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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Wed Nov 20, 2019 1:00 pm 
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Joined: Sun Oct 13, 2019 1:02 pm
Posts: 2
What happened to Slam Nov 11 is the last update?


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Fri Nov 22, 2019 1:16 pm 
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Joined: Sun Oct 13, 2019 1:02 pm
Posts: 2
Where's Slam the website hasn't been updated since 11/11!


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sat Nov 30, 2019 9:25 am 
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Joined: Mon Nov 04, 2019 4:44 am
Posts: 6
Quote:
EarthDate: 25th November 2019.

Hi, just touching base letting you all know that I'm still here.
I've had some very bad news which has made me step away from Pinball for a short while.
I do have many more games to release and I'll be back as soon as I can.

https://speak1970.wixsite.com/slamspinballemporium

Sad to read...


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sat Nov 30, 2019 5:14 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2853
Location: Ontario, Canada
Here's a mod of The Adams Family
https://www.dropbox.com/s/35ejt725pi02a ... b.rar?dl=0

1. I added magnet assists of both stair cases as I found the it was hard to get ball to climb them...
2. I also added the dynamic flipper code to the upper flippers....
3. I added the Fester Shake (requested by DJ) when he is being electrocuted
4. I added louder ball sounds

Code:
Sub MainStairsMagnet_Expired()
   MainStairsMagnet.Set False
   If MagOn = False then
      If xBAM.Ball.Velocity.y < 0 then
      MagOn = True
      If xBAM.Ball.Velocity.y > -300 then MagneticField_0.Strength = -60:AddDebugText "xBAM.Ball.Velocity.y: " & xBAM.Ball.Velocity.y:AddDebugText "MagneticField_0.Strength = " & MagneticField_0.Strength:MainStairsMagnet.Set True, 200:Exit Sub
      If xBAM.Ball.Velocity.y > -500 then MagneticField_0.Strength = -50:AddDebugText "xBAM.Ball.Velocity.y: " & xBAM.Ball.Velocity.y:AddDebugText "MagneticField_0.Strength = " & MagneticField_0.Strength:MainStairsMagnet.Set True, 200:Exit Sub
      MagneticField_0.Strength = -40:AddDebugText "xBAM.Ball.Velocity.y: " & xBAM.Ball.Velocity.y:AddDebugText "MagneticField_0.Strength = " & MagneticField_0.Strength:MainStairsMagnet.Set True, 200:Exit Sub
      MainStairsMagnet.Set True, 1000
      Else
      MagneticField_0.Strength = 0
      End if
   Exit Sub
   End if
   If MagOn = True then
      MagOn = False
   MagneticField_0.Strength = 0
   AddDebugText "Magnet Off"
   Exit Sub
   End if
End Sub


it gives a variable magnet pulse of either -50 or - 60 depending on y velocity of ball


Fyi
A negative value for y velocity refers to when the ball is rolling away from you (Up the table)
A negative magnetic field value cause the magnet to pulse ( or push ball away )

The math is a little confusing as a y velocity of -500 is faster than -300 but in regards to the numbers themselves -500 is less than -300 :)

And the BAM code is based on the numbers themselves
Y velocity -300 is > -500


Last edited by Gimli on Sun Dec 01, 2019 9:45 am, edited 2 times in total.

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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Dec 01, 2019 7:45 am 
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Joined: Mon Nov 04, 2019 4:44 am
Posts: 6
Thank you, Gimli. I like the way Fester shakes. Is it possible to do this with the bulb in his mouth too? Looks a bit strange, when he wiggles, but the bulb stands still...


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Dec 01, 2019 9:08 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2853
Location: Ontario, Canada
DuMIchAuch72 wrote:
Thank you, Gimli. I like the way Fester shakes. Is it possible to do this with the bulb in his mouth too? Looks a bit strange, when he wiggles, but the bulb stands still...


Sure I'll fix that later today.

I am curious to see peoples reaction to magnet pulses for ramp assist and what values they prefer for y velocity and magnet strength...

I used this for the left Franky ramp in MB that was previously impossible

And I believe Slam removed a difficult ramp from his unrelased STTNG table because it was too difficult...


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Dec 01, 2019 2:09 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2511
Location: Arkansas, USA
Gimli wrote:
I am curious to see peoples reaction to magnet pulses for ramp assist and what values they prefer for y velocity and magnet strength...


To my thinking, it makes the ramps a bit too easy. A while back, I added dynamic flippers so the the upper flippers could be adjusted for higher omega. I also adjusted the flipper angles of the upper 2 flippers and found I was able to make both ramps after I added I added a short section of ramps to the left ramp.

https://www.dropbox.com/sh/hi33cnwiiwy0 ... jXQZa?dl=0


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Dec 01, 2019 2:16 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2853
Location: Ontario, Canada
GeorgeH wrote:
Gimli wrote:
I am curious to see peoples reaction to magnet pulses for ramp assist and what values they prefer for y velocity and magnet strength...


To my thinking, it makes the ramps a bit too easy. A while back, I added dynamic flippers so the the upper flippers could be adjusted for higher omega. I also adjusted the flipper angles of the upper 2 flippers and found I was able to make both ramps after I added I added a short section of ramps to the left ramp.

https://www.dropbox.com/sh/hi33cnwiiwy0 ... jXQZa?dl=0


I'll have a look. Did you try different settings for ramp assist ?


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Sun Dec 01, 2019 10:16 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2511
Location: Arkansas, USA
Gimli wrote:
I'll have a look. Did you try different settings for ramp assist ?


No I will look at it tomorrow.


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 Post subject: Re: Slamtilt's new releases on his new website
 Post Posted: Mon Dec 02, 2019 1:02 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2853
Location: Ontario, Canada
https://www.dropbox.com/s/hbxfcrw7uk5nk ... b.rar?dl=0

Ok try this mod

1. I used GeorgeH's dynamic flipper code for upper flippers
2. I added light bulb to Fester shake as requested by DuMIchAuch72
3. I tweaked ramp assist code to only assist moderately weak shots.

Code:
Sub MainStairsMagnet_Expired()
   MainStairsMagnet.Set False
   If MagOn = False then
      If xBAM.Ball.Velocity.y < 0 then
      MagOn = True
      If xBAM.Ball.Velocity.y < -1000 then MagneticField_0.Strength = 0:AddDebugText "xBAM.Ball.Velocity.y: " & xBAM.Ball.Velocity.y:AddDebugText "MagneticField_0.Strength = " & MagneticField_0.Strength:MainStairsMagnet.Set True, 200:Exit Sub
      If xBAM.Ball.Velocity.y < -600 then MagneticField_0.Strength = -50:AddDebugText "xBAM.Ball.Velocity.y: " & xBAM.Ball.Velocity.y:AddDebugText "MagneticField_0.Strength = " & MagneticField_0.Strength:MainStairsMagnet.Set True, 200:Exit Sub
      MainStairsMagnet.Set True, 1000
      Else
      MagneticField_0.Strength = 0
      End if
   Exit Sub
   End if
   If MagOn = True then
      MagOn = False
   MagneticField_0.Strength = 0
   AddDebugText "Magnet Off"
   Exit Sub
   End if
End Sub


So the net effect of this should be that you get an assist only when y velocity is between negative 600 to negative 1000


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