(Topic ID: 73334)

Virtual Pinball Club

By boogies

9 years ago


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  • Latest reply 15 hours ago by MiniPinHead
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    There are 3,827 posts in this topic. You are on page 75 of 77.
    #3701 3 months ago

    Wow, this thread is chocked full of cool different vpin builds. Am newer to this site and wishing I'd joined much sooner. I have multiple vpins (an Atgames Legends Pinball with OTG/PC for stock and VPX/FP/FX/FX3/Zac/etc and a newer 55" 4K OLED non-cab build) and owned an Eight Ball real machine for 10 years before selling it and don't have any current real pins at the moment. Probably gonna buy a NIB pin at some point in the future, however.

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    #3702 3 months ago

    Coming Friday at 9PM EDT, we will have a release party for an incredible update from VPX author Tastywasps!

    #3703 3 months ago

    Welcome to our weekly result show and new table announcement for a weekly Virtual tournament you play ALL week at home. This week we are gonna go back into the water and see if things are safer. Make sure you have Future Pinball ready!

    Results show live on Twitch every week at 9PM Eastern, and we also announce the new table there before posting to YouTube.

    Table Link: https://vpuniverse.com/files/file/11881-jaws-bigger-boat-edition-pinevent-v2-fizx-30/
    Scoring: https://ttd.vpinhub.com
    PUP Pack: Included with table
    B2S: Included

    #3704 3 months ago

    If anyone needs a hand, I made this by request

    #3705 3 months ago

    Tasty new machine!

    #3706 3 months ago

    Community news and new machines for the week...

    #3707 3 months ago

    You busy for lunch tomorrow? Come meet our new Author, RobbyKingPin in person, and while you are there, grab the new update!

    https://www.twitch.tv/gameclubcentral

    TFReleaseRKP (resized).pngTFReleaseRKP (resized).png
    #3708 3 months ago

    Does anyone know what happened to the Xtreme Gaming Cabinets Facebook group? I was a member and it appears to have disappeared for at least the last 12 hours (if not longer).

    #3709 3 months ago

    Authors MrGrynch and iDigStuff are about to bring you some incredible new options for VPX! Coming very soon for your setup!

    - New G-Sound format
    - Code Completely rewritten
    - Bug fixes
    - Backward compatibility
    - Independent always-on logger

    Video Preview:

    #3710 3 months ago

    I have my VPin for sale if anyone is in the SoCal area and looking for one! Priced to sell!

    https://pinside.com/pinball/market/classifieds/ad/162860

    #3711 3 months ago
    Quoted from sotie:

    Does anyone know what happened to the Xtreme Gaming Cabinets Facebook group? I was a member and it appears to have disappeared for at least the last 12 hours (if not longer).

    Not quite sure, but I heard they stopped responding to some other folks in the community as well.

    #3712 3 months ago

    This week's VpinHub virtual pinball news and tables released this week.

    #3713 3 months ago

    Future Pinball author AnonTet has added some incredible new features to the Battle of the Planets table. With Fizx 3, Fleep Sounds, Upscaling, and more you will be blown back into your childhood again!

    Table Link: https://pinballnirvana.com/forums/resources/battle-of-the-planets-original.8189/

    #3714 3 months ago

    Hey guys, I don't have a virtual and I was talking to a friend about them a couple days ago. The question of how realistic the physics are came up and I was playing a old SS machine today and was thinking about how the mechanicals give it a lot of flavor in addition to the basics.

    For example, on a physical drop target, the ball can hit the corner of the drop itself and bounce differently or just skim the edge of the drop target and keep going with only a minor deflection. When bouncing off a bumper, the ball will bounce in a different direction and strength based on how close it is to the post.

    Do the virtuals reproduce this experience well?

    #3715 3 months ago
    Quoted from mark532011:

    Hey guys, I don't have a virtual and I was talking to a friend about them a couple days ago. The question of how realistic the physics are came up and I was playing a old SS machine today and was thinking about how the mechanicals give it a lot of flavor in addition to the basics.
    For example, on a physical drop target, the ball can hit the corner of the drop itself and bounce differently or just skim the edge of the drop target and keep going with only a minor deflection. When bouncing off a bumper, the ball will bounce in a different direction and strength based on how close it is to the post.
    Do the virtuals reproduce this experience well?

