don't really like that idea.  I set my tables to Free Play so it is rarely needed.  I'll be using a KL25Z to control everything.

 

The top is left open as I'll be using SSF (a bass shaker and 2 exciters).  I use a Valve Index so I plan to have ROM sounds coming from the off-ear headphones and table sounds coming from the PinSim.

 

Top control panel has a joystick and six buttons in case I ever need them.  It slides back and lifts out if I need better access to the inside.

 

Thoughts and feedback greatly appreciated.  Thanks!

 

 

https://drive.google...iew?usp=sharing

 

https://drive.google...iew?usp=sharing

 

 



#1247 fwiler

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Posted 30 December 2019 - 04:20 AM

 

 

Nice! Although it feels like cheating compared to old fashioned box modeling that I used to do some so, feeling a bit bitter  :P. Oh well, CAD programs have had these for long.

Happy holidays to you too!

 

 

A bit OT too but with VR the sound vibration feedback becomes more important now that there's no speakers (usually) in the cabinet to give ball rolling vibrations etc. Someone said that one of those el cheapo chinese boombox units does it well but tried one 9€ device and it was just crap. I then tried to turn some Creative computer speaker kit from my old pincab into a diy bass shaker. Works a lot better but needs some fine tuning and probably need to turn those mid/high speakers into shakers as well (or replace the original amp with something else to feed all freqs to the same driver). I just ripped the cone off and glued a bolt to the coil and attached it to the frame with some polycarbonate.
If anyone has a really well working solution for ball rolling & bouncing vibration feedback, please share. 

 

 

Get a 2.1 amp.  Important to get one with adjustable cross over and separate volume controls for subwoofer and speakers.

https://www.amazon.c...,aps,314&sr=8-8se

 

I use Parts Express BS1 bass shaker myself, but what you made should work for sub work.

Then I use these for left and right channel and place them right next to my flipper buttons.

https://www.parts-ex...-8-ohm--295-210

 

Sound and feedback is unbelievable.  (But I have 2 sets under my cab)  There is no lack of bass if that's what you are looking for.  My entire cab can shake, but honestly that is unrealistic.  Fine tuning with the amp cross over, bass volume, treble, etc. can bring very realistic results.


Edited by fwiler, 30 December 2019 - 04:35 AM.


#1248 fwiler

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Posted 30 December 2019 - 04:46 AM

I've finished designing my PinSim and wanted to post some screenshots for comments before I CNC cut it.  Dimensions are standard body pinball cabinet front and 16" depth.  I'll be using real pinball parts (legs, lockdown bar, analog plunger, launch button, start/extra ball/exit buttons, flipper buttons w/ dual leaf switches, magna save buttons w/ single leaf switches.  I opted not to put in a coin door and have put the typical coin door buttons (open/close plus 6/7/8/9 keys) on the bottom of the cabinet.  I haven't decided where to put coin buttons yet, but may just put a button in the front center, even though I don't really like that idea.  I set my tables to Free Play so it is rarely needed.  I'll be using a KL25Z to control everything.

 

The top is left open as I'll be using SSF (a bass shaker and 2 exciters).  I use a Valve Index so I plan to have ROM sounds coming from the off-ear headphones and table sounds coming from the PinSim.

 

Top control panel has a joystick and six buttons in case I ever need them.  It slides back and lifts out if I need better access to the inside.

 

Thoughts and feedback greatly appreciated.  Thanks!

 

 

https://drive.google...iew?usp=sharing

 

https://drive.google...iew?usp=sharing

 

 

 

If you haven't installed pinball legs before you will realize the back brace (inside of cab) is a lot bigger than the leg outside.  So make sure your buttons won't interfere.  

I can't tell from your pictures but it will be cutting it close.  The back hole looks like it definitely would need to be moved more away from the edge.

Are you putting your computer in there?  If so, would recommend cutting hole in back for 240mm fan to move air out, even if the top is open.


Edited by fwiler, 30 December 2019 - 04:47 AM.


