Thanks all for the positive feedback + bug reporting.
As far as most of the problems people are having, I haven't experienced or noticed any of them myself, and I have played the
FS quite a lot - on my cab and also on my dev computer. On the other hand, the WS I've barely played at all, partly because it was a last-minute idea, and also just because I rarely play anything but
FS in general. Also I've addressed all of the issues the handful of people who informally beta-tested the table for me had, and they all seemed to be different than the problems people are having now. So we'll have to see how isolated these problems are, and if a fix can be found.
@maceman:thanks for mentioning how the roto-target is boring to hit. It made me realize that I forgot to code in the hit sounds (i was fixated too much on the animation and then later on the spinning sound, and lost the big picture for a while...).
The 1.0.1 table that's up there now has these sounds added, which helps a bit - so some of the early donwloaders may have 1.0 (you can tell in the script or table info the version #). I thought about the idea of adding motion to the target also (like standups are done) but I'd have to add another 12 dropwalls to that roto-target assembly, and it seems not worth it, both from an effort and performance standpoint. Plus it wouldn't really be realistic anyway, since each single target would move independantly and I've got all three together on the 15 current drop walls.
plasma version? lol.
that's an interesting mod job, but I agree it seems incongruous with the theme and/or with the era.
@tamoore:The plunger placement?
Never heard from the few testers of any problems. There were problems that got fixed with the plunger animation code, but nothing that created any physical problems. Has anyone else experienced this?
@htamas:With regards to the outlanes, (especially that ubiquitous Gottlieb rollover lane/scoop above the sling), the behaviour I've experienced has seemed pretty reasonable.
Like always, some bounce in the outlane, some the return lane, just like life. I think it has the most to do with speed, but maybe a slight amount of randomness. Either way, it's given me what seems like a realistic mix of in/out.
As the loafer mentioned, nudging is your friend, and even more so, relying more on safer shots and ignoring the riskier ones - ie. stay out of that area.
Also, these are pretty friendly flippers to keep control with - bounce passes, post passes, light taps are all fairly easy, even unrealistically so. In the last few weeks on my cab, 500k games are fairly common, my best is just shy of 800k so far, but there are also brutal 20k games that you get sometimes. Again, this seems realistic to me.
@maceman/htamas:I have not noticed the "bump" you're talking about. But I totally agree with htamas, if you've got a weird alignment to fix, I'd definitely keep the flippers at the same height and adjust the wire guide. Keep in mind that most of the guide parts aren't collideable, only a few are actually affecting the ball.
If multiple people are having these problems we can fix something on the table, so let me know if these aren't just isolated issues.
glad people are gnenerally enjoying it,
pinuck
Edited by pinuck, 13 August 2012 - 12:54 AM.