    I would say no. VPin fanboys will disagree but those ppl typically don’t own a bunch of real ones so they “think” the physics are good.

    Ball spin is not reproduced at all in virtual games.

    VPins are great to learn rules of a game, not really useful as a training tool for the ball behaviour on a real machine.

    #3716 3 months ago
    Quoted from mark532011:

    Hey guys, I don't have a virtual and I was talking to a friend about them a couple days ago. The question of how realistic the physics are came up and I was playing a old SS machine today and was thinking about how the mechanicals give it a lot of flavor in addition to the basics.
    For example, on a physical drop target, the ball can hit the corner of the drop itself and bounce differently or just skim the edge of the drop target and keep going with only a minor deflection. When bouncing off a bumper, the ball will bounce in a different direction and strength based on how close it is to the post.
    Do the virtuals reproduce this experience well?

    I own both real and vpin, and if done right, you can get real feedback ( I use Bally/Williams flippers/slings/etc, real shaker, more) and less than 1ms delay on the flip to screen ratio. Anything that is NOT a TV and has good specs at 120Hz can play VERY close to a real pin. Your mileage may vary, and sadly most folks run cheap TVs with 60hz and a cruddy "game mode", any time I see a vpin outside my home, they are like this and really suffer from delay.

    The table physics vary from author to author, but there are some incredible groups out there using the latest techniques (nFozzy/Rothbauer) to bring VPX closer to the real thing.

    #3717 3 months ago

    Ball spin is actually a reality now in vpin

    #3718 3 months ago

    I came across a re-upload today from the old vpinball site, and the author has added it to VPU for you to enjoy. This table is deceptively fun to play, I suggest you give it a whirl! B2S is included, along with Flex and UltraDMD support.

    Table Link: https://vpuniverse.com/files/file/15682-spaceramp-supered-original-v303b/

    #3719 3 months ago
    Quoted from mark532011:

    For example, on a physical drop target, the ball can hit the corner of the drop itself and bounce differently or just skim the edge of the drop target and keep going with only a minor deflection.

    Yes, the most premium VPX tables set up objects and use code that is dedicated to getting just these effects (and more!)

    Quoted from mark532011:

    When bouncing off a bumper, the ball will bounce in a different direction and strength based on how close it is to the post.

    Bumpers are mostly simulated well, though AFAIK the force applied is just calculated at a static radius based on the ball velocity vector toward the bumper, with random "scatter" being added from an RNG range (usually ±5°).

    Quoted from MrMikeman:

    VPin fanboys will disagree but those ppl typically don’t own a bunch of real ones so they “think” the physics are good.

    That is... Not true, going by most of the VPin owners I know! Especially in the creator/author space. If one of us doesn't own the machine we're recreating, we'll at least compare to videos and send somebody to the arcade for "research"

    Quoted from MrMikeman:

    Ball spin is not reproduced at all in virtual games.

    Has been for at least 6 years (I'm not sure if VP9 did). Watch some modern VPX videos and you might change your opinion

    #3720 3 months ago
    Quoted from Wylte:

    Yes, the most premium VPX tables set up objects and use code that is dedicated to getting just these effects (and more!)

    Bumpers are mostly simulated well, though AFAIK the force applied is just calculated at a static radius based on the ball velocity vector toward the bumper, with random "scatter" being added from an RNG range (usually ±5°).

    That is... Not true, going by most of the VPin owners I know! Especially in the creator/author space. If one of us doesn't own the machine we're recreating, we'll at least compare to videos and send somebody to the arcade for "research"

    Has been for at least 6 years (I'm not sure if VP9 did). Watch some modern VPX videos and you might change your opinion

    I have both real pins and a vpin. Screen delay is not a problem I have a good setup. I don't care about haptic feedback (fake coils). All I care about is ball feel and I am sorry but it's just not the same as reality.

    Table creators and ppl otherwise very involved in the hobby have a biased opinion and I understand they truly believe it's very close to the same. My personal experience with many different programs/versions and tables just doesn't match up to reality.

    I am not saying VPins suck. On the contrary they are super fun. That's why I have one. I enjoy it a lot. I will not pretend it's the same as a real machine however. While the physics have come a long way and are pretty damn good, there are way too many subtleties that the virtual world simply doesn't capture correctly or at all sometimes.

