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Dr. Dude (Bally 1990) VPX WIP


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#161 wrd1972

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Posted 22 March 2016 - 12:02 AM

Couple more bugs

 

L29 (center spot target bank, second lamp from the top) isn't in the script

 

Sw39 (top left 10 point switch) still needs an object on the playfield associated with it

Thanks Foz,

They should both be fixed now. Latest rev is up. Please take a look

 

    Yes--it keeps geting better. Like the improved lighting. I'm be curious about what kind of scores you guys are getting? Playing the VP9 version is certainly not as much fun, but the scores I was getting on it were much higher than what I'm getting with this! Thank you for your continued efforts on this!

This table is very hard to score big points on IMHO. Especially, if the Dude-o-meter is not at Major Dude status. The best way to get big points is hitting the Jackpot. Best score I have gotten is around 8 million or so on my VP table.

 

I cant remember the score I got on the real machine back in the day. But practically every little good or bad behavior that I can remember, is present on this VP table. The occasional right after plunge and straight down the center to the drain is there as well. Makes me mad as Hell. I am still trying to find an acceptable way to try to mitigate it here but not make it appear obvious.

 

This is just a tough table to keep the ball alive. Just like the real one. And the multi-ball on this table is just brutal. It is very hard to get the jackpot. But personally, thats part of the fun. This is the reason I mad DD my very first VP table. Because it is so much fun. And oh yeah, has not received a face-lift in quite some time.

 

Here is a very entertaining but long review of DD from GRC. Fast forward to 52 minutes to see a guy totally own this machine and make DD his bitch. Dused got skilz.

 

For more entertainment, find the GRC video on Walking Dead. It is drop dead hilarious.


Edited by wrd1972, 22 March 2016 - 12:23 AM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#162 Ben Logan

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Posted 22 March 2016 - 02:33 AM

Yes - agreed. Totally challenging table. Frustrating at times, but addictive!

#163 nFozzy

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Posted 22 March 2016 - 03:13 AM

Difficulty is all on the ramp shot, If the ramp is easy, it's a one-shot game. The latest version is tough because of the posts make the ramp shot pretty tight. On the other hand, the posts don't rebound the ball a lot.



#164 wrd1972

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Posted 22 March 2016 - 03:31 AM

/\ excellent reply. I am testing the real behavior of the ball on my real Bugs Bunny Birthday Ball (sister table to DD) and Funhouse machines. I am determining real physics and trying to add them to my VP table.  Check out the physics of the flipper lanes and outside drains.  I think they are about as accurate as possible for a simulation. I came up with some new ideas today that I am trying to better the overall physics of the table. So far, I am pleased with the results.


Edited by wrd1972, 22 March 2016 - 03:32 AM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#165 jimmyfingers

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Posted 22 March 2016 - 04:20 AM

Hey wrd1972, table is coming along nicely and the ramp looks quite nice now.  On the desktop it has some white spots that can be avoided if the clearcoat on the material is dropped down closer to full black then full white (and it won't really look any different anywhere else / still look great but without the white dots).

 

Another quick thing I noticed while just checking it out for a couple minutes (latest build) is that the ball bounced very oddly from the top of the right slingshot and when I looked at the collidable object a few things seemed off.  Main thing is that the friction is only .15 and is much too low for a rubber object.  The ball will have spin events / arcs from the table / original direction of the ball before the collision if the friction is not at least .3 or better yet like rubbers should be and from .5 to .8 range.  Also, the elasticity is quite low at .4 only and with the physics settings you have for slope and the general table values, needs to be a fair bit higher (around .75 to .8).  Lastly, the object itself is a strange shape and you're going to get other weird collision vectors from this aspect.

 

I am posting a screen capture and using this as an example as all rubbers on the table should be checked for similar aspects plus only metals should be as low as .15 friction or you'll get the issues that can still be seen (does happen on real tables from bouncing of slick surfaces like metals but not from rubbers - would bounce up in the air more if anything).

 

Attached File  Capture of DD rubber settings.PNG   97.19KB   8 downloads

 

Keep up the good work and thanks for adding to the VPX table pool

 

 



#166 nFozzy

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Posted 22 March 2016 - 04:25 AM

It might be worth using the primitive posts for collision instead of walls. With elasticity falloff you can get more 'play' on the ball when it's moving at low speeds, it's great for getting the ball to bounce realistically on the tops of slings and inlane/outlane posts.

 

What I've been doing is first setting elasticity for slow moving ball, and then tuning the elasticity falloff for faster moving balls. 0.7 elasticity / 0.3 falloff is the default for posts, I think 1.2 elasticity is the hard limit where the ball bounces forever. It seems like an underused thing.