#1249 gear323

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Posted 30 December 2019 - 04:57 AM

I've finished designing my PinSim and wanted to post some screenshots for comments before I CNC cut it.  Dimensions are standard body pinball cabinet front and 16" depth.  I'll be using real pinball parts (legs, lockdown bar, analog plunger, launch button, start/extra ball/exit buttons, flipper buttons w/ dual leaf switches, magna save buttons w/ single leaf switches.  I opted not to put in a coin door and have put the typical coin door buttons (open/close plus 6/7/8/9 keys) on the bottom of the cabinet.  I haven't decided where to put coin buttons yet, but may just put a button in the front center, even though I don't really like that idea.  I set my tables to Free Play so it is rarely needed.  I'll be using a KL25Z to control everything.

 

The top is left open as I'll be using SSF (a bass shaker and 2 exciters).  I use a Valve Index so I plan to have ROM sounds coming from the off-ear headphones and table sounds coming from the PinSim.

 

Top control panel has a joystick and six buttons in case I ever need them.  It slides back and lifts out if I need better access to the inside.

 

Thoughts and feedback greatly appreciated.  Thanks!

 

 

https://drive.google...iew?usp=sharing

 

https://drive.google...iew?usp=sharing

 

 

If you look at the Pinsim design, the one thing I do not like is that it is not deep enough so it can tip over too easily.  It looks like you doubled the depth here which is great in my opinion.  You may want to consider maybe going a little deeper like 20 inches instead of 16 to give it more weight and stability if you have room to do so.   My biggest gripe is that these small cabinets are too light and slide and tip too easy when nudging.   If you do put in a coin door it will add some weight which will help.   I have a 20LB weight installed in mine.  
 

Also if you do a coin door, it is possible to make it so the coin returns mechanism (the lit up red place where you insert your quarters) can be made to be a button.  I saw a build video of a guy that did this and it was pretty sweet since it looks authentic but you have a secret button for adding coins. You basically just push in on the coin return and add in credits.  Figured I would mention this since you were a little unsure about a coin button on the front.      I don’t recall if it could still also accept quarters though....  maybe I can find that video.... (edit yes it can still accept quarters and it still works as a coin reject)

 

Are you planning on adding artwork or painting it or leaving it wood?  Will be interested to see it when you are done.  
 

I really wish there was a website where you could buy a finished CNC cut cabinet like this for VR.   I’m sure it will happen soon enough though.  I’m pretty confident that in the future more people will be building something like this for VR than the full size three flat screen builds.  We just need next gen headsets and more VR content to get the masses to switch.

 

 

 

option 1

 https://www.ebay.com...k-/202588294993

 

 

option 2 

 

http://1uparcade.rmf...oinbuttons.html

 

example of commercial virtual pinball table with coin reject buttons that add credits (scroll down for picture of it)

 

https://virtualpinba...ges/user-guides


Edited by gear323, 30 December 2019 - 05:38 AM.


#1250 gear323

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Posted 02 January 2020 - 11:20 PM

I know some of you are not on the Facebook VPXVR page. So I Figured I'd quickly post here all of the tables I know if that have been released with VR Room versions of them as of 1/2/2020

 

1. Addams Family 

2. Tales of the Arabian Nights

3. AD.DC

4. Fish Tales

5. Metallica Premium Monsters
6. No Good Gofers
7. Pirates of the Caribbean

8. Radical
9. Spider-Man
10. Taxi
11. Theater of Magic

12. Total Nuclear annihilation 

13. Tron Legacy

14. Who Dunnit

15. Cactus Canyon

16. Jurassic Park
17. Indiana Jones Pinball Adventure 

 

There may be more but that is the list I know of currently available to download.  Get some of them here and others at the two other well known download sites. 

 

 
 


Edited by gear323, 02 January 2020 - 11:32 PM.


#1251 drhotwing

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Posted 03 January 2020 - 12:50 AM

CSI, Wizard of Oz, and Circus Voltaire are missing from this list.