    Fancy flipper handling just isn't right. Examples of things that feel wrong or don't really work as well as reality: Post passing, shatzing, drop catch, whatever you call it when the ball is rolling slowly to the tip of the flipper and you can stop it with a micro-flip on a real game.

    Anyway that's my personal experience so far. Not saying it's the only valid experience out there - just what I've seen. Also, the more you play virtual the better you get at it like anything else. It still doesn't make it "real". I find you can get better quicker at VPin than on a real game, because of that missing variability that seems to be hard to replicate virtually.

    One last gripe: Nudging. Learning to nudge a real 300lbs machine is quite different than hitting a key or button for the "perfect nudge" every time. There's more to it than just bumping the game. Tilt bob sway isn't replicated well so far either. I can rapidly shake left to right a real machine on a tight tilt to make the ball not go in the outlane. These "micro nudges" just aren't well replicated.

    #3721 3 months ago
    Quoted from MrMikeman:

    I have both real pins and a vpin. Screen delay is not a problem I have a good setup. I don't care about haptic feedback (fake coils). All I care about is ball feel and I am sorry but it's just not the same as reality.
    Table creators and ppl otherwise very involved in the hobby have a biased opinion and I understand they truly believe it's very close to the same. My personal experience with many different programs/versions and tables just doesn't match up to reality.
    I am not saying VPins suck. On the contrary they are super fun. That's why I have one. I enjoy it a lot. I will not pretend it's the same as a real machine however. While the physics have come a long way and are pretty damn good, there are way too many subtleties that the virtual world simply doesn't capture correctly or at all sometimes.
    Fancy flipper handling just isn't right. Examples of things that feel wrong or don't really work as well as reality: Post passing, shatzing, drop catch, whatever you call it when the ball is rolling slowly to the tip of the flipper and you can stop it with a micro-flip on a real game.
    Anyway that's my personal experience so far. Not saying it's the only one. The more you play virtual the better you get at it like anything else. It still doesn't make it "real". I find you can get better quicker at VPin than on a real game, because of that missing variability that seems to be hard to replicate virtually.

    This discussion will never end, but I am replying to you because you say that you do not care for haptic feedback. I would urge you to reconsider that, because a good SSF setup is what makes my vpin more than just a videogame that emulates a pinball machine. It is the only thing that will make you feel the ball like in a real pinball machine.

    I also have the same experience as Smaug, being that most of the people I know that have a vpin do not have a really good one. Expensive maybe, but not good. As Smaug also pointed out, the monitor that is being used as a playfield is very important. I did not see any TV yet that was as good as a playfield as the 120/144 Hz monitors that should be used, and also SSF (those are not the coils you mention) is a must.

    As for the physics not being the same as on a real machine, I must agree with you, but I will also say that every real pinball machine I have owned and still own also does not play the same as another real pinball machine. Even two identical machines will play differently.

    That said, I have my vpin next to a CFTBL and the vpin does a damn good job at playing almost identical to the real one. I could not say that two years ago, but things have changed dramatically since then. The vpin community is doing some great stuff and it is getting better almost every week.

    #3722 3 months ago
    Quoted from ronaldvg:

    This discussion will never end, but I am replying to you because you say that you do not care for haptic feedback. I would urge you to reconsider that, because a good SSF setup is what makes my vpin more than just a videogame that emulates a pinball machine. It is the only thing that will make you feel the ball like in a real pinball machine.
    I also have the same experience as Smaug, being that most of the people I know that have a vpin do not have a really good one. Expensive maybe, but not good. As Smaug also pointed out, the monitor that is being used as a playfield is very important. I did not see any TV yet that was as good as a playfield as the 120/144 Hz monitors that should be used, and also SSF (those are not the coils you mention) is a must.
    As for the physics not being the same as on a real machine, I must agree with you, but I will also say that every real pinball machine I have owned and still own also does not play the same as another real pinball machine. Even two identical machines will play differently.
    That said, I have my vpin next to a CFTBL and the vpin does a damn good job at playing almost identical to the real one. I could not say that two years ago, but things have changed dramatically since then. The vpin community is doing some great stuff and it is getting better almost every week.

    My VPin is too small to fit a SSF setup in it. I refuse to use a full-sized spot for a VPin. I can only fit 6 games in my game room. Yes I realize that by building a smaller VPin it does take away some of the real feel. I've also tried VPX in VR. I think there's a lot of potential there, more so than just a flat screen as a pf on a traditional VPin. I've also tried the gimmicky Arcooda cabinet setup with Kinect tracking. Meh. It also induces unacceptable delay.

