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Cirqus Voltaire VP913 FS


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#121 JohnnyDoe

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Posted 15 November 2012 - 10:48 AM

Is anyone else getting that the ball is coming down slow on the right side. Almost like slow motion and then it speeds up?
Can't remember this problem on the older versions.

Edited by JohnnyDoe, 15 November 2012 - 10:48 AM.


#122 CaptainNeo

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Posted 15 November 2012 - 11:02 AM

I noticed it when it's doing a loop and thought there was some kind of drag somewhere in the back top.
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#123 jpsalas

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Posted 15 November 2012 - 07:10 PM

I guess it is one of the ramps, but I haven't found which one of them (I haven't looked too hard either :) )

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#124 thewool

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Posted 15 November 2012 - 07:26 PM

You could try selecting ramp 348, then change the friction from 0.015 to 0. That should help a bit.

#125 jpsalas

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Posted 15 November 2012 - 08:13 PM

You could try selecting ramp 348, then change the friction from 0.015 to 0. That should help a bit.


That ramp cannot be the reason of the slowdown. That ramp is part of the cabinet walls in the desktop version, and it isn't present in the FS table

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#126 thewool

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Posted 15 November 2012 - 09:09 PM

Mmmm.. ok JP but that's strange.... Could have sworn that speeded things up on the FS version :hmm:

#127 Sandro

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Posted 15 November 2012 - 10:49 PM

It animates fine here. But it won't animate if you have not enabled the hardware rendering as I use alpha ramps to make the new plunger animation. With the alpha ramps looks much better and it saves a lot of graphic memory.


Just checked and I do have Hardware Rendering enabled and it still does a quick glitch of animation then nothing. Could there be another possible reason? Thank you for the help!! :)

#128 jpsalas

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Posted 16 November 2012 - 03:25 AM

I don't know. Are you using a mechanical plunger?

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#129 thewool

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Posted 16 November 2012 - 08:22 AM


You could try selecting ramp 348, then change the friction from 0.015 to 0. That should help a bit.


That ramp cannot be the reason of the slowdown. That ramp is part of the cabinet walls in the desktop version, and it isn't present in the FS table


My mistake JP, I meant Wall348, not ramp. This is the big wall that makes up the orbit loop.

#130 jpsalas

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Posted 16 November 2012 - 10:41 AM

My mistake JP, I meant Wall348, not ramp. This is the big wall that makes up the orbit loop.


Now I see the problem! I use to set the friction of the metals to 0,0015 or 0,001, but I missed one "0". I wrote 0,015 and that is too much friction :)
I'll fix that and I'll upload a new revision :)

Edited by jpsalas, 16 November 2012 - 10:42 AM.

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#131 koadic

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Posted 16 November 2012 - 11:00 AM


Awesome update JP!!!!!! Looks and plays beautifully!! One thing I noticed with all your updates is that the plunger does not animate anymore. I am using the newest VP 913 so is there anything that may be causing this? Thank you for any help!!! :)


for me too, works only with joystick but not the keybord, i use desktop version
thanks


If there is a gamepad attached, VP will assume there is an analog plunger. The way the the table is scripted, if there is an analog plunger, it will enable the timer for the animation. The only issue with this is if you use the button for the plunger the animation won't work correctly as it is always being updated with the position of the analog plunger. To get around this, the easiest way I have found is to disable the timer when the button is being pressed, and reenable it when it is released, that way the analog and digital plunger will work together in harmony.

In the KeyDown and KeyUp sections, at the entry for the PlungerKey, you need to add Plunger.TimerEnabled=0 for the KeyDown and Plunger.TimerEnabled=1 for the KeyUp, and this will allow both to work together.

#132 The Loafer

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Posted 16 November 2012 - 11:37 AM



Awesome update JP!!!!!! Looks and plays beautifully!! One thing I noticed with all your updates is that the plunger does not animate anymore. I am using the newest VP 913 so is there anything that may be causing this? Thank you for any help!!! :)


for me too, works only with joystick but not the keybord, i use desktop version
thanks


If there is a gamepad attached, VP will assume there is an analog plunger. The way the the table is scripted, if there is an analog plunger, it will enable the timer for the animation. The only issue with this is if you use the button for the plunger the animation won't work correctly as it is always being updated with the position of the analog plunger. To get around this, the easiest way I have found is to disable the timer when the button is being pressed, and reenable it when it is released, that way the analog and digital plunger will work together in harmony.

In the KeyDown and KeyUp sections, at the entry for the PlungerKey, you need to add Plunger.TimerEnabled=0 for the KeyDown and Plunger.TimerEnabled=1 for the KeyUp, and this will allow both to work together.


