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The Machine Bride of Pinbot FS [VP 9.x Cabinet FS]
Started By
unclewilly
, Oct 05 2010 04:50 AM
165 replies to this topic
#121
Posted 02 August 2014 - 09:43 PM
I don't know yet, I'm in the middle of my second 18 hour shift in a row.
Try it and let me know.
85vet says it's as close as he can get to his real machine
https://www.dropbox....) - physmod.vpt
Try it and let me know.
85vet says it's as close as he can get to his real machine
https://www.dropbox....) - physmod.vpt
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#122
Posted 02 August 2014 - 09:51 PM
oke a report back to you , when you are on your work UW you can put on a big smile right now , can only say one thing about the pshycismod5 of your table , this is how muskuste would have wanted that a table would be played with his pshycismod5 release , that it feels this way , realy astonishing ..
keep this in mind UW(also other table creators) if you create a table let 85vett be your man for the phycis , all tables that would be released with pshycismod5 should have this playfeeling it takes your table to the next vp level up , incredible !! nice job 85VETT !!
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Edited by boiydiego, 02 August 2014 - 10:34 PM.
#128
Posted 04 August 2014 - 11:17 PM
UW, I'm trying to see how VPM's built-in Mech handles the head and I'm having issues. If I run just the ROM (using VPM Setup), it reports back with head positions, but anytime I run your table, it doesn't emulate the head at all. I've set both Const HandleMech = 1 and .HandleMechanics = 1, but it's not working. The extended VPM (setting ShowDMDOnly to 0) always shows 0 for the face setting and I get 0 when I try to set a textbox to Controller.GetMech(0). Do you have any ideas what might be causing this? Is there somewhere else in the code that might be throwing the mech off (or would knowing the answer to this question solve a lot of your other problems?)?
#129
Posted 04 August 2014 - 11:21 PM
I tried the same thing with no luck either. Always got zero back.
It's possible when you just test the rom through pinmame you are getting head positions because it is running the game simulator which has head positions
It's possible when you just test the rom through pinmame you are getting head positions because it is running the game simulator which has head positions
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#131
Posted 05 August 2014 - 07:26 PM
Just reporting it got a small problem with a ball stuck
Sent from my iPad using Tapatalk HD
Sent from my iPad using Tapatalk HD
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
#132
Posted 05 August 2014 - 08:30 PM
Was that the normal version or physics mod
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#133
Posted 05 August 2014 - 08:52 PM
I have a few bugs to report with the physmod version. Before I do though I just would like to say I find the flipper control to be better and I like the larger range of pull back on the plunger / skill shot.
I never really had a problem with the head calibration but now some times when the table loads it will start spinning out of position - I've found that if I put coins and start the game before it starts spinning it's fine.
1. I know this ball stuck was reported before, but I never really had it happen until I tried BOP on physmod then it happened to me twice in less than 15 minutes, the ball cannot decide whether to roll back down the centre ramp or roll down the heart ramp thus it hovers back and forth in limbo.
2. When the ball rolls down from the upper (pinbot) play field it will go right through the heart ramp plastic (where the arrow indicates) and then roll into the heart ramp. This bug is more cosmetic than a functional one.
3. Another cosmetic bug though I think it could possibly effect whether the ball goes into plunger lane or not (unsure) is I've noticed a few times if I hit the centre ramp with a really strong shot it will just roll straight down the middle of the heart ramp before finally zig-zagging towards the end.

Edited by dark, 05 August 2014 - 09:25 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#135
Posted 05 August 2014 - 09:34 PM
Ok I can fix that. The heart ramp straight down should be an easy fix also.
So in that video where is the ball stuck. Is it from the skill shot ramp, or is it falling through the heartbeat ramp down on the plastic below
So in that video where is the ball stuck. Is it from the skill shot ramp, or is it falling through the heartbeat ramp down on the plastic below
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#136
Posted 05 August 2014 - 09:52 PM
In my case it sometimes happened when making a full plunge, so at the end of the skill shot ramp.Ok I can fix that. The heart ramp straight down should be an easy fix also.
So in that video where is the ball stuck. Is it from the skill shot ramp, or is it falling through the heartbeat ramp down on the plastic below
#137
Posted 06 August 2014 - 12:27 AM
Was that the normal version or physics mod
The video is from the normal version, but i got also a ball stuck and then script error i the physicsmod (2 balls return to the shooterlane, shoot 2 balls and 1 got stuck)
Sent from my iPad using Tapatalk HD
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
#138
Posted 06 August 2014 - 03:28 AM
Hey!
Had an amazing evening yesterday playing the Physmod version. You freally have the feeling to have controll over the table.
But in comparision with the real table, for example the PAPA vid youtube, the ball coming down from the top of the table seems too be too slow.
Not understand me wrong, having great time with it, but i always had the feeling to be in a kind of training mode.
Now my question, do you guys played arround already a bit and would be so kind share some settings ??
Thx for releasing the physmod version ;-)
#139
Posted 06 August 2014 - 04:42 AM
Update
Played a bit arround with the physics, but was not good messing with it.
So i decided to go back to the original settings and it plays just great. No slow ball anymore.
Run with PinballX, not sure if i did yesterday while my testing.
Sorry for the confusion ;-)
#140
Posted 06 August 2014 - 07:45 PM
Maybe some good news to share; the important female voice in the game is performed by singer, actress and musician Stepanie Rogers. She appears in many most american commercials and made 3 albums. You can see here REALLY alive in this video from Youtube, what do you think? enjoy!



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