    As I said VPin isn't a bad thing. It's awesome as it's own "thing". I just don't think that someone who only plays VPin would do well in a real tournament. The ball feel and nudging skills just wouldn't be there. Virtual has it's place, but isn't a substitute for the real thing. I'm a pilot, and while simulator training is invaluable, it's not the same as real flying though.

    #3723 3 months ago
    Quoted from MrMikeman:

    As I said VPin isn't a bad thing. It's awesome as it's own "thing". I just don't think that someone who only plays VPin would do well in a real tournament. The ball feel and nudging skills just wouldn't be there. Virtual has it's place, but isn't a substitute for the real thing. I'm a pilot, and while simulator training is invaluable, it's not the same as real flying though.

    I think this is a very good summary. Even the best virtual recreation is going to play ridiculously controlled compared to a real machine. I see guys all the time GCing on their VP that wouldn't stand a chance in a local tourney. Virtual has it's place but I don't kid myself about how realistic it plays.

    #3724 3 months ago
    Quoted from A_Bord:

    I think this is a very good summary. Even the best virtual recreation is going to play ridiculously controlled compared to a real machine. I see guys all the time GCing on their VP that wouldn't stand a chance in a local tourney. Virtual has it's place but I don't kid myself about how realistic it plays.

    Exactly. I owned an Ultra VP 6.0 for a good 6 months and while cool it wasn't a replacement for real pinball. Even the best tables always felt a bit off in terms of ball spin, certain shots, etc. After owning real pinball machines for 15 years it was likely easier to spot the differences. There are certain shots on even the best recreated tables that are much easier to hit then in real life. I ended up selling the Ultra VP and put the funds towards a Godzilla Premium.

    #3725 3 months ago
    Quoted from MrMikeman:

    I will not pretend it's the same as a real machine however. While the physics have come a long way and are pretty damn good, there are way too many subtleties that the virtual world simply doesn't capture correctly or at all sometimes.

    This is true! Saying "ball spin is not reproduced at all" is very different from what you're saying now!

    Quoted from MrMikeman:

    Fancy flipper handling just isn't right. Examples of things that feel wrong or don't really work as well as reality: Post passing, shatzing, drop catch, whatever you call it when the ball is rolling slowly to the tip of the flipper and you can stop it with a micro-flip on a real game.

    Have you played a VPW table or others (like from A_Bord) with nFozzy/Rothbauerw flipper code? We're always tuning and adjusting, but all of those things are considered and coded in. If you have specific examples or feedback, let the creators know! (Specifically VPW Tommy for me, as I walk back and forth to my real machine to tune it)

    Quoted from MrMikeman:

    One last gripe: Nudging. Learning to nudge a real 300lbs machine is quite different than hitting a key or button for the "perfect nudge" every time. There's more to it than just bumping the game. Tilt bob sway isn't replicated well so far either.

    Get an accelerometer and a real tilt bob, ditch the buttons! (Well, use them for MagnaSaves or whatever)

    #3726 3 months ago
    Quoted from A_Bord:

    I see guys all the time GCing on their VP that wouldn't stand a chance in a local tourney.

    And then there's guys like PSD, who would be a MONSTER if they had pinball machines in South Africa for him to practice on lol

    #3727 3 months ago

    Sorry, I didn't mean to start a battle. I was genuinely curious as when I play my Stellar Wars and sometimes the ball bounces in such a bizarre fashion that I cannot figure out how it did it and if it was some kind of computer simulation I would swear the developers were cheating.

    I think sometimes it has to do with the nails behind the drop targets that support the plastics but I swear many times I have no idea how the ball could have bounced off at the angle it did (usually sdtm)

    #3728 3 months ago
    Quoted from mark532011:

    Sorry, I didn't mean to start a battle. I was genuinely curious as when I play my Stellar Wars and sometimes the ball bounces in such a bizarre fashion that I cannot figure out how it did it and if it was some kind of computer simulation I would swear the developers were cheating.
    I think sometimes it has to do with the nails behind the drop targets that support the plastics but I swear many times I have no idea how the ball could have bounced off at the angle it did (usually sdtm)

    Usually spin. For fun you should buy a set of balls with a logo on it. I did it with star trek logo balls. OMG the spin is insane when you can see it.

