Jump to content



Photo
* * * * - 3 votes

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


  • Please log in to reply
165 replies to this topic

#141 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 06 August 2014 - 08:07 PM

sexy



#142 Arcade4

Arcade4

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,686 posts
  • Location:Beaumont, TX.

  • Flag: United States of America

  • Favorite Pinball: AC/DC

Posted 06 August 2014 - 09:51 PM

Interesting, maybe she should stick to pinball voice overs. 



#143 jkimbrell

jkimbrell

    Enthusiast

  • Members
  • PipPipPip
  • 298 posts
  • Location:Cincinnati, OH

  • Flag: United States of America

  • Favorite Pinball: Star Trek NG, Indiana Jones, South Park

Posted 07 August 2014 - 03:49 AM

WOW.... I had no idea what I was missing with the head working right!! never played this is "real life" so I assumed it was working when it was calibrating and rotating at the beginning :)  NVRAM replacement fixed it for me.  The physmod version plays so awesome that it convinced me to go ahead and setup pinballx to launch this w/ physmod5 exe.  Thank you UW, this my new "check this out" table!  Taking the throne from your Monster Bash  :love39:  :love39:



#144 jmcgohon

jmcgohon

    Hobbyist

  • Members
  • PipPip
  • 40 posts

  • Flag: United States of America

  • Favorite Pinball: Monster Bash

Posted 08 August 2014 - 04:54 PM

Is there something in script I can change to dim or lower the intensity of the lamps and flashers? I get a very small ball stutter when the lights go crazy and Im thinking if i adjusted them a little bit it could help. 



#145 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 08 August 2014 - 05:04 PM

Is there something in script I can change to dim or lower the intensity of the lamps and flashers? I get a very small ball stutter when the lights go crazy and Im thinking if i adjusted them a little bit it could help. 

you could comment flashers out by adding a " ' " before the flasher line for which ever flasher images you choose.

 

[edit]: Well gtxjoe would know better...lol


Edited by dark, 08 August 2014 - 07:36 PM.


#146 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,151 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 08 August 2014 - 05:23 PM

Anything is possible ;)

 

Flasher and GI brightness can be dimmed by changing the max brightness value.  

Search for 255(I think I counted 7 locations) and change the value (50 should probably be the lowest).  Try 50 just to see how dim the table gets and then adjust to the value to your liking.  It will slightly reduce the amount of flasher lighting updates required (at 50, it only takes one update to reach max brightness, where at 255 it will take 6 updates) but not sure if it will reduce your stutter

 

The other thing to try is increasing the lamp and flash timer values so they don't update so often

FlasherTimer.Interval = 10

LampTimer.Interval = 30

 

Values are in msecs so for example if you increase Flasher to 20 you reduce the amount of flasher updates in half.  Same would apply for the lamps which manage the lights inserts

 

 

Awesome table by the way.  Congrats to all involved!


Edited by gtxjoe, 08 August 2014 - 05:25 PM.


#147 jkimbrell

jkimbrell

    Enthusiast

  • Members
  • PipPipPip
  • 298 posts
  • Location:Cincinnati, OH

  • Flag: United States of America

  • Favorite Pinball: Star Trek NG, Indiana Jones, South Park

Posted 08 August 2014 - 06:14 PM

played this table for like an hour and a half straight last night (the physmod version).  Such a fun playing table, let alone how visually bad-ass it is.  



#148 jmcgohon

jmcgohon

    Hobbyist

  • Members
  • PipPip
  • 40 posts

  • Flag: United States of America

  • Favorite Pinball: Monster Bash

Posted 08 August 2014 - 06:32 PM

Thanks! Helped a bit with the stutter. I only have a slight stutter problem when the ball is top speed and you get flashing from something like a 4 ramp combo. Making the lights less intense made the ball easier to see for my bad eyes. Thanks again to everyone involved with this table. I cant stop playing it. Gotta make that billionaires club!!



#149 slashbot

slashbot

    Enthusiast

  • Members
  • PipPipPip
  • 337 posts
  • Location:Ghent

  • Flag: Belgium

  • Favorite Pinball: Scared stiff on vp,Highspeed 2,Fish Tales,T2,Circus Voltaire,Congo

  • 360 Gamer Tag: slashbot

Posted 08 August 2014 - 08:37 PM

played this table for like an hour and a half straight last night (the physmod version). Such a fun playing table, let alone how visually bad-ass it is.


Have you tried the physicsmod2 version, somehow i prefer this version above the v5?


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


#150 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 09 August 2014 - 04:00 AM

Physmod v2 of this new version or you mean Physmod v2 of the old table?

#151 slashbot

slashbot

    Enthusiast

  • Members
  • PipPipPip
  • 337 posts
  • Location:Ghent

  • Flag: Belgium

  • Favorite Pinball: Scared stiff on vp,Highspeed 2,Fish Tales,T2,Circus Voltaire,Congo

  • 360 Gamer Tag: slashbot

Posted 09 August 2014 - 10:10 AM

Vp Physicsmod2 of with the new table seems to plays better for my personal taste.



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


#152 rein1969

rein1969

    Enthusiast

  • Members
  • PipPipPip
  • 99 posts

  • Flag: Netherlands

  • Favorite Pinball: medieval madness

Posted 11 August 2014 - 07:42 PM

after playing about 50 games of this beauty i found an interesting error in the gameplay/physics. Ball and flipper behaviour is perfect, just like the real table but... ball movement is too fast when you do a shot with your flippers on the rubbers next to the entrance ramps..the ball bounces too fast/quick back and it's almost impossible to react that fast..  can this be adjusted to slow down the ballspeed when it bounce back from the rubbers?   I hope i explained it well, thanx in adcance !



