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Started by Zebidee - Last post by Daniel B.

Can u send me tracking just so I can keep an eye?

it's no problem (the delay) Your health is more important and you never once made me worry I made a bad decision. I'm excited for the blue LED!!!

To all reading, I'm going to try to learn Fusion3D to design a case for Greenantz and will make the STL file public or will print for you for price of plastic and shipping!!!!!

It's the kick in the ass i need to learn this software. If this guy and his buddy could create a dope ass transcoder - I could learn 3d modelling for 3dprinting right? RIGHT!

I work 80 hours a week 6 days a week, It could take awhwile.

Started by Klipp - Last post by Klipp

Hey FrankRizzo- I actually *Did* swap the wires for gas and break. Nothing was different... the car couldn't 100 mph and no double pump. But thanks for a good suggestion :-)

Started by Ond - Last post by Zebidee

This build needs a sticky thread   ::)

I'd be happy to have the thread stickied, eventually, but not this early in the project  :)


There are other kinds of sticky threads! Pun intended, sorry I couldn't resist.

You could seriously freak people out with a subtly-placed lifelike prop  >:D

14   Main Forum / Re: Daytona USA - Cars catch upon Yesterday at 09:05:47 pm

Started by tangodownNZ - Last post by tangodownNZ

So I have researched and found a way to turn off catch up mode. You are welcome.
However, I need help to turn off tyre degradation when catch up mode is off.
The tyre deg is really unrealistic. After only one lap the car starts sliding everywhere and is impossible to control.
This should be an easy mod for somebody who can program games?
Please help!!!

No handicap mode: The game keeps races close by increasing the top speed of any car that is not in first place, which gives all players a chance to catch up. To disable this option (On "Twin Type" games only), press all four view change buttons at the course selection screen. A small white point will appear in the upper left corner of the screen. In multi-player races, No Handicap Mode will only be activated if more than half of the players enter this code. If the machine is configured for Grand Prix mode or Endurance mode as described above, entering the No Handicap Mode will have added effect of wearing away your tires during game. The amount of tire wear depends on your mileage and speed.

Started by abispac - Last post by abispac

YEs, i just had my tp70 bill acceptor delivered today, I'm gonna have to make some adjustments to fit there, but it should work, ill post some pictures later on today.

Started by Klipp - Last post by frankrizzo2

You could also swap the brake and gas potentiometers too and see if that changes anything after a calibration

Started by graeflicher - Last post by SailorSat

Hm... how fast are your machines?
As you are running SR2 in 4 player mode your ip/port config should be fine.

Did you setup the cabinet IDs and and match the settings? (like country, cabinet type etc.)

Started by l1nt - Last post by l1nt

Just to not leave this thread hanging, I had a local repair guy come out and check everything (former Bally/Williams Employee). He could find nothing wrong with the board, connections or the solenoid. We stepped up the fuse by .5 and I have not had any issues since. Running 1amp slo-blo now with no issues. Still unclear as to why this machine wants to be overfused a little but I will take it.

Started by Klipp - Last post by Klipp

Ok will do. Thank you for that :-)

Started by graeflicher - Last post by graeflicher

I wanted to run Scud Race in 4 player mode on dedicated PCs using the supermodel emulator. Since Sega Rally 2 did work quite well I re-used the same setup for Scud Race. The network settings in the .ini worked out for SR2, so I figured they might be good for Scud Race as well. However, there were some problems once the game started. The machines would sync and go ingame but only 2 player-mode would show. Then, 2 machines would start single races and 2 get stuck waiting for other players. Did anybody have success getting all 4 players to run properly?
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