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Airborne Avenger (Atari 1977) [Visual Pinball X]

eugene jarvis atari widebody steve ritchie

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#1 DarthMarino

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Posted 27 August 2018 - 01:04 AM

Posted Image


File Name: Airborne Avenger (Atari 1977)

File Submitter: DarthMarino

File Submitted: 26 Aug 2018

File Category: VPX/VPinMAME Recreations

Author(s): DarthMarino
32assassin
Destruk
John Shepherd
dboyrecords
BlackPredator72
Manufacturer: Atari
Year: 1977
ROM: Link to ROM
Permission to MOD?: Yes, without approval


This is a VPX conversion/rework of my VP9 table. Updated with rubbers, rolling sounds, etc.
 
The credit key can be temperamental but that is an issue with the ROM and can't currently be fixed.
 
DOF users may experience constant clicking when save gate is opened and is not currently recommended for use on this table.


Click here to download this file



#2 batch

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Posted 27 August 2018 - 05:59 AM

Thanks, this one was missing ! :tup:


signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    


#3 bolt

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Posted 27 August 2018 - 07:15 AM

Cool, thank you.


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#4 Mustang1961

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Posted 27 August 2018 - 10:53 AM

Hi Marino,

 

full agreement with batch, waited so long for this masterpiece in the line up of Atari games. 

 

Perfectly made by you will it be the 1st game tonight on our cab.

 

Thank you very much, my appreciation, Christian.

 

Do not worry about the "coin- issue", we are familiar with that.


Edited by Mustang1961, 27 August 2018 - 10:54 AM.


#5 humanoide

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Posted 27 August 2018 - 03:50 PM

very nice, :tup:

thanks



#6 Brer Frog

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Posted 28 August 2018 - 08:32 AM

Thanks for a fun game. It's definitely a keeper.



#7 Mustang1961

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Posted 28 August 2018 - 10:42 AM

Hi Marino,

 

which switches have you corrected? Reason for my question is ... I have made changes (e.g. rubber friction) to the table for optimal cab- use and I will not run through these again.

 

 ... look and play are fantastic.

 

Thanks, Christian.


Edited by Mustang1961, 28 August 2018 - 10:43 AM.


#8 DarthMarino

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Posted 28 August 2018 - 11:15 AM

Hi Marino,

 

which switches have you corrected? Reason for my question is ... I have made changes (e.g. rubber friction) to the table for optimal cab- use and I will not run through these again.

 

 ... look and play are fantastic.

 

Thanks, Christian.

 

I foolishly deleted some of the "slingshot" walls that activate switches when I was adding the rubbers. The outsides of section where the captive ball in should score 10 points.  The bottom of the two triangles at the top should score 50.  To the right of those there is a vertical wall that scores 50. The lower left above the outlanes should score and add a letter. Finally, there is a slingshot below the top left saucer. I think this was missing completely from the old tables and one of them was not the right switch.  

 

If you need specific switch numbers I can let you know tonight.

 

32assassin is reworking the coding so there will be a 1.2.  


Edited by DarthMarino, 28 August 2018 - 12:05 PM.


#9 DarthMarino

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Posted 28 August 2018 - 11:26 AM

Also, what did you change the rubber friction to? 1.0 had the default but some weird things would happen when the ball would roll along a rubber so I made everything 0 in 1.1 and it's much smoother. 



#10 Mustang1961

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Posted 29 August 2018 - 01:36 PM

Hi Marino,

 

@RSling3 and RSling4 I set the friction to zero in order to avoid to have a reverse movement of the (slow) ball and jittering, and this change showed the effect I want.

 

another question, I was not able to give the star rollovers their classic red, how can I change that or is it included in your update?



#11 DarthMarino

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Posted 29 August 2018 - 03:10 PM

Yeah, I changed the friction to zero on all the rubbers as I had the same issue.  Those along with the slingshots were the main problem areas.  I have seen this on other tables.  

 

Are the star rollovers supposed to be red?  All the pictures I've seen look black.  If you want to change it, you probably have to change the material to red plastic or any other red option that might be in the material manager. 



#12 STAT

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Posted 29 August 2018 - 07:51 PM

Attached File  Airborne Avenger.png   977.5KB   1 downloads

:whistle:

#13 Mustang1961

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Posted 30 August 2018 - 07:56 AM

Hi Marino,

you are right, the star rollovers are black or black and white. I have never seen this color set before with rollovers. Please excuse my intervention.

