(Topic ID: 200105)

WW2 Themed Pinball - All new P-ROC ambitious Homebrew


By RacingPin

2 years ago



Topic Stats

  • 68 posts
  • 31 Pinsiders participating
  • Latest reply 1 year ago by Wolfmarsh
  • Topic is favorited by 49 Pinsiders

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    Topic poll

    “Name/theme suggestions:”

    • Name - WW2 13 votes
      34%
    • Name - Allies vs Axis 19 votes
      50%
    • Name/Re-tool - Hogans Heroes 3 votes
      8%
    • Name/Re-tool - Wonder Woman 3 votes
      8%

    (38 votes)

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    There are 68 posts in this topic. You are on page 1 of 2.
    18
    #1 2 years ago

    WW2 Themed Pinball - All new P-ROC ambitious Homebrew

    A tease: the playfield after three revisions:

    WW02 (resized).jpgWW03 (resized).jpg

    The playfield has the following so far:

    1. Drops: (1) 5 set; (1) 4 set; (1) 3 set; (1) 2 set; (1) 3 inline
    2. Pops: (2)
    3. Ramps: (1) Elevated; (1) Jump
    4. Interactive toys: (4) .. Plane, Tank, Barracks, Building
    5. Flippers: (3) 3 inch; (3) 2 inch
    6. Spinner: (1)
    7. Stand up Targets: (10+)
    8. Kick-out holes: (2)
    9. Mini playfields: (3) .. Town Square, Building Roof, Mine field (so far)
    10. Scoop (1)
    11. Skill shot(1)
    12. VUK(1)

    *****

    A little background - I've been collecting, fixing and playing pinball for about seven years. It all started when my wife 'strongly encouraged' me to get a pinball machine to round out our game room. I also have two boys which both help fix and play them.

    So after reading other builds I thought we have the elements to make this work:

    1. A wife supporting the build!
    2. One son who is studying mechanical engineering and knows Inventor software quite well
    3. We have a 3D printer
    4. My dad passed on his electrical engineering and woodworking skills to me
    5. I also resin cast and vacu-form as part of another hobby
    6. Both sons have great ideas about the build
    7. Plenty of parts at my finger tips
    8. I do programming for my day job

    Here is some insight into what we love in a layout:

    1. Drop targets and more drop targets
    2. Mini playfields
    3. Interactive pinball toys
    4. A layout where you can virtually see all the action
    5. Flipper 'setup' lanes
    6. Multi-ball options

    The goal is to get this done by June 2018. We actually started in June 2017 so a one year build

    #2 2 years ago

    Fuhrer's Fury!

    Looks cool, following.

    #3 2 years ago

    Neat. Widebody? P-ROC or P3-ROC? LCD or DMD? Did you start any of the hardware or is it virtual so far? and finally, what programming framework are you considering (skeletongame, MPF, other?)

    #4 2 years ago

    "Their Finest Hour."
    IMG_2726 (resized).JPG

    #5 2 years ago
    Quoted from luvthatapex2:

    Neat. Widebody? P-ROC or P3-ROC? LCD or DMD? Did you start any of the hardware or is it virtual so far? and finally, what programming framework are you considering (skeletongame, MPF, other?)

    It is a widebody. Using P-ROC. Programming in C#/.net. Experimenting with a Rasperry PI and windows IOR but it sure boots slow. Got the whiteboard laid out and we are flipping!

    Bunch of updates very soon.

    Mike V

    #6 2 years ago

    Wonder Woman would be an iconic name. (like Superman pinball, which I don't care for but the name is cool)

    #7 2 years ago

    Using P-roc, then it will be a DMD game. I think this is the first p-roc homebrew programmed in C#, so that will be interesting.
    I assume you are using a PI3? The original rPi doesn't have the memory or speed to run a game acceptably.

    Boot times are a problem even if you optomize the OS and don't preload assets. It will be hard pressed to get a 30 second boot if you are lucky. Wish you luck, and I'll be following!

    #8 2 years ago

    It will be DMD. I will also have a 12" tv screen in the middle of the backbox. It is the PI3 I have tried. I like it because of its small footprint and low power intake. Using VS2017 I can compile for IoT or windows 10 so I can decide later what to do.

