(Topic ID: 252842)

Witness!!! Mad Max Fury Road Homebrew

By SickNate

2 years ago


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  • 626 posts
  • 134 Pinsiders participating
  • Latest reply 7 days ago by r0nin
  • Topic is favorited by 186 Pinsiders

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    There are 626 posts in this topic. You are on page 13 of 13.
    #601 4 months ago

    Long time no update.

    Glen, a local pin enthusiast has joined the project and had a lot of great input.

    So while waiting for art we changed a few things. So much that we’ll need a new playfield. This led to me telling the artist he can move around inserts and shapes to whatever he wants.
    Should of done that long ago because it’s looking killer now.

    Attached is the new layout in solid works… not the art

    Just a few subtle changes that I think will make a big difference.

    ver9c 2 (resized).png
    #602 4 months ago
    Quoted from SickNate:

    Long time no update.
    Glen, a local pin enthusiast has joined the project and had a lot of great input.
    So while waiting for art we changed a few things. So much that we’ll need a new playfield. This led to me telling the artist he can move around inserts and shapes to whatever he wants.
    Should of done that long ago because it’s looking killer now.
    Attached is the new layout in solid works… not the art
    Just a few subtle changes that I think will make a big difference.
    [quoted image]

    Are those white spots on the inlane guides just inserts, or are they player or software-controllable walls that let you block outlanes to make the side with the block up "safe?"

    Also, that left ball return will drop the ball past the inserts below, not on them, right?

    #603 4 months ago

    Double suicide inlanes? ouch

    #604 4 months ago

    Where’s that upper shot going? I couldn’t see a physical picture of it anywhere, probably missed it

    #605 4 months ago

    Upper shot has 3 paths

    1 jump into wall ride/bounce to right ramp

    2 jump onto wire forms that drop off behind upper right flipper (not pictured)

    3 across rails to plunger lane for “thunder up” modes

    4 let go by and feeds lower right flipper

    8F42748A-B2C3-421D-B6DD-035DA4E4E18F (resized).jpeg
    #606 4 months ago
    Quoted from SickNate:

    Upper shot has 3 paths
    1 jump into wall ride/bounce to right ramp
    2 jump onto wire forms that drop off behind upper right flipper (not pictured)
    3 across rails to plunger lane for “thunder up” modes
    4 let go by and feeds lower right flipper
    [quoted image]

    Very cool very interested to see video of this, I’ve been thinking of upper flipper shots for a while so stoked to see how it plays.

    #607 4 months ago
    Quoted from SickNate:

    Upper shot has 3 paths
    1 jump into wall ride/bounce to right ramp
    2 jump onto wire forms that drop off behind upper right flipper (not pictured)
    3 across rails to plunger lane for “thunder up” modes
    4 let go by and feeds lower right flipper
    [quoted image]

    I just realized that upper deck flipper is going to beat the crap out of the right inside cabinet on missed shots.

    #608 4 months ago
    Quoted from SickNate:

    Upper shot has 3 paths
    1 jump into wall ride/bounce to right ramp
    2 jump onto wire forms that drop off behind upper right flipper (not pictured)
    3 across rails to plunger lane for “thunder up” modes
    4 let go by and feeds lower right flipper
    [quoted image]

    Looks like that PF has seen plenty of action and could do with a clean

    But in all seriousness, you've done an amazing job and stuck with it, it's very impressive! Looking forward to seeing the artwork

    #609 4 months ago
    Quoted from PinMonk:

    Are those white spots on the inlane guides just inserts, or are they player or software-controllable walls that let you block outlanes to make the side with the block up "safe?"
    Also, that left ball return will drop the ball past the inserts below, not on them, right?

    Yeah the wire form should drop the ball after the v8 inserts. The v8 inserts are also going to change.

    It’s inserts on the drain lanes. But an up down block for the save would be awesome

    #610 4 months ago

    If I read you right, your return/outlanes are reversed like Fathom, so a normal speed or faster ball down the outer return lane will make it over the gap to the left flipper. The small guide to the left of the gap (right on other flipper) should be a bit higher than the one next to the flipper so that can happen.

    No need for a pop-up-block in those gaps, just some rubbers on those small guides so a player can try to nudge save it like on Fathom.

    #611 4 months ago
    Quoted from miracleman:

    If I read you right, your return/outlanes are reversed like Fathom, so a normal speed or faster ball down the outer return lane will make it over the gap to the left flipper. The small guide to the left of the gap (right on other flipper) should be a bit higher than the one next to the flipper so that can happen.
    No need for a pop-up-block in those gaps, just some rubbers on those small guides so a player can try to nudge save it like on Fathom.

