(Topic ID: 54200)

Attention Modders! -- FS: PIG 2 now available

By dkpinball

10 years ago


Topic Heartbeat

Topic Stats

You

Linked Games

No games have been linked to this topic.

    Topic Gallery

    View topic image gallery

    image.jpg
    IMG_2077_(Custom).JPG
    IMG_2075_(Custom).JPG
    IMG_2087_(Custom).JPG
    IMG_2089_(Custom).JPG
    IMG_2088_(Custom).JPG
    photo_2_(Custom).JPG
    dinklage.jpg
    Danny.jpg

    You're currently viewing posts by Pinsider kevinleedrum.
    Click here to go back to viewing the entire thread.

    #3 10 years ago

    Ordered.

    #24 10 years ago
    Quoted from dkpinball:

    In the mean time you can hear an interview with me on the latest Pinball Soul podcast that was released last night. Josh is a really nice guy, thanks Josh!
    http://pinballsoul.com/pinball-soul-podcast-8/

    Sweet interview. Also, I'm now going to apologize every time I e-mail you, and you can't stop me!

    #33 10 years ago

    Bumping. Note that you can use many of the low voltage motors as inputs. TZ clock, TAF Thing Hand, WH20 Bigfoot, TOM trunk...

    #40 10 years ago
    Quoted from Frax:

    Can't wait to get my hands on this sucker and get it going in TZ.

    Care to share your plans, or is it a surprise? I'm going to hook mine to some under-cab LED strips on my nearly reassembled BSD to do some different lighting effects (a dramatic green effect when the mist ball is out, for example).

    1 month later
    #73 10 years ago

    Mine came in the mail on Saturday. Nice package. Once I get back from my honeymoon, I'll start messing around with it. Thanks Mike!

    1 month later
    #99 10 years ago

    Although I plan on doing more, I thought I'd go ahead and share a video of what I've currently done with my PIG 2. You can see the red and blue effects in the first thirty seconds, and the green comes in at around 1:40.

    The red channel is controlled by the "Dracula" flasher. The blue channel is controlled by the center flasher (usually related to Castle Multiball, which has a *blue* jackpot insert). The green channel fades in and out whenever the mist motor is running. To prevent the red from mixing with the green at the start of mist multiball, I'm using the "GI" input for the mist motor since the GI input can turn off some outputs and turn on others at the same time (in this case, the red and blue channels turn off while the green fading turns on). In the near future, I'll be adding an effect to the 3X insert (when you stack all three multiballs).

    #101 10 years ago

    Here is what I have right now. I'll point out a few notable things. I lowered the buffer for the flasher inputs to four to get the right amount of response (e.g. flickering each syllable of the Dracula callouts instead of just staying solid red the whole sentence). Input 5 is used as an "always on" that is combined with the GI input to turn on Output 2 (green fade).

    # INPUT 1 Dracula Flasher
    invertIN1   = 0
    mapIN1-OUT1 = 1
    mapIN1-OUT2 = 0
    mapIN1-OUT3 = 0
    mapIN1-OUT4 = 0
    bufferIN1   = 4
    
    # INPUT 2 Unused
    invertIN2   = 0
    mapIN2-OUT1 = 0
    mapIN2-OUT2 = 0
    mapIN2-OUT3 = 0
    mapIN2-OUT4 = 0
    bufferIN2   = 10
    
    # INPUT 3 Center Flasher
    invertIN3   = 0
    mapIN3-OUT1 = 0
    mapIN3-OUT2 = 0
    mapIN3-OUT3 = 1
    mapIN3-OUT4 = 0
    bufferIN3   = 4
    
    # INPUT 4 Unused
    invertIN4   = 0
    mapIN4-OUT1 = 0
    mapIN4-OUT2 = 0
    mapIN4-OUT3 = 0
    mapIN4-OUT4 = 0
    bufferIN4   = 10
    
    # INPUT 5 Always On
    invertIN5   = 0
    mapIN5-OUT1 = 0
    mapIN5-OUT2 = 1
    mapIN5-OUT3 = 0
    mapIN5-OUT4 = 0
    bufferIN5   = 10
    