My regards, Christian.

#14 wrd1972

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Posted 30 August 2018 - 03:00 PM

Yeah, I changed the friction to zero on all the rubbers as I had the same issue.  Those along with the slingshots were the main problem areas.  I have seen this on other tables.  

 

Are the star rollovers supposed to be red?  All the pictures I've seen look black.  If you want to change it, you probably have to change the material to red plastic or any other red option that might be in the material manager. 

Darth,

Why are you setting rubber frictions to zero? Just curious. :)

 

Rubber friction should be very high IMO, just as it is in real life. Drag your finger across a clean band, its very grippy...almost sticky. In fact on my tables, I am now using friction of 1. But most authors use .7 or greater.

 

In the end, you are looking for the band to grab the ball to some degree, and with a friction of zero, the ball will try to slide down it and IMO, ruin the the proper effect that your really wanting. I can also say for "sure", that friction 0 should NOT be used for any VP object at all. It causes very unrealistic, ball action and visuals and just over-all weirdness. You should consider avoiding it avoiding it all costs. Also, you will find that nearly all of the authors with a good understanding of VP10 physics, would agree with this statement.

 

I would personally love to see this table to continue to evolve, functional and visually. I would really love to see it get some primitive wire guides, more balanced lighting and physics, and other visual enhancements. It is a true piece of pinball history. And its off to a great start.

 

Just some things to consider. :db:

 

One wired thing I am seeing though. When the save gate opens, I am getting constant DOF solenoid clicking, which I doubt is normal compared to the real thing. Could be wrong though. Maybe 32 can take a look at the DOF that is tied to that gate, and see if this can be fixed.

 

Keep up the good work.


Oh and that new backglass looks awesome. Downloading tonight.

Thanks Stat.


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.


#15 DarthMarino

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Posted 30 August 2018 - 04:54 PM

With the default rubber friction, the ball would often do strange things like catch on the rubber and launch in the opposite direction.  Mustang noticed the same behavior.  This seemed to fix it.

 

32Assassin made a reworked version that he sent me. This included primitive wire guides and gates.  I’ve imported some of these things to my 1.01 table and was going to release it soon as my final version.  His lighting is also much different which I’m sure is in line what you are looking for. Certainly much darker.  I was thinking of releasing his alongside mine much like JP did with this recent Harley Davison table. Thoughts? There are a few functionality issues I would have to fix on his version but it shouldn’t be a huge deal.



#16 Thalamus

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Posted 30 August 2018 - 05:04 PM

I haven't tested the table yet. But, please be sure that you use the hit height between 25-27 for rubber. I recommend 27 and it has been explained by BordDog a few years back why. It is hidden somewhere safe inside these forums I guess :)

 

Update : Ah ... I must have had a moment of genius and saved it :)

 

https://vpinball.com...ght-and-slings/

 

Anything higher and you start to see odd things. Its a good read.

 

I agree fully with wrd1972 recommendations.


Edited by Thalamus, 30 August 2018 - 05:08 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#17 DarthMarino

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Posted 30 August 2018 - 09:42 PM

I changed all the rubbers to hit height 26 with 0.7 friction.  I'll play test it and see how it goes. So far so good.

 

I'm looking into the save gate but I don't have any DOF. Try eliminating the DOF callout for that gate and let me know if its ok.



#18 DarthMarino

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Posted 31 August 2018 - 02:42 AM

The hit height made all the difference on the rubbers. I have them set to 0.7 friction and had no issues.  I brought over the primitive wire guides and scaled back the lights a tad.

 

AA12.png



#19 Brer Frog

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Posted 31 August 2018 - 11:30 AM

I changed all the rubbers to hit height 26 with 0.7 friction.  I'll play test it and see how it goes. So far so good.

 

I'm looking into the save gate but I don't have any DOF. Try eliminating the DOF callout for that gate and let me know if its ok.

 

Is there going to be an updated table with all the changes?



#20 DarthMarino

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Posted 31 August 2018 - 11:44 AM

 

I changed all the rubbers to hit height 26 with 0.7 friction.  I'll play test it and see how it goes. So far so good.

 

I'm looking into the save gate but I don't have any DOF. Try eliminating the DOF callout for that gate and let me know if its ok.

 

Is there going to be an updated table with all the changes?

 

 

Yes. I'm hoping to get the DOF issue wrd mentioned sorted out before I release it plus any other feedback that pops up.







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