#153 85vett

85vett

    Enthusiast

  • Members
  • PipPipPip
  • 184 posts

  • Flag: United States of America

  • Favorite Pinball: Corvette

  • 360 Gamer Tag: ZeeksterATX

Posted 12 August 2014 - 01:29 PM

Yes, go into all the rubbers and change the elasticity setting of them.  This will reduce the bounce of the ball. 

 

I can tell you though that with my real BOP (with white rubbers) it does that pretty often.  BOP is brutal if you miss your shot and the ball can get going pretty fast and out of control quickly.

 

One other thing you can do is change the flipper masss which will reduce the power of the shot.  Be careful with changes with this as it can make the ramp shots harder too.

 

In relatily, there is no "one" physics setting as everyone will want different things. That is the fun thing about VP is you can taylor the game towards your taste.  What I did with the physics was try to get a good playing machine that was right in the middle of the settings that would cover most poeople but be close enough for others they could adjust themselves to make it play how they like.  Play with the flippers, gravity, table friction, elasticity, rebound, etc till it meets your desire.


Edited by 85vett, 12 August 2014 - 01:30 PM.


#154 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 12 August 2014 - 02:01 PM

I haven't checked on this thread in a while, but last I did I reported a few small bugs with the physmod version, I'm just wondering if any work has been done to remedy them and when an update to that may become available?



#155 retrogamer01

retrogamer01

    Neophyte

  • Members
  • Pip
  • 7 posts

  • Flag: United States of America

  • Favorite Pinball: Theatre of Magic, ST:TNG, Cactus Canyon

Posted 12 August 2014 - 09:14 PM

I put in 50 or so games on this today and found a few inconsistencies.  

 

1) Skill shot is very tricky and I regularly end up in 25K even at various pull back lengths.

2) Occasionally heading up the shuttle launch ramp at a high rate of speed I ended up with a small wheel spin, however not complaining when it did this on timed jackpot.  :)

3) Heading up heart ramp twice it got stuck at the top of the ramp right under the activator.  Again, tons of points, but probably a bug.

 

I've been running this on 9.9.  I'll try the Physmod version to see if those things still exist.

 

Thanks again for a wonderful table.  This is a significant improvement over the other version I was running!



#156 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 12 August 2014 - 09:20 PM

Everything but that shuttle ramp bug have been mentioned previously.  The physmod has many more degrees of pullback on the skill shot and as a result is very different from the normal version (for the better I think).  Physmod version has a few unique bugs of its own, which are mostly cosmetic.....I really like the physmod version, it feels great how it plays and I'm anxiously awaiting the next version of it to see the few bugs I reported fixed - love this table.



#157 enkine

enkine

    Neophyte

  • Members
  • Pip
  • 1 posts

  • Flag: Finland

  • Favorite Pinball: PinBot

  • PS3 Gamer Tag: enkine
  • 360 Gamer Tag: enkine

Posted 20 August 2014 - 12:18 PM

I have that shuttle ramp problem also. It makes shuttle ramp shot impossible. Sometimes small wheel starts and sometimes ball disappears to 'somewhere'. Only way to resolve this is to use ball through (which loses ball) :(

 

Edit. Sometimes I also get this error: 'Script error/Line 582/Overflow 'CInt''.


Edited by enkine, 20 August 2014 - 12:26 PM.


#158 Guus

Guus

    Enthusiast

  • Members
  • PipPipPip
  • 234 posts

  • Flag: Netherlands

  • Favorite Pinball: VPX

Posted 06 September 2014 - 09:49 PM

The NVRAM worked for one time okay with the head calibration.

 

With the next match the head calibration didn't work anymore; same issue.



#159 allknowing2012

allknowing2012

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,948 posts
  • Location:Waterloo, ON

  • Flag: Canada

  • Favorite Pinball: bucaneer

Contributor

Posted 29 December 2014 - 02:44 AM

Late to the party -- but I wasnt able to get the head to turn with original version either. (Nothing like a Christmas break to play a lot of pinball)  It would calibrate fine, but multi-ball would not go in the eyes as the head had never turned. The physmod table handles the head turn fine for me but the ball gets caught in a couple places. Nothing a nudge cant correct..so perhaps that's realistic :-)  Hung up on the gate and hung up on the top of the heart path after dropping thru the hole.. Either case it was just a matter of nudging. Also had to set the directb2s to exe to get rid of the bad lag.  (I am playing with newer l8 version of the rom as well)

[update] no spinning head on occasion while playing via pinballx in the cabinet :-(


Edited by allknowing2012, 29 December 2014 - 03:50 PM.

* I don't know everything - I just have no life *
testimageNL

 

 

 

#160 robertms

robertms

    Control Enthusiast

  • Members
  • PipPipPipPip
  • 620 posts
  • Location:Chicago, IL

  • Flag: United States of America

  • Favorite Pinball: Steve Ritchie designs

Posted 03 January 2015 - 12:56 AM

Unclewilly, I know this is old news but I just had a chance to play this table extensively and couldn't believe how incredible it was in EVERY detail, graphics, animations, lighting PM5 physics and all. Thank you, you truly are a VP master!


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=