    Mike V

    #9 2 years ago

    Been waiting for a ww2/army style game. How much is the preorder slot?

    #10 2 years ago

    Neat theme idea. Looks like you have a lot of the tools to get it done.
    Following.

    #12 2 years ago
    Quoted from luvthatapex2:

    I assume you are using a PI3? The original rPi doesn't have the memory or speed to run a game acceptably.

    As a blanket statement, this isn't true. We've had full DMD games (ie. JD, with full audio) running completely smoothly on small computers with less power and less memory than an original R-Pi. As always, performance is implementation and feature-set dependent. Of course, with the availability of more powerful computers now, there's little reason to try to use an original R-Pi, but some people enjoy optimizing their projects for extremely lightweight processors.

    Pinball logic barely taxes even the smallest processors. It's typically audio and video that cause performance problems, but there are lots of advanced libraries and optimization tricks for improving performance. Some like to squeeze every last bit of performance out of a processor as they can, while others would rather spend a few more dollars on something more powerful. To each their own.

    Regarding RacingPin's WW2 project... great theme and interesting layout. Having the whole family involved sounds like a huge win. Enjoy the process!

    - Gerry
    https://www.multimorphic.com

    #13 2 years ago

    Thanks! Seeing your Spaceballs progress at SFGE has helped inspire me ..

    Mike V

    #14 2 years ago
    Quoted from RacingPin:

    Thanks! Seeing your Spaceballs progress at SFGE has helped inspire me ..
    Mike V

    My very slow process, lol!

    Does your June 2018 goal mean you're bringing this to SFGE?! That would be awesome. I've really enjoyed meeting the other homebrew people at SFGE, and they are some of my favorite games.

    The Foo Fighters game by Kevin is something I look forward to every year.

    #15 2 years ago

    Awesome!!! Sounds like you have assembled a great support staff!

    Had your other thread in my favorites and was wondering how you were doing on this since you haven't posted in a while.....

    Any title names picked out yet? Edit- NM- missed top of first thread.....my bad....

    Looking forward to updates! Good luck!

    #16 2 years ago
    Quoted from Wolfmarsh:

    My very slow process, lol!
    Does your June 2018 goal mean you're bringing this to SFGE?! That would be awesome. I've really enjoyed meeting the other homebrew people at SFGE, and they are some of my favorite games.

    That's the goal! Maybe they can setup a Homebrew isle just for these machines. We must of had 4+ Homebrew there last time

    #17 2 years ago
    Quoted from nascarrey:

    Awesome!!! Sounds like you have assembled a great support staff!
    Had your other thread in my favorites and was wondering how you were doing on this since you haven't posted in a while.....
    Any title names picked out yet? Edit- NM- missed top of first thread.....my bad....
    Looking forward to updates! Good luck!

    A couple of other names have surfaced since the survey ( no way to update that):

    DMD Day
    Their Finest Hour

    Mike V

    #18 2 years ago
    Quoted from RacingPin:

    That's the goal! Maybe they can setup a Homebrew isle just for these machines. We must of had 4+ Homebrew there last time

    Yeah I think it would be cool to have a homebrew section. So many people asked me to open Spaceballs up, but I couldn't without blocking people playing normal games on either side of it.

    Looking forward to seeing more of your progress!

    #19 2 years ago

    Nice game theme. I think the right-side playfield elements are too close to the flippers, especially that 3bank of standups. BSD has punishing standups and they're almost twice as far away. Will be interesting to see how that area shoots.

    #20 2 years ago
    Quoted from RacingPin:

    A couple of other names have surfaced since the survey ( no way to update that):
    DMD Day
    Their Finest Hour
    Mike V

    I can think of a few names I could suggest.....but im not sure which of the props that I saw in the other thread youll be using.....

    #21 2 years ago
    Quoted from metallik:

    Nice game theme. I think the right-side playfield elements are too close to the flippers, especially that 3bank of standups. BSD has punishing standups and they're almost twice as far away. Will be interesting to see how that area shoots.

