Can't remember this problem on the older versions.
Edited by JohnnyDoe, 15 November 2012 - 10:48 AM.
Posted 15 November 2012 - 11:02 AM
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.
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.
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
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.
Edited by jpsalas, 16 November 2012 - 10:42 AM.
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
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.
Posted 17 November 2012 - 12:35 AM
big thanks, works very well nowIf 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.
Posted 17 November 2012 - 09:44 PM
I don't know. Are you using a mechanical plunger?
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.
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.
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 youare using a gamepadhave 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.
Posted 18 November 2012 - 01:38 AM
Edited by lolo33, 18 November 2012 - 01:39 AM.
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