RE: Replies ....
http://www.savefile.com/files/367430
Get the latest Mr. & Mrs. PAC-MAN (bb6.2) there and look in table info. Clicking on web site will take you to my projects file where you can download better playing versions of Fire Power, Vector, White Water, Monopoly, Lord of the Rings, Cactus Canyon, Space Invaders, and Sorcerer. These files will stay up, as long as the btf fix is not in the core.vbs file. That will give you something to talk about. Or maybe not, since no one wanted to talk about the ball through the flipper fix being taken out of the core.vbs file because you fear getting PacDude on your bad side or not having him release tables. Yes, this will give you something to talk about. PacDude's name has been stripped out of the script, table info, everywhere. I have more mods done and the least ready plays better, looks better, and behaves better than their counterparts, and at this point will add another each day, give or take.
You could have talked about lies, that I asked for the core to be stripped, that the code being in PacDude's tables was unnecessary, that .137 is much better than .135, that I did not make contact anyone on the VPM team, that .140 is the value I use, that PacDude's tables are free to mod, that the new core fixes the ball through the flipper problem, that you are stupid if you don't use flipper speeds as fast as PacDude does, that it is cheating if you can actually aim the ball, that the tables would be too easy if you had an idea where the ball was going to go when you flipped it, and my favorite, that I am modding them to make the harder shots easier and sacrificing other shots in the process.
Another is that the flippers are the worse part of VP's physics. I don't think they are. The btf is a problem, but unlike what many think, realistic settings work great, and you don't have to set them with certain shots in mind if you set them well.
Another thing that you may have read is that you will notice the speed change when the ball is on the trigger. That too is untrue. Don't flip and you notice nothing, flip up, or have the flipper up and you notice nothing, flipping down you may, and you may not, but that is the only time the flippers speed up to avoid the ball. So the only time you will notice it is when you are trying to dead catch the ball. To do this in VP is very hard indeed. You have got to let the ball hit the flipper no matter how fast the ball is going. You have got to do this while the flipper is all the way up, unlike on a real machine. Once the flipper is going down the ball will go straight on the vector is it on till it hits the flipper at the resting position, and deflect to the drain. If you let it hit the flipper while it is up and still, it will deflect towards the base of the flipper and you will catch it. It wont be a dead catch, but sometimes almost, if the flippers elastic setting is low enough.
When I started doing this, with mmpac and the first mods, I had to have VP handle the downswing, but I learned how to inject the value into the solFlip code that is taken from the core.vbs file, and over-rides that code. Every mod posted uses the SolFlip VPM code for the flippers. Upper flippers don't have the triggers, but a btf problem with them would be very rare, I have not seen one in these many years, and if it did happen, the ball would still be in play, so I don't bother with them. All lower flippers, or flippers that block a drain does have the triggers, some tables have two, some three, and some four triggers. Each trigger in the aflip pair will operate both flippers in that pair.
I recommend highly that you not only turn of
sticky keys, but also turn off
filter keys when playing VP.