Williams Black Knight 2000 - Rev. History

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RC2 11-07-2003 (07.11.2003) - Lio
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2nd public release. 

Special Thanks to Krellan & Zaphod for their changes:
-better flipper settings & ball through flipper fix (and workarounds necessary for those changes)
-better kickback handling
-ability to knock down more than one target with a single shot on the K-N-I-G-H-T targets
-better plunger shot (lets player deceide whether ball goes into W-i-N lanes or loop

Other Changes:
-lowered elasticity on metal ball guides to 0,2
-smoothed out skyway loop shot
-added ramp texture
-added metal texture to the apron rails
-added a few screws
-brightened green insterts a little
-adjusted some decals so they cover the lights perfectly (only noticeable in 1600x1200)
-probably some more changes i canīt recall that happened over the months since the first release


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RC1 (04.01.2003) - Lio
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Initial release. 
Not exactly what i wanted it to be but iīm still quite content with it.

Iīd like to give credit to:
-Steve Ritchie and everyone else at Williams that was involved with BK2K
-Randy and Black (vp)
-the (v)piname devs
-Dan Roth a.k.a. BubleHEAD (for scripting that nice target bank in AFM...)
-all vp(m) table authors in general
-and all the other nice and helpfull people over at vpforums


if you suffer from poor performance you can turn off the GI and Flasher effects:
gote script line 45/46 where it says:

Const GI_Enabled = True        'set to "False" to disable GI lighting effects
Const Flashers_Enabled = True  'set to "False" to disable Flasher effects

and set True to False.

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Known Problems:

Fast balls will sometimes fall off the wire ramps that leads from the upper
to the lower playfield (it happens on the real thing as well but it wasnīt 
intended to be in the vpm conversion)

the ball can get trapped behind the upper right flipper - nothing unusual here
thatīs what happens on the real thing as well
unfortunately it can cause vp to hang :(

Kickback can miss fast balls (happens on the real thing as well, but again this
wasnīt meant to carried over to the vpm conversion)

the magnet will sometimes throw the ball off itsī center - i tried tweaking the
magnet settings but i havenīt found a setting that would let the ball twirl around
for some time but still grab it tight to the center. there is a script opting however
(line 651 - MagnaSave.GrabCenter = True), if you remove the " ' " infront of that
line the magnet will grab the ball dead-center...doesnīt look like the real bk2k
magnet but at least it works 100%.

Do do:
Maybe iīll add lense effects to the lights - not yet sure when or if.
improve lighting and flasher effects (and add more of them)
and idontknowhatelse...time will tell