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Scared Stiff VP91x v1.4.4 [VP 9.x Desktop]
Started By
jpsalas
, Feb 14 2010 05:06 AM
149 replies to this topic
#122
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.
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
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.
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
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
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
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!!
Thank you very much!!

Hahahaha!!! I forgot to mention a value in Flipper Physics - Scatter Angle 0,2 Sorry
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
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!!
Thank you very much!!
Hahahaha!!! I forgot to mention a value in Flipper Physics - Scatter Angle 0,2 Sorry
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
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
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!!
Thank you very much!!

Hahahaha!!! I forgot to mention a value in Flipper Physics - Scatter Angle 0,2 Sorry
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
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!!
Thank you very much!!
Hahahaha!!! I forgot to mention a value in Flipper Physics - Scatter Angle 0,2 Sorry
I tried these values, and the table is much more challenging with it.
Thanks !
thank you
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.
Greetings!
Billy.
Edited by billyrjse, 05 November 2011 - 04:07 PM.

Big Thanks to my friend Hassanchop for this very nice dmd.
#126
#127
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
Any idea what's making the difference ?
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
Any idea what's making the difference ?
Edited by xio, 24 November 2011 - 05:18 PM.
#129
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.
Edited by jpsalas, 11 August 2012 - 04:17 PM.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#130
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.
That did the trick! Thanks very much for the support and for a great table!
#131
Posted 23 September 2012 - 07:52 AM
I remembered that the plunger has the sound repeated 2 times, line 156 and 187 of the Code.Thanks JP.
I think I was bewitched by Elvira and I've never seen that side of the bumpers are missing.
Max
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
#133
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
#140
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.
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.
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




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