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Controls

vPinOps deliberately does not invent a control standard. Visual Pinball already has one, the whole community uses it, and it works out of the gate without you changing anything. The job here is to tell you what it is, not to replace it.

Key
← / →, or either flipper buttonmove between tables
Enter, or 1 (the start button)play the selected table
↑ / ↓move within the tray, once it is open
Tthe “needs attention” tray
Mthe OpsLink card — the address and password to open on your phone, and whether the service is running
Esc, or Qheldquit vPinOps. A tap does nothing on purpose: this is the same button you press to leave a table, so it takes about a second’s hold

A cabinet drives all of that from its own buttons — the flippers move the wheel and the start button launches, so you never need a keyboard to browse and play.

In Visual Pinball (while a table is playing)

Section titled “In Visual Pinball (while a table is playing)”

These are Visual Pinball’s keys, not vPinOps’. This is the standard a cabinet is wired to:

ControlKey
Left flipperLeft Shift
Right flipperRight Shift
Plunger / launchEnter
Start game1
Insert coin / credit5
Lockbar (magna-save etc.)Left Alt
Exit tableEsc

Every one of the front end’s own controls can be rebound. Open Map my controls from the vPinOps tray icon.

Press Add… next to an action, then press what you want it to be — a key, or a button on your cabinet. Both go through the same path, so there is nothing different to do for a controller. An action can hold several alternatives at once, each removable on its own, so adding one never takes away what already worked.

There is always a way back to the defaults. That is not a nicety: bind quit to something you cannot reach and you are locked out of your own front end.