    Yeah .. that is a concern. Those are 2 inch flippers on 24 volts so it hopefully won't be to punishing. This weekend I will have all the but one flipper wired so I'll be able to test it.

    Mike V

    #22 2 years ago

    TOYS:

    The Tank: this is a partially 3D printed part and then a tank top from a model is added on top. Has a one way gate in the back and a switch inside to know the ball passed through. To creatively make this move we re-rigged a EM stepper to click 9 positions (about 100 degree turn) back and forth. This will allow easier programming and guarantee each position will be exact as it goes back and forth. It will only allow the ball into the mini-playfield if you get it directly under the tank (though the picture doesn't quite show it that way). The tank will also guard the mult-ball stack below it and a target above it.

    tank01 (resized).jpg
    tank03 (resized).jpg
    tank02 (resized).jpg

    The Barracks/Guardtower: it is kind of a half hollow plastic ball with a platform stuck in the middle. The ball loops up and then falls through one of the three holes. Depending on how it enters will determine the hole it goes through. At some point we will have lights to show the hole that was hit

    gt00 (resized).jpg
    gt01 (resized).jpg
    gt02 (resized).jpg

    The Main ramp: it is a altered T3 center ramp that will 'fall' when you blow it up. The top end will lower about a ball height to allow the ball to enter the plane. Then it will be raised back up

    The Plane: A hollowed out and modified vintage model plane. It will accept a ball from the ramp 'fall'. Then allow it out the rear for multi-ball. Rigged a spinner dead in front of it to give you the sense of a propeller!

    WW06 (resized).jpg

    The Building: not sure of what type it will be yet (ghetto, POW camp, etc). First did a lego model to get the dimension/windows/openings right. This will have six open window/doors which you will launch 1/4 inch captive balls in a crude cluster bomb explosion. You would need to 'clear' rooms and then be allowed onto the roof. There will be plastic 'walls' to keep the balls 'captive'.

    bd01 (resized).jpg
    bd02 (resized).jpg

    The Sub: this will light up in the box below the playfield. It will move to the left and then out of frame and back again. Four star roll over switches would need to be hit in order to sink it (the box would just go black)

    The ? mark: I envision some kind of boat here. Maybe an amphibious lander that you load or a battle ship you sink .. need input here!

    The Smart post: not really a toy per say but it is unique in its action. This remembers its state so you won't need to lock a coil on but in turn has the force of the coil to be able to get some good use out of it. Activate the coil and the post goes up and is locked in placed by the housing. Activate coil again and the post retracts. It will be the 'block' for ball releases and passage into the building. We are going to use this to raise and lower the ramp I hope

    sp01 (resized).jpg
    sp02 (resized).jpg

    Pop bumper Cap: Had my son research landmines and craft a pop bumper top to use. Here is what he came up with!

    pp01 (resized).jpg

    Mike V.

    #23 2 years ago

    Wow!! Amazing work thus far - very impressed!

    #24 2 years ago

    Looks great, only the 3 targets on the right are to close at the flippers.
    They drain the ball more than you want.

    #25 2 years ago
    Quoted from pinballwil:

    Looks great, only the 3 targets on the right are to close at the flippers.
    They drain the ball more than you want.

    Good catch! I did notice this during our testing that they would come back to the flippers and drain down the middle. We have since moved the targets back a little and rotated them counter-clockwise. They seem to be ok now with the ball heading towards the inlanes now.

    Mike V

    #26 2 years ago

    This looks like a great start. I am excited to see this progress.

    -Jim

    #27 2 years ago

    Looks amazing! Love that you used Lego to prototype the bunker. Keep up the great work!