 

I wish that the forum admin would add a VR sub category in the downloads section under VPX


Best Regards,

 

Jeff 


#1252 sniiki

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Posted 03 January 2020 - 09:03 AM

 

Like mentioned previously, you can use a butt kicker Gamer 2 to reproduce almost any sound https://thebuttkicke...tkicker-gamer2/ .   If you want you can make it so you feel the ball in the ramps.  I've tried other transducers and exciters but find that one buttkicker can really reproduce any sound.  Even slight things like when you are playing Flintstones for example and the ball is in "The Machine" you can feel it hit the walls of the machine while in there ever so slightly.  Other things like slingshots bumpers and solenoids feel extremely realistic with a little tuning.    I usually end up modifying most of the sounds on each table to get it just right however.  I just use the below site as it is super easy to reduce or add more bass to any of the sound effects on the tables quickly and free here.   The key to that buttkcker is the long arm that holds that transducer.  For example, if you were to mount that transducer in the butkicker  to your cabinet directly or even with some small rubber washers it would suck (Large Rubber stands work ok though).   With the arm it is completely different.  When a table sounds are tuned in, I'm wiling to bet most people could not tell if the feedback is a real table or a virtual table. 

 

https://audioalter.com/

 

 

Once other thing, I found for me at least, it was way too easy to make the mechanical feedback / ball rolling sounds too strong.  In fact, in the beginning my flippers bumpers and slingshots were set too high which was not really realistic. Even the drain sound when the ball drains had too much feedback.   On real pinball tables you can indeed feel all of these things but it is not that strong,    I ended up going to the arcade and playing most of the pinball games for an hour or so and coming home and readjusting my sound effects to get them just right. The good thing is you can adjust the volume of the sounds in the scripts or in VPX sound manager as well. In many cases I didn't need to adjust the audio levels of the wav file, instead I could just lower or raise the volume slightly to get it right.   

 

I used to own some tables but sadly they were all sold. Makes tuning the feedback for the sounds harder that is for sure.   lol. 

 

 

One more thing, The Rift S and the Valve Index both have sound that is built into the headset though the Index audio is wayyyyyyyy better.  Anyway, I find that it works well to have the ROM audio come out of the headset and all of the mechanical table sounds and the force feedback come from the table.  Since the Rift S and the Index do not cover your ears with their audio solutions this works pretty well. 

One thing that may actually be better though is to just not use the audio at all in your VR headset.  Just have speakers in your backbox for the ROM sounds and speakers, transducers, exciters, shakers etc on the table for the the mechanical sounds.  Four of these mounted so they are facing the player https://www.amazon.c...1?ie=UTF8&psc=1 and a buttkicker gamer 2 and VPX in four channel surround sound can work wonders especially if you configure it so that you have separate amps driving the rear speakers, front speakers and butt kicker so that you can adjust the volume level of each individually.  

 

 

If you really want to feel the ball in the ramps, (i'd personally find that you would want this to be VERY SMALL amount of feedback if any as well as ball rolling) You may be able to do that with your current set up just by adding bass to the ball rolling sounds.   Try the Extreme bass booster on some of your ball rolling sounds here: https://audioalter.com/bass-booster/  If you find it is too much just start over with the original sound file and apply less bass.   Alternativly you can use their EQ option as well but the bass booster on max should let you know if it is possible to get what you are looking for.  Just make sure to try it on ball rolling sounds from a few different tables. Once you get sounds you like, you can just save those and apply them to all of your tables. 

 

I'm sure BKG2 does a lot better job vs cheapos & DIY shakers but this driver does give enough oomf but like I suspected and you confirmed, it's more about the audio track. I'll try to tweak some of the sounds. Good tip that tool you gave. A lot easier vs manual work with audacity. I don't want to feel ramps or any other stuff I don't feel on real machines, but need to feel the ball more as otherwise it feels too "light". I do feel the bumps and other stuff you mentioned, but like said it's now a bit hard to get them clear enough without feeling other audio, as I'd prefer to have other audio through headset and oculus + VP + steam combo now messing up the audio mirroring the way I'd like it. Combining audio the way you mentioned would sound awkward to me (all canned mech sounds from cabinet and rest from headset) and would also defeat the purpose of having better audio immersion overall and still quite quiet cabinet. I'm leaning towards having all the audio coming from speakers, which I had first but liked more the headset approach.