    #3729 3 months ago
    Quoted from mark532011:

    Sorry, I didn't mean to start a battle.

    I enjoyed reading all the comments so I‘m glad you posted.

    Pinball is awesome and VP is awesome. And Quest 2 glasses and the VR software takes things to another level.

    It‘s also worth noting there are a ton of parameter adjustments you can make on a vp table to make it play more like a pin you are familiar with.

    #3730 3 months ago

    A long lost VPW project brought back to life by an incredible team, VPW brings us a Williams classic with Police Force!

    #3731 3 months ago

    It's one thing to say VP isn't the same as real pinball (true) but it's another altogether to be comparing older examples of VP against the best that is out there NOW... and knowing that it certainly will get *much* better with time (it's gotten better in just the last month lol).

    How good is good enough to have a good time is going to vary from person to person. That will never change. I can't get my wife to play virtual pinball at ALL. But she'll throw down on a real Godzilla machine any day of the week. So it goes...

    #3732 3 months ago

    This week in Virtual Pinball...

    #3733 3 months ago
    Quoted from PanzerFreak:

    Exactly. I owned an Ultra VP 6.0 for a good 6 months and while cool it wasn't a replacement for real pinball. Even the best tables always felt a bit off in terms of ball spin, certain shots, etc. After owning real pinball machines for 15 years it was likely easier to spot the differences. There are certain shots on even the best recreated tables that are much easier to hit then in real life. I ended up selling the Ultra VP and put the funds towards a Godzilla Premium.

    I don't think VP would ever replace real pinball anymore than real pinball replacing VP. They are each made for different reasons and to be enjoyed for what they are. I don't know why you would think it would be a replacement instead of an accompaniment or alternative for playing games you have an itch for. You bought it for the wrong reasons.

    #3734 89 days ago
    Quoted from Smaug:

    I came across a re-upload today from the old vpinball site, and the author has added it to VPU for you to enjoy. This table is deceptively fun to play, I suggest you give it a whirl! B2S is included, along with Flex and UltraDMD support.

    Table Link: https://vpuniverse.com/files/file/15682-spaceramp-supered-original-v303b/

    I love this SpaceRamp table! It's a good example of how cool synthesizer music can be for sound effects and background music! I'd like to see more sci-fi themes tables like this. There is a lot of incredible synthesizer music and sound effect out there that would be awesome to use! Digital/Analog synthesized sounds combined with a subwoofer will absolutely blow your socks off!

    #3735 89 days ago
    Quoted from Viggin900:

    I don't think VP would ever replace real pinball anymore than real pinball replacing VP. They are each made for different reasons and to be enjoyed for what they are. I don't know why you would think it would be a replacement instead of an accompaniment or alternative for playing games you have an itch for. You bought it for the wrong reasons.

    Yes, VP and VPVR are video game pinball emulators with their own unique capabilities. Great 'addition to' my cave!

    #3736 89 days ago
    Quoted from ronaldvg:

    As Smaug also pointed out, the monitor that is being used as a playfield is very important. I did not see any TV yet that was as good as a playfield as the 120/144 Hz monitors that should be used, and also SSF

    I used a 32 inch IPS 1440p 165HZ computer monitor for the playfield for this reason.
    4K@120HZ is too hard to push and requires insanely expensive computer hardware and I don't trust using OLED TV's as they're expensive and burn in can be a problem. IPS monitors have great color gamut and viewing angles. Computer monitors turn on and off with computer automatically as well. Higher refresh rates translate to better image quality and smoother ball movement. 1440p (2K) resolution is also not available in TV's. With a three-monitor setup, 32" playfield is plenty IMO.
    Also, I used four 8 ohm 'DaytonAudio' 50W HDN-8 Transducers for the SSF powered by two 100W per channel stereo amps (delivering 50W against 8 ohms). No need for base shaker transducers and 3.1 amps! Also, use a nice 3.1 backglass audio system. The only contactors are for left and right flippers. Plenty of tactile feedback! May add a real shaker soon. I also use a real tilt bob.

