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Batman Dark Knight (Stern 2008) (85Vette)

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index.php?app=downloads&module=display&section=screenshot&id=2989

File Name: Batman Dark Knight (Stern 2008) (85vette)

File Submitter: 85vett

File Submitted: 05 Sep 2014

File Category: Recreations

Link to B2S: b2s_tag.png

Permission to Mod: Contact Author First.

ROM Name: bdk_294

VP Version: v9.9.0 - DX9

There are two version of the table being uploaded. One is for use in VP 9.9 and the other is for Phsymod5. The physmod5 plays much better in my opinion so I encourage you to give that version a try. The table plays fast (as I like them) but can be slowed down by reducing the gravity or adding more friction. Easy changes in the editor (click on the backbox and you will see it on the right). I encourage you to tweak those setting to your feel.

I'm hoping I've caught all the bugs but if one is present please let me know and I'll do my best to correct it. Keep in mind that the crane will only register hits at a specific strength of shot (or higher). Balls rolling down the playfield out of the pops or lane generally wont meet that threshold thus not register a hit. You will also see the ball get trapped by the crane sometimes on the right loop if the ball comes from the top. The crane will move and the ball will release. happens on the real table but is more prevalent on the VP version .

Thanks to P1 and UW for letting me use the the Joker turntable and bat ramp animation from their WIP. This saved me a lot of time and works great!

Thanks to gtxjoe for the script help for the crane animation

Thanks to all my beta testers. I'll keep your names quite so you don't get PMed asking for some of the other tables in test ;-)

*** you will have to rename the rom off sterns website to bdk_294***

Happy Friday!

*** version 2 uploaded

- with version 2 I have reduced the threshold to activate the crane switch as well as increased (and relocated) the targets. This should make the crane more sensitive which should help with balls being caught by the crane. There will still be caught balls but hopefully it will be minimized now. If you would like it to be more sensitive just click on the wall for each spot where the ball stops and change the threshold (right now it is 9). Reducing it to 1 or 2 will make it real sensitive and pretty much prevent ball hang ups but I felt that was to soft as it would register light glances which the real table would never register. i went down the middle but you can easily change to your liking.

Click here to download this file

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Marvelous work on this great table, 85vett! Love it!

My only issue is when I'm trying to convert the physmod version to desktop version, using the following settings in the editor.I can't seem to get the table right using these settings. However, all the other tables (especially the STERN ones) with these settings works fine.

 

Inclination = 50
Field of View = 40
Layback = 0
XY Rotation = 360
X scale =1
Y Scale 1.1
Z scale 1
X offset = 0
Y offset = 0
Z offset = 0
 
That said, if anyone can help my with the correct settings, let me know! Thanks!  :)

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thanks you  for the great release.

 

 

not only do you need to try different settings, but you will also need to hide two walls that go along the side rails,  and I'm still not sure where the ball and post on the left rail go.

 

 

post-3131-0-18198900-1409961689_thumb.png

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Those should be hidden.  The crane animation works in a follow sequence (I believe).  Don't delete them or the other walls you see on the left side of the table.  Just make them invisible and all should be good for DT version.

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Yessir! Thanks for this! Very quick work, I don't know how you do it

 

no one tell randr that there's a new table, he'd have to buy another hard drive

 

Perfect reason to release a couple more.  Gotta get him spending money.  Released x-men physmod today as well.  Just play testing corvette now too thanks to gtxjoe's help with the cars and engine.

 

Just need stern to take a couple of tables out of production to really have some fun :-)

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wall46  and wall47 have been hidden,  I can't seem to be able to identify let alone select the ball and post, any change to can give us the Names of those two items to hide them.

 

edit, got rid of the post --> hide  cranew1

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32assassin, the ball is created with kicker CraneK1. What you want to do to hide it is upload a transparent .png image to the imagelist, let's call it "off" (because that's what my transparent png always are called)

 

Finder CraneK1.CreateBall in the script

 

Change it to

Set Invisiball = CraneK1.CreateBall
Invisiball.Image = "off"
 
"Invisiball" can be whatever, but just for simplicity....
 
 
SO line 156 will be CraneB1.IsDropped=1:Cranec1.IsDropped=1:Craned1.IsDropped=1:Cranee1.IsDropped=1:Cranef1.IsDropped=1::Set Invisiball = CRANEK1.CreateBall:Invisiball.Image = "off":Cranew2.IsDropped=1:

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The ball is getting stuck between the crane ball and the right side wall when the crane is in the first position.   Anyone else seeing this?

 

Yes - "You will also see the ball get trapped by the crane sometimes on the right loop if the ball comes from the top. The crane will move and the ball will release. happens on the real table but is more prevalent on the VP version ."

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Thank you 85Vett (and others) for this table.  I have been waiting for a non-FP version for a while.  I will be really tired for my sons football game in the morning because tonight is going to be a long night   :)

 

You did an awesome job.

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Another great release! Never played the real table. What a weekend gift and a Physmod en plus !!! ;-)

 

Installed Batman and started the game.... an hour later i realized that i forgot my beer in the freezer and it already turned into  a block of ice - so what more to say, i could not stop ;-)

Working great so far no issues, no stutter - top

Big thx from here!

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Hi 85Vett,

Very impressive release, the game is super well done and IMHO, the playability factor/speed is just right for me. Both standard and Physmod version are both fun, slight preference to the Physmod version of course ;). I have had a few shots crane shots that IMHO should have been triggered as a hit, but that doesn't happen too often, overall really impressed with the smoothness of the crane, the shots flow well and we'll, this is an excellent release. :)

As constructive criticism, the only thing I think that needs a tweak is that ball stuck on the crane issue that is documented in your release post. This is very much IMHO here, and it's an ignorant opinion so take that into account ;) as I am sure others will disagree but I feel the stuck ball happens too much to leave the issue as is. I have played the real table quite a bit and I think I have seen it happen once. Maybe twice. It's a catch 22 here, your build is not wrong, this is a limitation due to how the crane is built in VP, there may not be another way to implement this.

But what I am thinking while playing and getting the ball stuck so often is maybe it's one of those times it's ok to maybe go away from reality and either move the spot a bit where the crane stops (ie more left) or move the wall a bit on the right side further right, with both scenarios allowing the ball to move through and not get stuck.

Purist will be right with saying that this is no solution they want, but in my opinion above all the fun factor of a virtual simulation should not be dismissed in lieu of reality. It's too important.

Rob

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