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Scared Stiff VP91x v1.4.4 [VP 9.x Desktop]


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#121 gStAv

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Posted 26 October 2011 - 06:21 PM

thanks for the settings posted Billy.
Will try them on for sure and check the difference! :-D

3rs054-6.png


#122 Arcade4

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Posted 26 October 2011 - 06:53 PM

Much appreciated. I love messing with the flipper settings.
I find it very hard to shoot the center shots with VP on a lot of these tables.
The crate should be an easy shot and currently with the ball rolling down the outlane you have to use the very back edge of the flipper to even come close to hitting the crate.

#123 billyrjse

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Posted 26 October 2011 - 07:23 PM

QUOTE (Arcade4 @ Oct 26 2011, 03:53 PM) <{POST_SNAPBACK}>
Much appreciated. I love messing with the flipper settings.
I find it very hard to shoot the center shots with VP on a lot of these tables.
The crate should be an easy shot and currently with the ball rolling down the outlane you have to use the very back edge of the flipper to even come close to hitting the crate.




In fact I made these adjustments to No Fear table and it was very good. But as it has the same Inc / Fov of the Scared Stiff, then decided to test it. I thought the result was good in relation to strength of flippers and randomness of the ball. Of course, to get a better result, is also good to change a little the elasticity of some rubbers and some walls, slingshots, etc...
Nothing against JP's balls smile.gif , but I change by UW's ball and it completed the look more realistic...
To get a better hit to the crate, you can do a fine tuning of the oblique correction from 6 to 6.5 or so.

Thanks, Arcade4.

PS.

JP,
Please
I found a bug on the table... can you take a look?
Before you complete the six tales of terror you can play the stiff o' meter anytime.


Thank you very much!!!

Edited by billyrjse, 26 October 2011 - 07:25 PM.


Big Thanks to my friend Hassanchop for this very nice dmd.

#124 numiah

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Posted 05 November 2011 - 09:03 AM

QUOTE (billyrjse @ Oct 26 2011, 06:50 PM) <{POST_SNAPBACK}>
JP,

I found a bug on the table...

Before you complete the six tales of terror you can play the stiff o' meter anytime.


just a few tips....
I just did some adjusts too to improve physics to me... I thought the ball seems to be more ramdon and flipper with good strenght using this values below.... Please, try it in your 56/34 inc/fov tables smile.gif wink.gif tup.gif

Flipper Physics
Speed 0,27
Strenght 0,29
Elasticity 0,56
Scatter Angle 0,2
Return Strenght 0,099
Recoil velocity 20
Power-law 2
Oblique correction 6

Table Physics
Tbl Slope Min dif. 5,4
Tbl Slope Max dif. 5,7
Global Difficult Level 0,1
PBW Accelerometer - checked
Normal mounting - checked
Accelerometer gain 1,2

Backdrop
Gravity Constant 1,9
Contact Friction 0,0015
Contact Scater angle 0,5
Dampening Speed 58
Dampening Friction 0,75

I also tried it on your No Fear, and it was Great!! smile.gif


Thank you very much!!
Worship.gif



Hahahaha!!! I forgot to mention a value in Flipper Physics - Scatter Angle 0,2 Sorry dblthumb.gif


I tried these values, and the table is much more challenging with it.
Thanks !

**Each pinball machine is a tiny universe... that we control.**


#125 billyrjse

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Posted 05 November 2011 - 03:58 PM

QUOTE (numiah @ Nov 5 2011, 06:03 AM) <{POST_SNAPBACK}>
QUOTE (billyrjse @ Oct 26 2011, 06:50 PM) <{POST_SNAPBACK}>
JP,

I found a bug on the table...

Before you complete the six tales of terror you can play the stiff o' meter anytime.


just a few tips....
I just did some adjusts too to improve physics to me... I thought the ball seems to be more ramdon and flipper with good strenght using this values below.... Please, try it in your 56/34 inc/fov tables smile.gif wink.gif tup.gif

Flipper Physics
Speed 0,27
Strenght 0,30
Elasticity 0,56
Scatter Angle 0,2
Return Strenght 0,099
Recoil velocity 20
Power-law 2
Oblique correction 6

Table Physics
Tbl Slope Min dif. 5,4
Tbl Slope Max dif. 5,7
Global Difficult Level 0,1
PBW Accelerometer - checked
Normal mounting - checked
Accelerometer gain 1,2

Backdrop
Gravity Constant 1,9
Contact Friction 0,0015
Contact Scater angle 0,5
Dampening Speed 58
Dampening Friction 0,75

I also tried it on your No Fear, and it was Great!! smile.gif


Thank you very much!!
Worship.gif



Hahahaha!!! I forgot to mention a value in Flipper Physics - Scatter Angle 0,2 Sorry dblthumb.gif


I tried these values, and the table is much more challenging with it.
Thanks !



thank you smile.gif


But there is a problem related to this physics that I posted, because now the ball has more weight. And the secret passage hole is too big and the curvature of the ramp is wrong, so the ball falls constantly there and turn on the Stiff o'meter more times (I even thought it was script error, but it is not). This never happened before because the ball was too light and now with a better weight it falls there too much.

Something similar happens with the No Fear, loop ramps are at the same high (200), and how the ball has more weight with physics that I posted, then it falls into the hole between the ramps more easily.

PS. Try to change by UW's ball too. It turns the physics more realistic. smile.gif

Greetings!
Billy.

Edited by billyrjse, 05 November 2011 - 04:07 PM.


Big Thanks to my friend Hassanchop for this very nice dmd.

#126 DedRok_V

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Posted 05 November 2011 - 04:52 PM

JP, had a ball jam half way down the boney beast ramp for no reason, then it blocked the other ball.
Other ball would move when nudged and could be banged back out but the first one was not moving at all ...

pity as i was caning it hard.






