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The Machine Bride of Pinbot FS [VP 9.x Cabinet FS]


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#121 unclewilly

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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

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#122 boiydiego

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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.

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#123 ClarkKent

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Posted 03 August 2014 - 07:36 AM

Yes! Yes! Yes! This physmod is finally playing as BOP should be played! :) Aiming is possible now, the ball is going in the direction you are expecting! :) Plays absolutely great! :)

 

Please give us a Monster Bash physmod version, too! :) :)



#124 boiydiego

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Posted 03 August 2014 - 08:53 AM

like clark says MB would be nice


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#125 tttttwii

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Posted 03 August 2014 - 09:09 AM

The physmod is awesome! Perfect teamwork! Thanks so much for this table!



#126 boiydiego

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Posted 03 August 2014 - 09:40 AM

indeed it plays awesome just played it again super teamwork


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#127 numiah

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Posted 04 August 2014 - 09:20 AM

Physmod introduced some stutter for me on this particular table so I'm sticking with the, just as gorgeous, 2.01 version.


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#128 Shoopity

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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 unclewilly

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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 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

uw2.gif


#130 sliderpoint

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Posted 05 August 2014 - 04:14 AM

nvram worked for me as well.

 

-Mike



#131 slashbot

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Posted 05 August 2014 - 07:26 PM

Just reporting it got a small problem with a ball stuck




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#132 unclewilly

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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

uw2.gif


#133 dark

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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.

bopballstuckcopy.jpg


Edited by dark, 05 August 2014 - 09:25 PM.


#134 mpad

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Posted 05 August 2014 - 09:14 PM

Was that the normal version or physics mod

 

that is the thing I was talking about earlier... after ball stuck for a while (have to increase nudge values) the head suddenly startet to turn and was broken afterwards.

happens in the normal version.



#135 unclewilly

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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

"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

uw2.gif


#136 mpad

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Posted 05 August 2014 - 09:52 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

In my case it sometimes happened when making a full plunge, so at the end of the skill shot ramp.

#137 slashbot

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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

r0sqir-4.pngslashbot.jpgttzReplay.gif

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

TPA artwork resources gallery here


#138 goesta

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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 goesta

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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 rein1969

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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!