1.05
plasticosVPX.jpg 206.95KB
12 downloads
Cheers, Javier..
Edited by javier1515, 24 October 2016 - 06:52 PM.
Posted 24 October 2016 - 06:41 PM
1.05
plasticosVPX.jpg 206.95KB
12 downloads
Cheers, Javier..
Edited by javier1515, 24 October 2016 - 06:52 PM.
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)
Posted 24 October 2016 - 07:01 PM
Thanks Javier.
I just tried this out and the Crane had some difficulty releasing the ball, it held onto it for quite a while before finally releasing it.
Visually the ball appears to sit a little low too. [edit] it looks okay in FS but appears a little low in DT.
Edited by dark, 24 October 2016 - 07:09 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 26 October 2016 - 01:03 AM
Javier,
I've found another issue.
The Magnets do not appear to be working.
The Eye lamp in the center of the ticket on the center of the playfield lights when the magnets are active.
During Multiball the eye is lit, but I don't see any effect from the 3 magnets under the center of the playfield.
This pin uses the same magnets and controller board as Guns & Roses and has the same pronounced effect on the ball.
I've been playing the heck out of the table and really enjoying playing it again.
Thanks
Rich
Posted 26 October 2016 - 08:33 AM
Edited by ClarkKent, 26 October 2016 - 08:37 AM.
Posted 26 October 2016 - 11:57 AM
This is sooooooooo good!
I did get the ball stuck behind the crane a few times however. It was still on the ramp, but it didn't have the pace to continue. I couldn't nudge it either. I reduced the friction from .15 to .10 and it seems to play OK now.
Also, the wire ramps are very loud (on my Poor Man's DOF at least)... if the ball heads up the vertical kicker and then down the wire, the volume is good. But if the ball get's there the other way, the wire makes about 3 times the sound. Same loudness for the left wire ramp. I fudged some code to reduce the volume here , so all good.... but just in case you want to look at it in future updates ![]()
Thanks heaps for the efforts on this table.... it's gone straight to the top of my play list this week. ![]()
Did I mention that this is sooooooooo good! ? lol
Edited by RustyCardores, 26 October 2016 - 11:57 AM.
Rusty Cardores (Russell Stewart) - Gold Coast, Australia
Twitter: https://twitter.com/RustyPinball | Instagram: https://www.instagra.../rusty.pinball/ | Work: http://www.australianlight.com.au (Australian Landscape Photography)
'SSF' - Get awesome VPX Surround Sound Tactile Feedback in your cab https://www.facebook...oups/SSFeedback/
'Virtual Topper' - It's cooler than you might think! Check out the pics on my Instagram.
Posted 26 October 2016 - 01:17 PM
This is sooooooooo good!
I did get the ball stuck behind the crane a few times however. It was still on the ramp, but it didn't have the pace to continue. I couldn't nudge it either. I reduced the friction from .15 to .10 and it seems to play OK now.
Also, the wire ramps are very loud (on my Poor Man's DOF at least)... if the ball heads up the vertical kicker and then down the wire, the volume is good. But if the ball get's there the other way, the wire makes about 3 times the sound. Same loudness for the left wire ramp. I fudged some code to reduce the volume here , so all good.... but just in case you want to look at it in future updates
Thanks heaps for the efforts on this table.... it's gone straight to the top of my play list this week.
Did I mention that this is sooooooooo good! ? lol
You can always share your revisions. ![]()
Thanks to the team as always!
Posted 26 October 2016 - 01:24 PM
This table has received some nice attention and some great revisions.
However I'll say this again, the ramps will have less issues and the table will receive a performance boost if (invisible) VP ramps are implemented instead of using collision on the primitive mesh ramps (render prim ramps without collision). It's my belief that prim collision should only be used as a last resort or in some special circumstances.
Did somebody else get an error in line 632 while super crane (when two balls are already locked)?
The metal wire ramp sounds are great the way they are. I don't think they are too loud. I only hear absolutely no ball rolling...
I think the metal ramp sounds are great too but I only seem to heart it on the one wire ramp and not the other (the other being when fed from the plastic ramp).
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 26 October 2016 - 01:57 PM
You are certainly right but with the friction settings there are no more problems on the ramps (never had them again).
At the moment only the bug at Super Crane is annoying as the game exits...
Well it's getting there, Javier said he would make VP ramps when he got time so it would seem you have just about everything else resolved. So perhaps this will allow Javier the time to add in VP ramps sooner rather than later for the next official update/release.
Edited by dark, 26 October 2016 - 01:57 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 26 October 2016 - 04:14 PM
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)
Posted 26 October 2016 - 04:52 PM
WOW - Thanks again for the update all involved! This table is growing very fast and with really impressive improvements.
Last update was already awesome, and so is this one! Top notch table and already became a favourite one.
Edited by Mark70, 26 October 2016 - 05:23 PM.
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