    #28 2 years ago

    The OBJECTIVES: I'm trying not to reward based on 'death'. I know that this sounds odd in a war based pinball. My thoughts hear are:

    1: Reclaim stolen treasure/art
    2: Clear land mine fields
    3: Use the bombe code machine (three switches and six inserts) to crack a 'code' to gain complete control of the tank
    4: Free POWs
    5: Resupply armies with food and weapons
    6: Rescue wounded soldiers

    The MINI Playfields:

    1: Upper left. This will be the land mine clearing section. Enter using the small ramp. The better angle the ball enters the better the pop 'takes over' and keeps it up there. Also a 4 bank drop here. Has a drain to setup the third flipper

    2: The 'town square': enter here with a skill shoot or getting tank lined up and shooting the ball in. Clear building windows/doors and drop the drops. Once complete there you will be allowed to enter the roof

    3: the roof: enter here from town square. You 'simply' need to shot the ball to the exit hole to lock for part of multiball setup

    4: the boat: I envision a boat where the question mark is. You would get the ball on the boat and then 'fill' the boat with supplies

    #29 2 years ago
    Quoted from RacingPin:

    I'm trying not to reward based on 'death'.

    I'm far from being PC and have very thick skin so am not often offended by anything, but do find this idea a good one considering the possible audience.

    Great thinking and ideas for objectives!!

    #30 2 years ago

    The CONSTRUCTION:

    I just finished a restoration of a MOGW (Early 80s Gottlieb) using two machines to make one. That gave me a wide body cabinet and playfield to start me going.

    In order to make this a 'modern' performing cabinet I had to change the front leg mounts and change the depth/pitch of the playfield. I placed it on a homemade dolly to lower the whole thing to work on it.

    IMG_1068 (resized).JPGIMG_1069 (resized).JPGIMG_1071 (resized).JPG
    IMG_1072 (resized).JPG

    We gutted the entire playfield and cabinet. Added modern type switch/filter/main fuse assembly. Painted cabinet interior army green. Shrunk coin door opening to accept modern coin door. Depth of interior cabinet cut in the rear to accept upper playfield. Sanded art off the playfield. Also redid the lower section of the playfield to have the inlane/outlane setup the way we wanted. Covered the rest with paper and sketched out our first pass from the paper renderings we worked up

    IMG_1114 (resized).JPGIMG_1251 (resized).JPGIMG_1253 (resized).JPG
    IMG_1268 (resized).JPG

    #31 2 years ago

    Really like that you used a MGOW cab,great size for this project. Watching your progress.
    -Mike

    1 week later
    #32 2 years ago

    Update 1 (Let's get going):

    Added 'soon to be functioning' lower flippers and upper left flipper. Made a 'flat' tank module and built up the playfield posts, lanes and rubbers. Added a 3D printed 'pop bumper' type piece for testing. Lower pop bumper we decided to replace with a target section as shown on the first 3D rendering. That area will change again.

    Ramps are altered versions of ramps from:

    Big Guns
    T3
    Laser Wars

    Flipper assemblies at the bottom are from a Laser Wars as well at 50 volts. Upper flipper assembly is from an early 80s Williams machine at 24 volts. Flippers in the town square playfield have no assembly attached to them yet.

    Upper left mini playfield is a quick test version to see how the ball will land after being launched from the top jump ramp.

    Mike V

    IMG_1347 (resized).JPG
    IMG_1348 (resized).JPG

    #33 2 years ago

    Update 2: Power

    Let's get power going. Had a custom transformer/power supply combo built. Its an 8 amp with taps for 50v,25v,12v,6.3v and 5v of course. First action was to light the light from the 6.3v. Using the on/off switch. Success! Next was to install fuses and monitor amps/volts with those tiny readers.

    IMG_1267 (resized).JPG
    IMG_1269 (resized).JPGIMG_1339 (resized).JPG
    IMG_1341 (resized).JPG

    I used a thick gauge wire from the plug input to the transformer. Overkill I'm sure. Wire for all the rest of the coils will be 18 guage. The 50/25 volt will run the flippers and other coils so I wanted to monitor load on those. The 12/6.3/5 volts I'll just monitor voltage.

    #34 2 years ago

    Wow, this looks incredible! So many great and creative ideas, I'm sure you're all making a lot of homebrewers like me do a lot of thinking to try to step up our game. Can't wait to see this at SFGE!

    #35 2 years ago

    It's an interesting project, full of ideas, even if I did not understand everything about the circulation of the ball. The logic of the top playfield (with the bumper)seems obscure to me and I think it will also be difficult to place a target bank here.

