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Which buttons did you add and why?

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#1 RubiiZ

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Posted 20 October 2019 - 09:05 AM

Hi all, I couldn't find an existing topic about this question, so...

 

Right now I am in the orientation process for building my own virtual cab. I am thinking about what physical buttons to install, apart from a power button, start button, flippers and a plunger. I am curious about other people's choices!

 

What buttons did you choose for your cab and why?

 

I would really like to know!  ^_^



#2 DDH69

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Posted 20 October 2019 - 09:15 AM

2 x flippers, 2 x maga save, coin, start, exit, plunger, coin door, extra ball, then inside the coin door 4 x programming buttons as per Williams style coin door.


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#3 Onevox

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Posted 20 October 2019 - 12:09 PM

Same as DDH69 but only three service buttons inside - only one is hooked up: pinscape night mode. i use my coin door button as coin in.


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#4 LynnInDenver

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Posted 20 October 2019 - 12:40 PM

Radiant Silverball has a pair of magnasave buttons, THREE coin switch buttons (integrated into the coin rejects of the coin door), Start, Launch, and Extra Ball. The Extra Ball button is set up to act as a Shift on the Pinscape board as well. There is also a Power button, in the same location of the power switch in a real pinball machine, that replaced the power button on the PC.



#5 mjr

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Posted 20 October 2019 - 05:18 PM

It's actually a perennial question, but the search tools here aren't very good - a Google search for "vpforums.org cabinet buttons" or "vpforums.org how many buttons" will turn up lots of old threads on the topic.  You can also check my build guide chapter on the subject, if you like long-form answers:

 

http://mjrnet.org/pi...?sid=cabButtons



#6 dondi

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Posted 20 October 2019 - 05:43 PM

@RubiiZ WOW!!! I was literally about to create a post asking the same. I am currently in the planning stage for a PinCab build that I am hoping to start upon my return home in January. I'm currently living in Dubai and reading and planning and reading more. I am intending on getting a PinScape AIO, and since I am a minimalist, hoping to eliminate as many buttons as possible, without sacrificing vital functionality, all while trying to stay-as-true-as-possible to an actual pin. 

My question would have been, what buttons are indispensable? 

I have not yet started the build, so, I am sort of blindly asking and assuming at this point, but I am hoping to pull-off maximum functionality with the following:
- PinScape AIO

- Start Button

- Coin Reject buttons as Coin drops

- Plunger with sliding potentiometer (I think PinScape can do Launch with this, if not, I could always throw a microswitch on the other end as I've seen lots of build with this, especially the guys over on PinCab Passion)
- 2 Flips, 2 MagnaSaves
- MikePinball's Rotary Encoder with assignable pushbutton <--- Great place for 'SHIFTER' function ??

- The service buttons on inside of cab door will be functional as well (thinking about a secondary set of 3 inside cab door for good measure, but unsure as to what other functionality is desired other than what's noted in MJR's Bible--Nite Mode??; not much need)

Hoping that the PinScape 'SHIFTER' button with the above minimalist layout would allow me the flexibility to cover all the bases. Would be interested in what y'all think.

* No Exit button; thinking 'SHIFTER" + one of the Magnas ??
* No Launch/Fire button; hoping this can be accomplished with pushing the plunger

* No Extra Ball; is this a "must-have"? 


Edited by dondi, 20 October 2019 - 05:51 PM.


#7 LynnInDenver

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Posted 20 October 2019 - 06:08 PM

* No Exit button; thinking 'SHIFTER" + one of the Magnas ??

* No Launch/Fire button; hoping this can be accomplished with pushing the plunger

* No Extra Ball; is this a "must-have"? 

 

Extra Ball is useful for table buy-in and Superball (Judge Dredd and Safecracker), and I set ours up as a ball lifter for the EM tables that require it. And for exiting a table, we hold down Extra Ball as the shift, and press Start. I didn't set up a service panel; if I'm digging into that, I've got the coin door open, and I'm just grabbing the keyboard anyway. I'm not worried about extending authenticity to the operator administration functions.



#8 DDH69

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Posted 20 October 2019 - 10:03 PM

Definitely an extra ball button, otherwise what would you do in Indiana Jones The Pinball Adventure !


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#9 nickbuol

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Posted 21 October 2019 - 02:07 AM

I have similar button setups to others.

 

2 Flippers

2 Magnasaves

Start

Extra Ball (buy-in)

Exit

2 Coin Inserts (hidden behind the coin returns of the coin door)

4 Williams style service buttons inside the coin door

Ball Launch (under my plunger)

and

2 hidden buttons under the front of the cabinet for quick access to volume up and down

1 button under the cab where the normal power switch goes.  This connects to the PC and powers up/down everything gracefully with one push.