 

And regarding the slings, Rubber band objects need more elasticity because they sit higher than the ball - the higher the height, the more elasticity they need.


Edited by nFozzy, 22 March 2016 - 04:29 AM.


#167 jimmyfingers

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Posted 22 March 2016 - 04:38 AM

Using objects with that have the falloff value can be good for utilizing the built-in functions and definitely I agree that having some type of dampening on rubbers is important / vital as for sure the ball needs to bounce well at low speeds but typically with VP physics this meant for the ball getting excessively fast at times during fast collisions if set high.  This is good stuff to mention nFozzy and I personally use a custom dampening / bounce adjust routine for controlling the ball bounce at high speeds for walls (and still prefer it for a few reasons) but for using what's available without custom scripts, any of the two rubber or primitive collidable aspects is a potential to get higher elasticity and leverage that falloff easily. 

 

I still use wall objects as I've got to trust them and with my custom couple routines can tune them well plus another aspect is the rubber objects still have some issues and will get thrown off if people adjust the z-scale.  Also, with rubber objects most people use one big one (as the design seems to favour), however, I feel it's better to have separate rubber objects (whatever they be actually in VP) for the post parts vs. the suspended sections to better adjust the tuning and post processing for sounds and physics (again custom scripts from the _Hit events for the object / collections).  But, using a primitive seems like another alternative for sure and a simpler one.



#168 wrd1972

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Posted 22 March 2016 - 04:39 AM

Jimmy and Fozzy,

Noted. Will certainly look at his tomorrow night.

 

Many thanks for the replies.

 

-Bill


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#169 Slydog43

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Posted 22 March 2016 - 04:42 AM

I found a little issue, after end of game I can still hit the flippers and they work.  Awesome table though



#170 wrd1972

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Posted 22 March 2016 - 10:51 AM

I found a little issue, after end of game I can still hit the flippers and they work.  Awesome table though

Yeah that one I am aware of. Gonna need one of the pros to fix that one for me.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#171 BobAlbright

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Posted 22 March 2016 - 12:05 PM

Glad to hear your response wrd. You have probably played this table more than anyone...so the 11 mil score I had the other day wasn't so bad I've got to dump my nv from the other version. My high on it was 48 million something. Don't see myself getting close to that anytime soon. Thanks again for continuing to make this better and better

"and in the end , the love you take is equal to the love you make"


#172 Umpa

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Posted 22 March 2016 - 07:17 PM

I'm at the pinball museum in vegas. Playing Dr. DUDE!Attached File  uploadfromtaptalk1458674238177.jpg   99.25KB   19 downloads

#173 wrd1972

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Posted 22 March 2016 - 07:44 PM

I'm at the pinball museum in vegas. Playing Dr. DUDE! 20160322_121552.jpg

Umpa,

If you can please get me some high res pics of the apron and backbox. Also the Mixmaster from several angles. Thanks


Edited by wrd1972, 22 March 2016 - 09:36 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#174 wrd1972

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Posted 22 March 2016 - 09:35 PM

Note to self.

No more physics tuning when consuming mass quantities of beer. I dorked some settings rather nicely.  Now fixed.

:drunk:

 

I also tweaked those rubber post but will look further into them tonight or tomorrow.

 


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#175 hauntfreaks

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Posted 22 March 2016 - 10:12 PM

I see you posted Gameroom Collectables .... those guys and that Tard from TNT are both about an hour from me.... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#176 Slydog43

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Posted 22 March 2016 - 11:27 PM

Todd is a great guy, very funny.  I called TNT once and asked about a coin door to the person who answered the phone, she transferred me to Todd and he answered "Coin door department".  Just a nice guy.



#177 wrd1972

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Posted 23 March 2016 - 12:01 AM

Todd the "boss" at TNT? Those videos are great.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#178 Umpa

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Posted 23 March 2016 - 12:10 AM

Sorry I left before I saw your post!

#179 Ben Logan

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Posted 23 March 2016 - 04:14 AM

Boy, this has gotta be maddening for you, Wrd, but I'm getting a lot of stutter with the latest version. Tried all sorts of settings.

#180 wrd1972

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Posted 23 March 2016 - 10:35 AM

Boy, this has gotta be maddening for you, Wrd, but I'm getting a lot of stutter with the latest version. Tried all sorts of settings.

I am not seeing the same issue here. I am still getting 160 FPS with setting zero. Anyone else having stutter issues?

 

Please press FN + F11 to view your FPS in the corner when playing. Please provide FPS to me for the 0 setting and the 1 setting in the table FPS adjustment.

 

Tonight I will send you a de-functioned set of code for you to test. I would like to isolate the issue.


Edited by wrd1972, 23 March 2016 - 10:38 AM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.