Thank you very much Rob, good Mod.
The ball falls under the left ramp.
There is a bad junction between the ramps 1247 and 1582.
And , the logo of the right flipper is reversed, just reverse the names of the walls.
Max
I can't reproduce this myself & never had it happen, but maybe it has to do with lower alpha settings you might be using, & so I did go ahead & patch up the area anyways so that this shouldn't happen again. Though I do find it strange how issues like this can happen for one person but never for another. Like on my PC I'm not sure that I've EVER had a ball drop through a ramp like you say. Odd, but at least there are ways to prevent it.
Without a doubt, the best desktop version of this table ever! Great work. One small problem... if the ball doesn't make it up the top left-hand ramp, it tends to head down the right-side drain. Other than that, a great mod!
Again here, this is a problem I can't reproduce. This simply doesn't happen for me. However, even if it did happen I probably wouldn't fix it. I mean, whether or not it goes to the drain would depend on how far up the ramp the ball went & at what speed it is falling down. That is just pinball. Sometimes you get crappy drains when you don't hit a ramp shot cleanly. Even on a full plunge from the plunger I'm not losing the ball down the drain. If this really is more than a randomness issue for you where it sometimes happens, maybe give me some more detail on it since I can't seem to make it happen. Otherwise, I guess it just is what it is because I'd rather not tweak other aspects of the table just to avoid an occasional drain from that ramp. Let me know if I'm maybe not understanding properly. & thanks for the comments!
I see that now. When I make those alpha ramps as flashers, I always make all the ramps the same size. But LH made the ON state with a width of 0. So by using the new script will make the effects disappear
I should have checked the table better. So a better solution instead of changing the whole script will be to simply change the sub which turn that lights/ramps on off. So find these lines after line 1044
...
This will make the refresh lights to stop refreshing continuously and they will only refresh when its needed,
This is interesting. So, now, just adding this tiny bit of code to the original script everything does seem to be working like normal again. Also, things do still seem a bit smoother like the previous code you attached. My FPS are actually even lower than the original table, yet things still seem smoother like I mentioned before. Strange, but I'll take it! I guess we are missing the alpha=0 stuff, but if it breaks the flashers & isn't really needed, then so be it. I get pretty decent FPS regardless when compared to other tables from this era. I'm about to update the table with this, & hopefully even for slow to average PC's it plays pretty well for people.
Thanks again for your help with this. Yes I think this is a great table, but there was some things that needed bug fixed and optimized & this really helps.
Hello Rob. Nice desktop conversion, plays really well, the physics feel nice and mobile 
One conisderation for the plunge/skillshot, you might want to take a look at the FS thread for info... On the real machine a full plunge send the ball up the left ramp, round the back of the table to the top flipper. Koadic posted a couple of ramp vpts, and plunger strength also needs tweaking to improve this aspect of the table, works very well.
Thread here: http://www.vpforums....opic=19256&st=0
Thanks again for uploading and to JP for the optimisation. Good work 
This is probably true in most cases, though plunger strengths in general can vary a bit between tables. Can be a design thing, but probably more often just a case of some tables using tired old springs vs brand new ones. I just installed a new spring on my HH that makes a huge difference. But anyhow the problem with this in
VP is that when you make the plunger this strong in
VP, it can really mess with that skill shot. & I prefer to sacrifice strength if it means a better skill shot since that is what you are going for most or all of the time anyways. So its just a
VP issue there & I didn't feel it was worth spending time on since I'm always going for the skill shot & it felt pretty good.
But since you noticed this, I figured I'd have a look at it. First of all I wonder why people aren't using the IM plunger system anymore along with the alpha ramp system. I assume I might get better results with that, in this case. Has anyone combined PD's IM plunger code with this alpha ramp plunger? I assume it must be possible, or maybe I just haven't noticed it being done. But I thought I'd try something different here that I don't think anybody else has ever tried. Yet I'm getting results similar to the IM plunger, yet still using
VP's default plunger. I've increased the stroke length quite a bit. If the plunger was visible this would look silly & much of it appears off the table. but since it isn't visible, I don't see any issue with doing this. & the increased stroke really seems to allow more variance & sensitivity with the plunger strength. So far I'm not seeing any cons to doing this, & if anybody has any negative side effects from it just let me know & I'll look into maybe the IM plunger. Curious to see if this is going to work for everybody though.
Another quick observation Rob. You need to disable the playsound event for the top flipper. Both the right and top right flipper sounds play at the same time, but they are slightly out of phase which causes a weird flipper sound, not clean.
Having some great fun playing this on the laptop. Cheers 
I don't have this problem. Sounds good to me. & I purposely doubled up on the flipper sounds on the right side simply because there are 2 flippers, & so I wanted it to sound like there are 2 flippers as well. But yeah I don't know what you mean about them being out of phase or not sounding clean. Seems OK to me & I think sounds about right, I just checked them. None of the mech sounds are mine, so maybe I have some that I think might be better, but for the most part I thought they were decent enough. Now that I'm thinking of it, maybe I'll play a couple games when I get a chance & see if any improvements should be made there.