    3 weeks later
    #36 2 years ago

    Update 3: Filling up the playfield

    I fitted the tank unit in place. Hooked it to the second set of flipper buttons. Also hooked up the town square flippers plus filled in cluster bomb balls. Both pop bumpers are in place as well as the kick out hole under the ramp. The underside is getting challenging fitting in everything. Still have a bunch of drop targets to go but left space.

    Was able to run some tests. Next post will show what changes were needed.

    Mike V

    IMG_1504 (resized).JPGIMG_1505 (resized).JPGIMG_1506 (resized).JPGIMG_1509 (resized).JPG

    #37 2 years ago

    Can’t wait to see this one. Following.

    #38 2 years ago

    What software are you using for the modeling?

    #39 2 years ago

    Why would you call it Wonder Woman? Wasn’t Wonder Woman the film set in the First World War, not the second?

    #40 2 years ago
    Quoted from Allibaster:

    What software are you using for the modeling?

    We are using Inventor software for the layout and C# .Net for controlling the machine

    Mike V

    #41 2 years ago
    Quoted from Richthofen:

    Why would you call it Wonder Woman? Wasn’t Wonder Woman the film set in the First World War, not the second?

    From what I can tell the comic book and first year of the TV show is set in the 40s. The new movie my have it set in the teens but I haven't seen it yet.

    Mike V

    #42 2 years ago

    Wish I had your skill set. Thanks for sharing. Cant wait to see it through to completion. Imo the title of this machine has not been spoken yet. When it is we will know.

    2 weeks later
    #43 2 years ago

    Update 4: Revision 4

    playfield3 (resized).JPGplayfield1 (resized).JPGplayfield2 (resized).JPG

    It's amazing how much actual testing reveals. Putting stuff in the lower portion of the playfield needs to be carefully thought out. The targets on the right lower section were causing a lot of fast returns to the outlanes and back to the flippers. This was wisely pointed out by a Pinsider earlier in the thread. The ramp entry also causes havoc when you hit the ramp wall ends. The rubber I had on one side was doing a great job absorbing the hit when it was angled forward. Also found some places the ball was getting stuck

    Improvements/Additions:

    1. Will add a second rubber stopper on the other ramp wall. Testing out a new rubbery filament in the 3D printer to make that happen.
    2. Placed the targets in a slightly different spot and angle them to have the ball go to the upper portion of the playfield after being hit
    3. Put a captive ball on the corner to absorb hard impacts
    4. Added a 'wallless' ramp on the left side to enter the new boat/dock setup. If the ball missed to the right I'll have a deflector to force the ball back to the playfield. It can't miss on the left side because it would hit the sling first. Still working on the details to slow the ball once it enters the boat
    5. One of the biggest 'getting stuck' locations was north of the tank depending on tank position. I added a blocking post where needed and curved the tank 'wall' to allow the ball to exit from that spot.
    6. The upper playfield jump also had some issues with the ball coming in to high at times and hitting the top of the one way gate. Built a nice overhang to angle the ball back down to the playfield

    boatdeck (resized).JPGcaptiveBall (resized).JPGIMG_1588 (resized).JPGIMG_1508 (resized).JPGIMG_1503 (resized).JPG

    #44 2 years ago

    Nice work! Did you use solidworks for you CAD program?

    #45 2 years ago

    added to favorites

    #46 2 years ago

    Coming together nicely. Your ramp and wireforms look awesome.

    #47 2 years ago

    This project is awesome!

    3 months later
    #48 1 year ago

    This is what most LE pins should look like. This thing is stacked. Like to offer an opinion for creating an adult “saving private ryan”, type alternate mode.

    #49 1 year ago

    Thanks all. Will be putting this in high gear to get it playable for SFGE here in Atlanta

    Updates very soon!

    Mike V

    #50 1 year ago
    Quoted from RacingPin:

    Thanks all. Will be putting this in high gear to get it playable for SFGE here in Atlanta
    Updates very soon!
    Mike V

    Now you have me excited! I agree this is definitely one of the most creative home brews out there. I had been looking forward to Spaceballs at SFGE but now I’m really excited I can play yours too!!! Can’t wait!

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