    #3737 88 days ago
    Quoted from PanzerFreak:

    I owned an Ultra VP 6.0 for a good 6 months

    I think you were more concerned about losing a couple grand if you had to sell and that is why you dumped it. You seemed concerned about depreciation even before you pulled the trigger. I went in knowing I may never see the complete value if I ever were to sale. I think you would still own a virtual if money was not an issue. To me it is worth every penny I paid and if I sell years down the road for less-I had a ton of fun exploring 2000+ tables. Is virtual the same physically-we all know the answer. Is it pretty damn close and getting better-yes. I actually think my Ultra has saved me money. I want a Champion Pub, Baywatch and other games but the Ultra fills my cup just enough to help me not really need the real table. -You should have kept your Ultra Panzer(I know you miss it!)

    #3738 88 days ago
    Quoted from Mr_Outlane:

    Higher refresh rates translate to better image quality and smoother ball movement

    Meh-hardly noticeable to me. Keep in mind the only thing moving on the screen is a tiny 1" ball-so you will not notice better image quality with a static background. I personally do not think the human eye is going to notice much of a difference in a refresh rate of 60 to 120+ with a moving 1" ball-very negligible. I have played both and cannot tell the difference

    #3739 87 days ago

    Man... I wish *I* couldn't tell the difference with higher refresh rates! I went from 60hz to 100hz and now I can never go back. Kinda wish I could because my PC sucks, so 100fps game play really pushes my system, and the more lighting-heavy tables cause stutter... but all my funds are tied up in other things. Ball movement is noticeably "coarse" to my eye at 60fps compared to 100fps. I'm sure there's diminishing returns once you get to 120fps or higher. But going from 60 to 100 is huge.

    #3740 87 days ago
    Quoted from lminimart:

    Man... I wish *I* couldn't tell the difference with higher refresh rates! I went from 60hz to 100hz and now I can never go back. Kinda wish I could because my PC sucks, so 100fps game play really pushes my system, and the more lighting-heavy tables cause stutter... but all my funds are tied up in other things. Ball movement is noticeably "coarse" to my eye at 60fps compared to 100fps. I'm sure there's diminishing returns once you get to 120fps or higher. But going from 60 to 100 is huge.

    Literally what I have noticed as well and as so many others have also stated.

    -2
    #3741 85 days ago

    This Guy builds the Best Virtuals over Ultra Vp ..

    #3742 84 days ago

    New tables this past week, and other virtual pinball news

    #3743 83 days ago
    Quoted from gregh43:

    This Guy builds the Best Virtuals over Ultra Vp ..

    Anyone own one of these from Xtreme? Look to be very well put together.

    #3744 83 days ago
    Quoted from Psw757:

    Anyone own one of these from Xtreme? Look to be very well put together.

    I own one, great machine, best builds on the market imo. The only caveat is the long wait time and they go against community guidelines with pre loaded tables/software on their machines.

    #3745 83 days ago
    Quoted from Briks-707:

    I own one, great machine, best builds on the market imo. The only caveat is the long wait time and they go against community guidelines with pre loaded tables/software on their machines.

    How long is the wait time for a order?

    #3746 83 days ago
    Quoted from Psw757:

    Anyone own one of these from Xtreme? Look to be very well put together.

    And if anything arrives broken from the haul over from Australia it will take even more months to have it replaced if at all. There are vidoes out there of damages that occured during shipment everyone seems to forget about. Maybe they have cleaned up there act now?

    #3747 83 days ago
    Quoted from Psw757:

    How long is the wait time for a order?

    Well over a year from last I heard….mine was worth the wait but it was torture.

    #3748 83 days ago
    Quoted from Briks-707:

    Well over a year from last I heard….mine was worth the wait but it was torture.

    Yikes that is tough, will have to take that into consideration.

    #3749 83 days ago
    Quoted from Viggin900:

    And if anything arrives broken from the haul over from Australia it will take even more months to have it replaced if at all. There are vidoes out there of damages that occured during shipment everyone seems to forget about. Maybe they have cleaned up their act now?

    I’m more worried about damages on my NIB Sterns……XGC machines are crated like Fort Knox but shipping containers do fall off the boat haha.

    #3750 83 days ago
    Quoted from Briks-707:

    I’m more worried about damages on my NIB Sterns……XGC machines are crated like Fort Knox but shipping containers do fall off the boat haha.

    I would hope insurance would take care of the worst case scenarios. Lol

    Sent them a email yesterday waiting to hear back. I’m out of space so definitely interested.

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