    # INPUT 6 Unused
    invertIN6   = 1
    mapIN6-OUT1 = 0
    mapIN6-OUT2 = 0
    mapIN6-OUT3 = 0
    mapIN6-OUT4 = 0
    bufferIN6   = 10
    
    # Mist Motor
    bufferGI    = 10
    
    # OUTPUT 1 Red Flash
    powerMaxOUT1    = 254
    powerMinOUT1    = 0
    fadeOn1         = 0
    fadeOff1        = 0
    delayOn1        = 0
    delayOff1       = 0
    andOUT1         = 0
    mapGI1          = 2
    noInterruptOUT1 = 0
    repeatOUT1      = 0
    repeatDelayOUT1 = 0
    repeatDecayOUT1 = 0
    repeatResetOUT1 = 0
    
    # OUTPUT 2 Green Fade
    powerMaxOUT2    = 254
    powerMinOUT2    = 0
    fadeOn2         = 750
    fadeOff2        = 1000
    delayOn2        = 0
    delayOff2       = 0
    andOUT2         = 0
    mapGI2          = 1
    noInterruptOUT2 = 1000
    repeatOUT2      = 1
    repeatDelayOUT2 = 1750
    repeatDecayOUT2 = 0
    repeatResetOUT2 = 1
    
    # OUTPUT 3 Blue Flash
    powerMaxOUT3    = 254
    powerMinOUT3    = 0
    fadeOn3         = 0
    fadeOff3        = 0
    delayOn3        = 0
    delayOff3       = 0
    andOUT3         = 0
    mapGI3          = 2
    noInterruptOUT3 = 0
    repeatOUT3      = 0
    repeatDelayOUT3 = 0
    repeatDecayOUT3 = 0
    repeatResetOUT3 = 0
    
    # OUTPUT 4 Unused
    powerMaxOUT4    = 254
    powerMinOUT4    = 0
    fadeOn4         = 0
    fadeOff4        = 0
    delayOn4        = 0
    delayOff4       = 0
    andOUT4         = 0
    mapGI4          = 0
    noInterruptOUT4 = 0
    repeatOUT4      = 0
    repeatDelayOUT4 = 0
    repeatDecayOUT4 = 0
    repeatResetOUT4 = 0
    
    # SERVO 1 Unused
    mapServo1-IN1   = -1
    mapServo1-IN2   = -1
    mapServo1-IN3   = -1
    mapServo1-IN4   = -1
    mapServo1-IN5   = -1
    mapServo1-IN6   = -1
    servo1-IN1Speed = 255
    servo1-IN2Speed = 255
    servo1-IN3Speed = 255
    servo1-IN4Speed = 255
    servo1-IN5Speed = 255
    servo1-IN6Speed = 255
    servoStart1     = 90
    servoReset1     = 0
    servoResetSpeed1= 255
    servo1MapGI     = 0
    
    # SERVO 2 Unused
    mapServo2-IN1   = -1
    mapServo2-IN2   = -1
    mapServo2-IN3   = -1
    mapServo2-IN4   = -1
    mapServo2-IN5   = -1
    mapServo2-IN6   = -1
    servo2-IN1Speed = 255
    servo2-IN2Speed = 255
    servo2-IN3Speed = 255
    servo2-IN4Speed = 255
    servo2-IN5Speed = 255
    servo2-IN6Speed = 255
    servoStart2     = 90
    servoReset2     = 0
    servoResetSpeed2= 255
    servo2MapGI     = 0

    You're currently viewing posts by Pinsider kevinleedrum.
    Click here to go back to viewing the entire thread.

    Reply

    Wanna join the discussion? Please sign in to reply to this topic.

    Hey there! Welcome to Pinside!

    Donate to Pinside

    Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


    This page was printed from https://pinside.com/pinball/forum/topic/fs-pig-2-now-available?tu=kevinleedrum and we tried optimising it for printing. Some page elements may have been deliberately hidden.

    Scan the QR code on the left to jump to the URL this document was printed from.