 

Continuing about the audio & bass tracks. Like mentioned it would be cool to have a separate control for FFB shakers a bit like in racing sims. Butt Kicker isn't that amazing in those without that extra piece of software that generates bass vibes depending on what's happening in the sim, so it's more than just forwarding LFE audio track to it. I too feel that I could probably ditch the solenoid setup if this would exist as the shaker really does a good jobs on those too and it's inaudible so it wont mess the canned sounds.


 

 

 

Nice! Although it feels like cheating compared to old fashioned box modeling that I used to do some so, feeling a bit bitter  :P. Oh well, CAD programs have had these for long.

Happy holidays to you too!

 

 

A bit OT too but with VR the sound vibration feedback becomes more important now that there's no speakers (usually) in the cabinet to give ball rolling vibrations etc. Someone said that one of those el cheapo chinese boombox units does it well but tried one 9€ device and it was just crap. I then tried to turn some Creative computer speaker kit from my old pincab into a diy bass shaker. Works a lot better but needs some fine tuning and probably need to turn those mid/high speakers into shakers as well (or replace the original amp with something else to feed all freqs to the same driver). I just ripped the cone off and glued a bolt to the coil and attached it to the frame with some polycarbonate.
If anyone has a really well working solution for ball rolling & bouncing vibration feedback, please share. 

 

 

Get a 2.1 amp.  Important to get one with adjustable cross over and separate volume controls for subwoofer and speakers.

https://www.amazon.c...,aps,314&sr=8-8se

 

I use Parts Express BS1 bass shaker myself, but what you made should work for sub work.

Then I use these for left and right channel and place them right next to my flipper buttons.

https://www.parts-ex...-8-ohm--295-210

 

Sound and feedback is unbelievable.  (But I have 2 sets under my cab)  There is no lack of bass if that's what you are looking for.  My entire cab can shake, but honestly that is unrealistic.  Fine tuning with the amp cross over, bass volume, treble, etc. can bring very realistic results.

 

I tested with couple of 2.1 amps. With the one that came with this speaker kit and also with another small class D amp which I used to test to combine all freqs to this DIY shakers (just combined left and right channel line signals and forwarded them to it without any crossover). Didn't like the unfiltered version and the fact that it turned the cabinet to speaker in itself. Could be that the experience is better with those vibration speakers you linked but I'd prefer to have regular speakers for the clarity if I decide to ditch the headset altogether.


 

I've finished designing my PinSim and wanted to post some screenshots for comments before I CNC cut it.  Dimensions are standard body pinball cabinet front and 16" depth.  I'll be using real pinball parts (legs, lockdown bar, analog plunger, launch button, start/extra ball/exit buttons, flipper buttons w/ dual leaf switches, magna save buttons w/ single leaf switches.  I opted not to put in a coin door and have put the typical coin door buttons (open/close plus 6/7/8/9 keys) on the bottom of the cabinet.  I haven't decided where to put coin buttons yet, but may just put a button in the front center, even though I don't really like that idea.  I set my tables to Free Play so it is rarely needed.  I'll be using a KL25Z to control everything.

 

The top is left open as I'll be using SSF (a bass shaker and 2 exciters).  I use a Valve Index so I plan to have ROM sounds coming from the off-ear headphones and table sounds coming from the PinSim.

 

Top control panel has a joystick and six buttons in case I ever need them.  It slides back and lifts out if I need better access to the inside.

 

Thoughts and feedback greatly appreciated.  Thanks!

 

 

https://drive.google...iew?usp=sharing

 

https://drive.google...iew?usp=sharing

 

 

 

If you haven't installed pinball legs before you will realize the back brace (inside of cab) is a lot bigger than the leg outside.  So make sure your buttons won't interfere.  

