Slamt1lt's ULTIMATE 1.02 version is identified on the menu as "Slams's Normal" and it should be the default setting if you have never changed it. These three versions can be switched prior to the game on the DMD by pressing the Special 1 Key repeatedly. This version combines Flug's previous "Mega-Multiball" version with Slamt1lt's ULTIMATE 1.02 and adds a third version that he calls "Mega-Easy". I am completely amazed with Flug's MEGA 1.3.5 version of Medieval Madness. I feel like it plays better now but you be the judge. I think this version corrects problems from version 1.02-1 but it retains all the features I added to the old version. I increased the strength of the kicker a bit and reshaped one of the walls in the pocket where the kicker is hidden. This is the kicker that pops the ball out in front of the plunger when you start a game. I also found the ball would sometimes get stuck in the plunger kicker. The ball rarely goes up there but if it does it will kick it out and allow you to keep playing. I set the kicker to kick the ball if it is hit. I found that the ball gets stuck if it meanders to a point where it is on top of the castle kicker. Then I found a couple of problems with stuck balls. It is much more likely that balls might hit two flippers at the same time during multiball on a table with 3 or more flippers. I am mainly correcting it in case someone decides to add dynamic flippers to a table with three or more flippers. For the main flippers, it is almost impossible to occur because two balls would have to hit both flippers at the same time. There is a small possibility that the flipper omega might be applied to the opposite flipper. I corrected a minor flaw in the code for the omega on the dynamic flippers. Everyone please let me know if you think it is set correctly because I can change it. Anyway, I believe I have it set so it is similar to a real world table. The bounce control settings interact with the other settings in the XML file so I have been setting bounce control too low. Bounce control is one of the factors of dynamic flippers where I have been having some difficulty. We are defining bounce control as the amount of bounce the ball has after it hits a stationary flipper. ![]() ![]() Ravarcade released a new version of the "bounce control" code that I am using on this version. I also increased the strength of the slingshots to make the ball bounce more. On this version, I decreased ball damping to make the ball spin again. So the ball ended up sliding around the table without any spin. I remember now that on this table I made some adjustments to the ball damping without using the custom ball. I normally make adjustments to ball physics while using a custom ball with a pattern on it so I can see the spin. This version addresses Slamt1lt's comments.
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