(Topic ID: 155203)

AC/DC

By newpinbin

8 years ago


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  • 136 posts
  • 47 Pinsiders participating
  • Latest reply 6 years ago by newpinbin
  • Topic is favorited by 1 Pinsider

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#117 7 years ago

Is there a slingshot pulse timing / strength setting in AC/DC? I can't find it in my LUCI. I know there's a setting in Metallica and Star Trek and TWD .. but I'm not seeing it. There's a coil strength setting, but I believe that's really just for flippers - which I need on at least medium anyway.

The slingshots are way, way too strong on my game ... and the only way to stop the ball flying off the left sling and smashing into the cannon assembly (then insta-draining) would be to reduce their ferocity.

Anyone got any idea? If I'm being blind and looking in the wrong place for the setting, fair enough. If not, why haven't Stern added it to the code if it exists for other late SAM games?

#119 7 years ago

Hmm, well I'm SURE there is one in ST and TWD ... I assumed Metallica must have it too. I think it's listed as Coil Pulse Timing, or something like that.

I assume it's not a limitation of the individual machines, but whether it's exposed in the game code.

#121 7 years ago
Quoted from bigd1979:

Another reason acdc needs one more code update. It doesn't have the extra settings that met, twd and other newer pins have. Its feature adjustment 160 on twd but acdc only goes to 120 or something.

It would REALLY help with cannon strikes. I hate that about that game. I know it's partly a shortcoming of that cannon design (TWD crossbow is far better), but less explosive slings would help enormously.

#123 7 years ago
Quoted from master_of_chaos:

I have measured the coil pulse timing with an oszilloscope because aof another issue, and there was no difference at all. ( Pulse length an count was same in each setting )
i have contacted Sterns technical support and they wrote, that this would be fixed in a future code release. that was one and a half year ago...
nevertheless , i am still hoping for a final code relaese, there is so much potential in this game:
- Cannon Modes
- Randomized targets lit for cannon shoots
- Dual usage of upper and lower playfield in some multiballs
- lower playfield modes that have to be finished (ie : shoot 3 times left and right loop, hit x times the targets and so on )
- you have to finish a song to advance...

There's actually a setting for AC/DC, or you're talking about ST / Met / TWD? Either way ... they might take 5 years to fix that, given that SAM is shortly to be two generations old ... even though they're still producing 3 games on it.

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