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Whirlwind v1.4.8 VP9


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#121 Wizards_Hat

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Posted 16 January 2010 - 12:17 AM

QUOTE (UncleReamus @ Jan 16 2010, 12:09 AM) <{POST_SNAPBACK}>
Thanks for the review, Wizards Hat. As far as the spinners, here is my take:
My buddy has two Whirlwind machines. One of his games has new spinner decals, the other has older ones. The game with newer decals, surprisingly has far less grip on the ball than his spinners with the old decals.

Also... what setting do you have installed for the spinners (IRL)? If you do not have 'fast' installed, I would agree that the spinners in our table have too much grip. However, compared to his table with the old spinner decals, and fast installed, I would say we are pretty close to the real deal.

I based the action of the spinners on what happens when the ball drops off the millions ramp, and on how a slower moving ball reacted when moving vertically. I'll see if I can play with the settings a bit when I have some time, but can you check what setting you have installed on your real game?

I'll try & check the settings this weekend...the game has been living several months at a friends house now...maybe the spinners will have more grip smile.gif

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#122 tickerguy

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Posted 17 January 2010 - 05:22 PM

I downloaded this table but the MAME file appears to be missing (the ROM) - any pointers on where it might be?

#123 Noah Fentz

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Posted 17 January 2010 - 05:29 PM

http://www.vpforums....u...il&f_id=937

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#124 Hansaplast

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Posted 17 January 2010 - 06:25 PM

In the german pinball forum www.pinballz.net a guy named "Schlenkmann" (Marcus) produced a small series of repro-decals for whirlwind.
They have not the rough surface of original NOS decals, but they have twice of their grip.
I have one of these sets on one of my both whirlwind machines and its exact like this new vp version. smile.gif
i´ll post a photo of them (beside of a NOS original set) next week.

Edited by Hansaplast, 17 January 2010 - 06:28 PM.


#125 Marton

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Posted 25 January 2010 - 12:38 AM

Hi Noah,

I downloaded the update and the drop targets are still inverted... am I missing something?
I've been playing this beauty a lot lately, and have three more comments:
1) About the drop targets, I find it impossible to drop two in a row. For the Skill Shot it helps a lot, for example if you drop the middle and the bottom ones, you get 500K, top and middle 300K... And if you manage to sweep the three of them at once (by missing with the plunger and shooting them with the flipper), you get 600K.
2) I find the left loop somewhat difficult to make. Most of the time you hit a bumper. And on the real game it is the opposite: most of the time you hit the loop and not a pop bumper. Maybe they're too big?
3) I also find the disks a bit "severe" with the ball. But just a bit. It is seen better on slow balls as they violently change their direction and speed.

I am amazed in the level of detail of this recreation, I never seen such detail in any other table... For example:
When a slow ball falls from the wall that leads to the left ramp, it hits the top drop target and changes its direction a little
When a ball couldn't make it to the left ramp, as it goes down it bumps a little

This is AWESOME stuff, having such small details just like in the real game.
Again, CONGRATULATIONS!!!!!!!

Edited by Marton, 25 January 2010 - 12:38 AM.


#126 Noah Fentz

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Posted 25 January 2010 - 01:18 AM

Alright, Marton, I switched the targets around, so what do you mean by inverted. I don't have access to a real WW at the moment, so if you can be a little more descriptive, it would really help.

Thank you for all your comments. We try really hard to make every table play exactly like the real table. The small details are an added bonus to that. It's a matter of having the weight and slope in a perfect marriage with object location.

Help me out, and we can get this exact.

-Noah

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#127 Marton

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Posted 25 January 2010 - 01:25 AM

The switches are inverted. When you hit the bottom drop target it registers the top one, and vice versa.

#128 Noah Fentz

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Posted 25 January 2010 - 01:29 AM

I switched them since version 1.1.0

think.gif

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#129 Marton

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Posted 25 January 2010 - 01:38 AM

Hmmm...
Start a game, drop the bottom or top targets, get into the switch test and see smile.gif
The lower one is the hardest to hit on the Skill Shot, and it is the one that gives 300K. The top one is the easiest and gives 100K.

#130 Noah Fentz

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Posted 25 January 2010 - 01:40 AM

I had them that way when you first mentioned this in a previous version.

Which version are you playing?

The current is 1.2.1

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#131 Marton

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Posted 25 January 2010 - 01:54 AM

I'm playing 1.2.1, doublechecked before posting, of course.

#132 UncleReamus

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Posted 25 January 2010 - 01:55 AM

According to the manual, the targets are backwards now. The top target should be switch 29, instead it is 27. They were not this way until you told us to change them, Marton. smile.gif We'll get an update out soon.

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#133 Noah Fentz

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Posted 25 January 2010 - 01:55 AM

Then, I switched them when they were right and you had mentioned it before. They must have been correct then.

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#134 Marton

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Posted 25 January 2010 - 07:08 AM

Version 1.2.0 has them backwards. That's why I posted about it. Which are the changes from 1.2.0 to 1.2.1?

Edited by Marton, 25 January 2010 - 07:09 AM.


#135 Noah Fentz

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Posted 25 January 2010 - 07:13 AM

1.2.1 I switched them around.

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#136 Marton

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Posted 25 January 2010 - 03:20 PM

Then somehow it did not make effect :S
Maybe wrong upload?

#137 Noah Fentz

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Posted 25 January 2010 - 08:21 PM

Maybe...

I'm putting the finishing touches on what is to be the final and best version of this table yet.

Stay tuned...

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#138 KloggMonkey

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Posted 25 January 2010 - 11:49 PM

I noticed today while trying to get a two player game going...

That if you press start after ball one is drained but before shooting ball 2
It will start a new one player game with TWO balls ready to be shot as ball 1.

Giving a 'fake' two ball multi-ball at the start of that game. Probably could be fixed with some minor code tweak. Unless the real table does this also?

#139 Noah Fentz

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Posted 25 January 2010 - 11:52 PM

I've noticed this, too.

We'll work on that and the ramp fix for those with balls that have fallen through the ramp.

Plus MUCH more.

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#140 Joe

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Posted 26 January 2010 - 12:02 AM

QUOTE (KloggMonkey @ Jan 25 2010, 05:49 PM) <{POST_SNAPBACK}>
I noticed today while trying to get a two player game going...

That if you press start after ball one is drained but before shooting ball 2
It will start a new one player game with TWO balls ready to be shot as ball 1.

Giving a 'fake' two ball multi-ball at the start of that game. Probably could be fixed with some minor code tweak. Unless the real table does this also?

also does that on a slam tilt.