Edited by nickbuol, 22 October 2019 - 06:46 PM.


#10 KABS

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Posted 21 October 2019 - 07:39 AM

i have kl25z with plunger and used the following

Launch

2 flippers

2 magnasaves

start

extra ball

exit

pause

2 x coin because it had 2 holes in coin door

 

like many have said extra ball is handy for not just buy in but jurassic park smart bomb etc etc

my pause/ESC button also enables me to shutdown my system with pinball x

creating extra functions by holding my extra ball button and using magna saves for volume control and other for F3/reset rom

I think having the options with extra buttons is great and hoping to avoid having to use a keyboard or a mouse unless absolutely necessary  


Edited by KABS, 21 October 2019 - 07:42 AM.

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#11 RubiiZ

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Posted 21 October 2019 - 05:19 PM

Radiant Silverball has a pair of magnasave buttons, THREE coin switch buttons (integrated into the coin rejects of the coin door), Start, Launch, and Extra Ball. The Extra Ball button is set up to act as a Shift on the Pinscape board as well. There is also a Power button, in the same location of the power switch in a real pinball machine, that replaced the power button on the PC.

 

I'm also planning on creating a power button like that. I want it to power up everything in one go (PC, monitors, power supplies, etc.). I'm also curious about that Shift function!

 

 

It's actually a perennial question, but the search tools here aren't very good - a Google search for "vpforums.org cabinet buttons" or "vpforums.org how many buttons" will turn up lots of old threads on the topic.  You can also check my build guide chapter on the subject, if you like long-form answers:

 

http://mjrnet.org/pi...?sid=cabButtons

 

Ah, I'm sorry I haven't thought about a Google search. Will try that also. 

I love your guide! I'm reading it front to back right now. Your book is the reason I signed up here  :tup:

 

 

@RubiiZ WOW!!! I was literally about to create a post asking the same. I am currently in the planning stage for a PinCab build that I am hoping to start upon my return home in January. I'm currently living in Dubai and reading and planning and reading more. I am intending on getting a PinScape AIO, and since I am a minimalist, hoping to eliminate as many buttons as possible, without sacrificing vital functionality, all while trying to stay-as-true-as-possible to an actual pin. 

My question would have been, what buttons are indispensable? 
 

Hoping that the PinScape 'SHIFTER' button with the above minimalist layout would allow me the flexibility to cover all the bases. Would be interested in what y'all think.

* No Exit button; thinking 'SHIFTER" + one of the Magnas ??
* No Launch/Fire button; hoping this can be accomplished with pushing the plunger

* No Extra Ball; is this a "must-have"? 

 

Nice to see that you're in the same boat right now! I would also like to have a minimal amount of buttons. One extra button I do like to have is a Fire button like the newer Sterns. I'm used to it because I own a real Stern Star Trek premium. The only thing is that I want a widebody virtual cab, so I might have to fabricate something myself (or see if there are options for custom made lockbars)  :think:

 

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#12 mjr

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Posted 21 October 2019 - 07:59 PM

 One extra button I do like to have is a Fire button like the newer Sterns. I'm used to it because I own a real Stern Star Trek premium. The only thing is that I want a widebody virtual cab, so I might have to fabricate something myself (or see if there are options for custom made lockbars)  :think:

 

There was a thread here recently about creating a custom one using 3D printing:

 

https://www.vpforums...showtopic=42759

 

Looks like that's still an ongoing project, but might be worth considering.  As far as I can see, the only commercial seller offering custom lockbars right now is virtuapin.net.  They don't say anything about an option for the Fire Button kind, but maybe that's something they can do for you as custom work.  For the lockbar itself it's just a matter of drilling a big hole (and making sure the under-parts are all clear of it). 



#13 Conehead

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Posted 04 September 2020 - 05:38 AM

This is an older topic but I hope someone can provide their input.

 

1. When I'm using a front end like PinballY, Pinup Popper, etc., and you're using the flippers to select the game you want, does the Start button automatically start the game that is currently showing on the playfield, or does it only select it, and then you're required to Start it after that.

2. I have the Yellow W/B Start button but I'd like to change it to Green Start.  I tried taking apart the button but can't access the label just under the clear front.  Is it possible to do so?

 

Ideally I would like to have Green Start and Red Exit buttons (that just makes sense to me), but I've searched and they don't seem to be available, hence my question #2 above.

 

Thanks!



#14 BoltBait

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Posted 04 September 2020 - 05:59 AM

@Conehead

 

There are places where you can get custom button inserts that say whatever you want.