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#127 xio

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Posted 19 November 2011 - 05:31 PM

This 1.4.4 version become quickly unplayable when running a game, much lag/stuttering, especially when multiball.

I know my system is not powerful enough, but what I don't understant is that JimmyFingers "8-step GI Lighting MOD" runs much smoother, with almost no lag unsure.gif

Any idea what's making the difference ?

Edited by xio, 24 November 2011 - 05:18 PM.


#128 fmofmpls

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Posted 11 August 2012 - 02:33 PM

Newbie here. I love this table, but I'm experiencing sound trouble. The flippers are very loud while the rest of the audio (music, narration,) is very low. I've tried different roms and messed with Audio Options, but to no avail. What am I doing wrong here?


#129 jpsalas

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Posted 11 August 2012 - 04:16 PM

QUOTE (fmofmpls @ Aug 11 2012, 04:33 PM) <{POST_SNAPBACK}>
Newbie here. I love this table, but I'm experiencing sound trouble. The flippers are very loud while the rest of the audio (music, narration,) is very low. I've tried different roms and messed with Audio Options, but to no avail. What am I doing wrong here?


I guess the answer from pinuck applies here too:

http://www.vpforums....u...l&f_id=2832

if you turn it up to full you'll probably get distortion - usually around 25 is good.

smile.gif

Edited by jpsalas, 11 August 2012 - 04:17 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#130 fmofmpls

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Posted 11 August 2012 - 06:23 PM

QUOTE (jpsalas @ Aug 11 2012, 11:16 AM) <{POST_SNAPBACK}>
QUOTE (fmofmpls @ Aug 11 2012, 04:33 PM) <{POST_SNAPBACK}>
Newbie here. I love this table, but I'm experiencing sound trouble. The flippers are very loud while the rest of the audio (music, narration,) is very low. I've tried different roms and messed with Audio Options, but to no avail. What am I doing wrong here?


I guess the answer from pinuck applies here too:

http://www.vpforums....u...l&f_id=2832

if you turn it up to full you'll probably get distortion - usually around 25 is good.

smile.gif


That did the trick! Thanks very much for the support and for a great table!

#131 kiwi

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Posted 23 September 2012 - 07:52 AM

Thanks JP.
I think I was bewitched by Elvira and I've never seen that side of the bumpers are missing.
Posted Image

Max

I remembered that the plunger has the sound repeated 2 times, line 156 and 187 of the Code.
The 3 bumpers are without sides, the bumper 2 and 3 are under the plastics and can not be seen that there are no sides, but the bumper 1 we see that something is missing.

Max

#132 jpsalas

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Posted 23 September 2012 - 06:11 PM

Yes, that's already fixed and the table is waiting for some updates before I upload it :)

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#133 raza

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Posted 05 December 2012 - 07:08 PM

I only have a little rom sound far away at the background. 

Already tried with the 8/9 buttons (=at max) and with the tilde option (volume = 0db and can only be set lower)

I use the ss_01b rom with script adjusted;

 

 

Const cGameName = "SS_01b" 'prototype rom with kickback
'Const cGameName = "SS_15" 'latest rom
 
 


#134 htamas

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Posted 05 December 2012 - 07:14 PM

Did you press the 'open coin door' (End) button before trying 8 and 9?



#135 raza

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Posted 05 December 2012 - 08:09 PM

Did you press the 'open coin door' (End) button before trying 8 and 9?

Nope  :tapping: . 

That did the trick. So what's the other volume bar (with the red and green stripes) about? Is it a table-, rom- or mame-setting? 



#136 raza

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Posted 15 December 2013 - 11:27 AM

Bump



#137 kiwi

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Posted 15 December 2013 - 12:04 PM

Bump

You must press the END key to open the coin door , with the keys 8 9 Adjust the volume and press the END key again .

 

Max



#138 raza

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Posted 16 December 2013 - 05:37 PM

 

Bump

You must press the END key to open the coin door , with the keys 8 9 Adjust the volume and press the END key again .

 

Max

 

Question was; So what's the other volume bar (with the red and green stripes) about? Is it a table-, rom- or mame-setting? 

:tapping: 



#139 kiwi

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Posted 16 December 2013 - 07:16 PM

If this is the bar that you see at the bottom of the screen is the main volume.

 

Max



#140 GSGregg

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Posted 25 September 2015 - 08:27 PM

Thanks JP.
I think I was bewitched by Elvira and I've never seen that side of the bumpers are missing.
bumpers.jpg

The ball has been getting stuck in the top pop and its going machine gun. Basically ends the game right there, happened two times in a row now.
ballstuck.jpg

Almost four years later, it appears that no response was forthcoming about this, but KloggMonkey was correct in that once the ball does this, it's irretrievable even with a slam tilt, and if you use "B" and "Y" to add a ball, the same thing is still likely to recur, plus the 'machine gun' adds a bunch of unearned points that 'pad the bill'. Has anyone found the answer?

At first I looked in the Editor but couldn't identify any potential obstacle, or location in which to add a wall, but then the space between Bumper1 and Ramp1023 (divider between the Monster Lab and the Deadhead access lane?) became suspect. Also, the bumper settings made me wonder.....the top and bottom height settings for the three rings of each bumper seem inverted (larger numbers are higher, right?) and the caps (labeled as Walls 278, 271, and 262) have bottom heights of zero and top heights of only two tenths of a VP Unit---the ramp that passes through the area has a bottom height of 80 or 81 units, so the 50-unit ball wouldn't seem be subject to getting stuck. If anyone can educate me on how that works, I'd sure appreciate it. Thanks,

 

Gregg