    We actually measured Fathom and offset the height the same amount.

    There will be one way gates after the gap(like fathom)

    2 months later
    #612 58 days ago

    How's that upper flipper working out? As an alternative, how about a diverter? Like on Funhouse.

    #613 56 days ago

    Flipper works good. Really fun shot. Haven’t done anything with the game since my last post. Just waiting on art. Here’s some concept stuff I recently got.

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    #614 56 days ago
    Quoted from SickNate:

    Flipper works good. Really fun shot. Haven’t done anything with the game since my last post. Just waiting on art. Here’s some concept stuff I recently got.[quoted image][quoted image]

    Very excited to see this in color on the PF with the plastics, etc. How far away do you think you are?

    #615 56 days ago

    Only thing holding this thing back is art.

    The artist is moving the inserts around so I don’t really want to code until that is done. Or at least insert locations are confirmed.

    We are trying to simplify the code. It was way to complicated and difficult to get modes going. It’s still complex, just not so confusing.

    I really really want to take this to the Chicago pinball show. I hope we can get the playfield art by then.

    #616 56 days ago
    Quoted from SickNate:

    Only thing holding this thing back is art.
    The artist is moving the inserts around so I don’t really want to code until that is done. Or at least insert locations are confirmed.
    We are trying to simplify the code. It was way to complicated and difficult to get modes going. It’s still complex, just not so confusing.
    I really really want to take this to the Chicago pinball show. I hope we can get the playfield art by then.

    Deep/complex code is good. Confusing is bad. Are you using callouts to direct the player? That's preferred to on-screen prompts since looking up is rarely done while you're playing unless there's a break in the action.

    1 month later
    #617 10 days ago

    Anything new to show?

    #618 9 days ago

    About to cut playfield rev b.

    Waiting on welder for rev b ramps.

    Waiting on art.

    Whole lot of waiting.

    #619 9 days ago
    Quoted from SickNate:

    About to cut playfield rev b.
    Waiting on welder for rev b ramps.
    Waiting on art.
    Whole lot of waiting.

    My old boss would tell me those are nothing but excuses and that I should just make it happen!

    12
    #620 7 days ago

    New ramps with shims/flaps are in.

    Amazing what a difference that makes.

    Also went with 18gauge this time instead of 20. Much better.

    Also changed the geometry on the upper left ramp so the Newton ball is easier to hit from lower right flipper.

    Sent off CAD file to router and am awaiting playfield revB

    29378903-0CD0-4EAE-9017-66AC1FA20B89 (resized).jpeg
    #621 7 days ago
    Quoted from SickNate:

    New ramps with shims/flaps are in.
    Amazing what a difference that makes

    What are those flaps made out of? Did you custom make them?
    Also, I always wondered if the screws (and rivets) don't interfere with ball trajectory.
    Why does the 18 gauge feels better than the 20?
    And if I may, what height are those ramps?

    Sorry for so many questions. I'm new to pinball and I'm gathering info to make my own homebrew in the future.

    #622 7 days ago
    Quoted from r0nin:

    What are those flaps made out of? Did you custom make them?
    Also, I always wondered if the screws (and rivets) don't interfere with ball trajectory.

    Probably spring steel.

    The screws are close to the ramp wall so they won't affect ball movement. They're also usually counter sunk into the ramp as much as possible. Since the ball is round, the screw head (in green below) is located on the ramp in the part the curve of the ball passes over that doesn't touch the ramp, so the ball doesn't touch the screws, only the wall and floor of the ramp.
    ramp-screw-example (resized).jpg

    #623 7 days ago

    I designed the flaps in solidworks and had them made at oshcut.com

    A made flaps out of .005” and .007” hardened spring steel.

    Are you asking what height the sides are or how much higher the ramps go than the playfield?

    #624 7 days ago
    Quoted from SickNate:

    Are you asking what height the sides are or how much higher the ramps go than the playfield?

    The latter, how high they are from the playfield.

    #625 7 days ago

    L to R
    3.1”, 2” and 2.5”

    But they go through the back wood so that is kinda high. Have to keep flipper power high for these ramps.

    Also 18 feels more solid. Balls seem to keep more speed on rebounds off the sides

    #626 7 days ago
    Quoted from SickNate:

    New ramps with shims/flaps are in.

    Always thought these were made out of a thin plastic sheet.
    Thanks for the answers PinMonk and SickNate!

    There are 626 posts in this topic. You are on page 13 of 13.

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