 

Other places you can get LED buttons that can be colored anything you want, even changing.

 

 

To the OP:

 

I went minimalist with the following buttons:

 

Start

Coin in x2

Exit

Flipper button x2

Magnasave button x2

 

Honestly, I could live without the Magnasave buttons. Even when playing BK2000, I always forget to press them.

 

I also have a VirtuaPin plunger.


Edited by BoltBait, 04 September 2020 - 06:03 AM.

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#15 aet

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Posted 04 September 2020 - 04:04 PM

1. I was using HyperSpin previously, there was one button to press to "launch" the game.  Then you would still have to insert coins/press coin button, and then press "start" to begin. Unsure about PinballY.

2. The faces of those buttons are annoyingly difficult to get off, especially without marring the plastic. You have to press until you feel like your fingers are being murdered, then push a little more. If you have (or have access to) a laser printer you can print new inserts on transparency paper.

 

I went with flippers + magnasaves on the sides. Launch ball + plunger, start, extra ball, and exit on the front (and coin in buttons via the eject buttons). On the bottom, power button and night mode. And of course the 4 service buttons inside the door. I am still considering something like a volume knob, probably attached to the coin door.


Edited by aet, 04 September 2020 - 04:06 PM.


#16 Conehead

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Posted 04 September 2020 - 04:18 PM

1. I was using HyperSpin previously, there was one button to press to "launch" the game.  Then you would still have to insert coins/press coin button, and then press "start" to begin. Unsure about PinballY.

2. The faces of those buttons are annoyingly difficult to get off, especially without marring the plastic. You have to press until you feel like your fingers are being murdered, then push a little more. If you have (or have access to) a laser printer you can print new inserts on transparency paper.

 

I went with flippers + magnasaves on the sides. Launch ball + plunger, start, extra ball, and exit on the front (and coin in buttons via the eject buttons). On the bottom, power button and night mode. And of course the 4 service buttons inside the door. I am still considering something like a volume knob, probably attached to the coin door.

"I went with flippers + magnasaves on the sides. Launch ball + plunger, start, extra ball, and exit on the front (and coin in buttons via the eject buttons). On the bottom, power button and night mode."  <--- This is identical to what I was thinking of, except to have the "extra ball" be "select" if it was required.

 

"And of course the 4 service buttons inside the door."  <--- What exactly do these 4 buttons do?



#17 mjr

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Posted 04 September 2020 - 06:31 PM

"And of course the 4 service buttons inside the door."  <--- What exactly do these 4 buttons do?

 

On the real machines from the 1990s, there's this little control panel with four buttons on the inside of the coin door.  They're hidden inside the coin door because they're for the owner/operator to use for setting up the machine.  The exact layout varies by generation and manufacturer, but with the WPC machines, they control the audio volume, add "service credits" (free credits, basically a hidden coin-in button), reset the high score memory, and let you access the ROM setup menus (to set balls per game, free play mode, feature/option selections, etc).  These are generally considered must-have in a virtual cab so that you can access the ROM setup menus without having to get out a keyboard.



#18 Conehead

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Posted 04 September 2020 - 06:34 PM

 

"And of course the 4 service buttons inside the door."  <--- What exactly do these 4 buttons do?

 

On the real machines from the 1990s, there's this little control panel with four buttons on the inside of the coin door.  They're hidden inside the coin door because they're for the owner/operator to use for setting up the machine.  The exact layout varies by generation and manufacturer, but with the WPC machines, they control the audio volume, add "service credits" (free credits, basically a hidden coin-in button), reset the high score memory, and let you access the ROM setup menus (to set balls per game, free play mode, feature/option selections, etc).  These are generally considered must-have in a virtual cab so that you can access the ROM setup menus without having to get out a keyboard.

 

"These are generally considered must-have in a virtual cab so that you can access the ROM setup menus without having to get out a keyboard."  <--- Ok, good to know.  I don't have those allocated yet in my set up so I'll have to take a closer look at it.  Thanks!



#19 wiesshund

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Posted 04 September 2020 - 07:37 PM

That or just set up the cab with a wireless or bluetooth keyboard
They are buttons you dont use very frequently once set up, i dont think you normally visit them a lot


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#20 Conehead

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Posted 04 September 2020 - 07:59 PM

That or just set up the cab with a wireless or bluetooth keyboard
They are buttons you dont use very frequently once set up, i dont think you normally visit them a lot

I will have a wireless keyboard and a USB port out the front of the cab as well.  So it sounds like I can manage it that way then.  Thanks for the advice.







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