I was about to post on this issue!!! People always end up pressing the plunger button and end up screwing up the plunger, thanks for the fix!

#133 jpsalas

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Posted 16 November 2012 - 04:15 PM

Ok, I should have read this before I uploaded the fix for the slow top loop. Oh well, if you have a gamepad attached then just add those lines so the plunger will work again for you :)

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#134 Aurich

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Posted 16 November 2012 - 04:18 PM

This is a fake complaint, but jp you're doing so much useful fixes and work these days it's getting hard to keep up. ;)

#135 mach2

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Posted 17 November 2012 - 12:35 AM

If there is a gamepad attached, VP will assume there is an analog plunger. The way the the table is scripted, if there is an analog plunger, it will enable the timer for the animation. The only issue with this is if you use the button for the plunger the animation won't work correctly as it is always being updated with the position of the analog plunger. To get around this, the easiest way I have found is to disable the timer when the button is being pressed, and reenable it when it is released, that way the analog and digital plunger will work together in harmony.

In the KeyDown and KeyUp sections, at the entry for the PlungerKey, you need to add Plunger.TimerEnabled=0 for the KeyDown and Plunger.TimerEnabled=1 for the KeyUp, and this will allow both to work together.

big thanks, works very well now :)

#136 Sandro

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Posted 17 November 2012 - 09:44 PM

I don't know. Are you using a mechanical plunger?


Not sure what you mean though I'm assuming that's cabinet related in which case no I do not. I have a monitor arm that allows me to rotate my monitor any which way I like which is how I enjoy FS tables. So not sure what could be causing the glitch. It's kinda hard to do skill shots without knowing how far back the plunger is lol.

#137 koadic

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Posted 17 November 2012 - 11:25 PM


I don't know. Are you using a mechanical plunger?


Not sure what you mean though I'm assuming that's cabinet related in which case no I do not. I have a monitor arm that allows me to rotate my monitor any which way I like which is how I enjoy FS tables. So not sure what could be causing the glitch. It's kinda hard to do skill shots without knowing how far back the plunger is lol.


Mechanical plunger = analog plunger.

Are you using a keyboard or a gamepad? If you are using a gamepad have a gamepad attached, it will assume there is an analog axis being use for the plunger (even if it is a purely digital gamepad with no 'sticks'). When it thinks there is an analog plunger attached, it will constantly update the animation with the analog plunger location, and if you don't actually have one, it will always show the '0' position thus making it look like it isn't moving when using the digital button to pull the plunger back (either 'Enter' on the keyboard or a gamepad button if it is setup).

In which case...

In the KeyDown and KeyUp sections, at the entry for the PlungerKey, you need to add Plunger.TimerEnabled=0 for the KeyDown and Plunger.TimerEnabled=1 for the KeyUp, and this will allow both to work together.


Edited by koadic, 17 November 2012 - 11:29 PM.


#138 Sandro

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Posted 18 November 2012 - 12:12 AM



I don't know. Are you using a mechanical plunger?


Not sure what you mean though I'm assuming that's cabinet related in which case no I do not. I have a monitor arm that allows me to rotate my monitor any which way I like which is how I enjoy FS tables. So not sure what could be causing the glitch. It's kinda hard to do skill shots without knowing how far back the plunger is lol.


Mechanical plunger = analog plunger.

Are you using a keyboard or a gamepad? If you are using a gamepad have a gamepad attached, it will assume there is an analog axis being use for the plunger (even if it is a purely digital gamepad with no 'sticks'). When it thinks there is an analog plunger attached, it will constantly update the animation with the analog plunger location, and if you don't actually have one, it will always show the '0' position thus making it look like it isn't moving when using the digital button to pull the plunger back (either 'Enter' on the keyboard or a gamepad button if it is setup).

In which case...

In the KeyDown and KeyUp sections, at the entry for the PlungerKey, you need to add Plunger.TimerEnabled=0 for the KeyDown and Plunger.TimerEnabled=1 for the KeyUp, and this will allow both to work together.


I'm assuming I add that to the script in which case I did and still no go.

#139 lolo33

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Posted 18 November 2012 - 01:38 AM

It's work for me, thanks Koadic for the trick. ^_^

Edited by lolo33, 18 November 2012 - 01:39 AM.

Locate a Pinball machine in France:

http://geoflipper.fr/


#140 Sandro

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Posted 18 November 2012 - 08:52 AM

Not sure what I'm doing wrong but the plunger will still not animate. :(