I can't tell from your pictures but it will be cutting it close.  The back hole looks like it definitely would need to be moved more away from the edge.

Are you putting your computer in there?  If so, would recommend cutting hole in back for 240mm fan to move air out, even if the top is open.

 

There are these old style slimmer brackets too that are more than enough for these light VR cabinets. No need to use those newer heavy duty brackets.

iXF0wao.png



#1253 OlDirty

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Posted 04 January 2020 - 10:32 AM

Hi everyone

 

I tested today for the first time visual pinball in VR and it's GREAT :dblthumb: . Only one thing is bothering me and thats a flickering on the edges of objects (wire ramps f.e.) for example on Indiana Jones (BW). I also have it on the Cirqus Voltair table on the edges of the plastic ramps. Is there a parameter to get rid of this? Thanks.

PS: i already set Bloom to 0 in the table options but that didn't help.


Edited by OlDirty, 04 January 2020 - 11:11 AM.


#1254 sniiki

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Posted 04 January 2020 - 11:33 AM

Hi everyone

 

I tested today for the first time visual pinball in VR and it's GREAT :dblthumb: . Only one thing is bothering me and thats a flickering on the edges of objects (wire ramps f.e.) for example on Indiana Jones (BW). I also have it on the Cirqus Voltair table on the edges of the plastic ramps. Is there a parameter to get rid of this? Thanks.

PS: i already set Bloom to 0 in the table options but that didn't help.

Tried super sampling? Around 150% should be enough, depends on headset tho. From VP VR settings, SteamVR settings or headset options (only from one place).



#1255 OlDirty

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Posted 04 January 2020 - 04:05 PM

That was the trick :love39: . I changed the Supersampling Factor to 1.5 in the preferences\ VRSettings. I'm playing with a HP Reverb and now it looks pretty good.



#1256 gear323

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Posted 04 January 2020 - 05:00 PM

That was the trick :love39: . I changed the Supersampling Factor to 1.5 in the preferences\ VRSettings. I'm playing with a HP Reverb and now it looks pretty good.


You may be the only person to have tried VPX VR on an HP Reverb. Good to know that it is working for you!

For playing pinball, that headset may be the best you can get right now with those high resolution panels. What video card do you have? I didn’t think you would be able to super sample that high with the reverb unless maybe if you have a 2080ti

#1257 OlDirty

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Posted 04 January 2020 - 05:46 PM

I have a 1080ti but i locked the frequency to 60Hz instead of 90Hz in the windows mixed reality settings, but in my opinion it's running super smooth anyway. I have constant 60Hz (controlled with fpsVR) with Supersampling 1.5 and a resolution of 1920x1080(windowed Fullscreen). Would be cool if i could choose even higher resolutions but they don't appear in the VR Options.

Yes it looks really sharp, i like it. The only downside is the realy heavy cable of this headset. I do most Simracing with this headset and for that purpose it's brilliant.

 

1) Is there an easy way to adjust the size and position of the DMDs for non "VR ROOM" tables? The DMD's are very small.

2) I always have to restart VPX when i wanna load a new table. Otherwise i have no picture in my headset, just on the monitor. Not a big problem, but if there's a solution i'm glad.


Edited by OlDirty, 04 January 2020 - 05:49 PM.


#1258 phlove

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Posted 05 January 2020 - 02:26 PM

is there a list of working vr headsets ?

 

For example the primax or the playstation VR headset ?



#1259 senseless

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Posted 05 January 2020 - 05:04 PM

Just added T2 and Cyclone to the list of VR tables ;). I've gotta get myself a pinsim these days! Thanks for sharing pinsim designs and tips!


Edited by senseless, 05 January 2020 - 05:04 PM.


#1260 blindpeser

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Posted 05 January 2020 - 05:13 PM

Not sure about the PSVR. I know there is a pc hack. But doesnt it have a lag on pc? All pc hmds that are supported by steam (vr) should work on VPX VR.

@senseless: Nice! Did you use g5ks T2 version (best version imo)?