(Topic ID: 184386)

Aerosmith owner? Then walk this way!

By TimeBandit

5 years ago


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  • 3,791 posts
  • 354 Pinsiders participating
  • Latest reply 9 days ago by SonicZone
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There are 3,791 posts in this topic. You are on page 76 of 76.
#3751 3 months ago
Quoted from djreddog:

Currently running custom 1.07 code. Temporarily I want to run standard code.
Does anyone have 1.07 archived somewhere I can download?

You don’t have to run the same code as the custom code is running. I swap between my custom code and the latest Stern code. I also have several different playlist mixes running the latest Stern code. You can swap back-and-forth without any issues.

#3752 3 months ago
Quoted from PoMC:

You don’t have to run the same code as the custom code is running. I swap between my custom code and the latest Stern code. I also have several different playlist mixes running the latest Stern code. You can swap back-and-forth without any issues.

Ahh thanks! I wasn’t sure if I used stock 1.10 code if it would update the bios or nodes or something that the 1.07 code wouldn’t recognize.

#3753 3 months ago
Quoted from djreddog:

Ahh thanks! I wasn’t sure if I used stock 1.10 code if it would update the bios or nodes or something that the 1.07 code wouldn’t recognize.

The node boards get updated just fine as you swap back and forth different versions.

#3754 3 months ago
Quoted from PoMC:

The node boards get updated just fine as you swap back and forth different versions.

You do this by just swapping the SD cards?

#3755 3 months ago
Quoted from Monk:

You do this by just swapping the SD cards?

Yes. When an older version is inserted, it "updates" the node boards to that version. Insert the new code SD card, and it "updates" to that version.

Can swap back and forth all day long.

#3756 3 months ago

I’ve downloaded the image now 4 different times on 3 different computers. Every time I try and extract it says file corrupted.

EDIT - got it to work on a 4th computer. Odd.

#3757 3 months ago

Ok fellas - finally ready to address the sound in this game with some upgrades. Would appreciate any you’ve tried.
Also, has anyone switched to a metal or alternate apron on a pro?
Thanks for any input!

#3758 3 months ago
Quoted from Vino:

Ok fellas - finally ready to address the sound in this game with some upgrades. Would appreciate any you’ve tried.
Also, has anyone switched to a metal or alternate apron on a pro?
Thanks for any input!

Pinwoofer is amazing on this game. Mine had flipper fidelity in it, huge ,huge upgrade with pwoofs.

#3760 3 months ago

I have the pro and just upgraded to 5.25 speakers using the speakerlightkit.com replacement baffle and Alpine S-S50. I have those in both this and Rush and they sound awesome. Really brings balanced mid range and highs without any EQ. I also added an external 10 Polk sub. Great combo

#3761 3 months ago
Quoted from wtatumjr:

Great! I really like the concert footage. It really adds to the game.</

Ok fellas - finally ready to address the sound in this game with some upgrades. Would appreciate any you’ve tried.
Also, has anyone switched to a metal or alternate apron on a pro?
Thanks for any input!

I put in the 3 piece flipper fidelity set and pinnovator sub out for a 12” front firing JBL sub. The game really pounds now and I’m happy with the result

#3762 3 months ago
Quoted from Vino:

Ok fellas - finally ready to address the sound in this game with some upgrades. Would appreciate any you’ve tried.
Also, has anyone switched to a metal or alternate apron on a pro?
Thanks for any input!

I put in the 3 piece flipper fidelity speaker set and pinnovator sub out. Happy with the result.

11
#3763 3 months ago

I’m in the club! I bought another Who-Dey machine home! I only drove 2000 miles to get it.

78255E23-6C6C-4117-B683-7A708DFEC394 (resized).jpeg
1 week later
#3764 3 months ago

Anyone had a reset during play. It just random and two players are up. Score is is zero. Really weird. I’m thinking corrupted code.

#3765 3 months ago

That hasn’t happened to me

But since updating to the latest code
The pin startup has significantly got longer

Pin can’t find NODE Board 10 until the final second when it’s ready, which is annoying as well.

I’m thinking reverting back to old code.
If I can find code 1.07

#3766 3 months ago
Quoted from Apollo18:

That hasn’t happened to me
But since updating to the latest code
The pin startup has significantly got longer
Pin can’t find NODE Board 10 until the final second when it’s ready, which is annoying as well.
I’m thinking reverting back to old code.
If I can find code 1.07

Oh mine on 1.07. I takes a long time to boot up also. It’s after the ball drain on the reset. think saw some diodes repair or something on this thread. I really don’t want to wipe out Terry’s high scores. Unless I can beat them myself. Time to problem solve.

#3767 3 months ago
Quoted from Gunnut40:

Anyone had a reset during play. It just random and two players are up. Score is is zero. Really weird. I’m thinking corrupted code.

Yes. I was having reset's randomly for a few months. Replaced memory card with more expensive version. Updated to latest code. Each time it seemed to work for a while then fail again. Sometimes it would play fine for 30 - 40 minutes and then in the middle of a game it would just hang, solenoids would go dead, screen would lock on last image displayed. Was contemplating swapping CPU board with another machine but it finally stop working completely . Boot up failed to find Node Board 8. Removed node board 8 and measured dead short on 6V power rail. Replaced node board and no more problems. Seemed odd to me that the node board became intermittent, would work for some time then finally a dead short.

#3768 3 months ago

Sweet a new board. Time to work some more OT.

2 weeks later
#3769 75 days ago

Please Help.

Right Ramp.
The shot registers, points are given
BUT the ramp light remains lit and the shot is Not recognized towards game progress.

I have done switch test and in game ,
Ramp Enter & Ramp Exit Are registering.

this message started popping up after I did the code lastest update.
(Photos below)

#3770 75 days ago

Deleted. Wrong solution. Apologies!

#3771 75 days ago
Quoted from Apollo18:

Please Help.
Right Ramp.
The shot registers, points are given
BUT the ramp light remains lit and the shot is Not recognized towards game progress.
I have done switch test and in game ,
Ramp Enter & Ramp Exit Are registering.
this message started popping up after I did the code lastest update.
(Photos below)
[quoted image][quoted image][quoted image]

What are the other 10 Tech Alerts in the Service menu? Node 10 not found is alert 11 of 11. Any chance you installed Pre/LE code on a Pro model?

#3772 75 days ago

.

#3773 75 days ago

Resolved.

#3774 75 days ago
Quoted from Apollo18:

It’s these (I can’t make sense of them so please look and advise). Thnx. [quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

All of those errors are related to the upper playfield which is controlled by node 10. The Pro model does not have the upper play field nor node 10. If you have a Pro model this indicates the incorrect version of software was installed, if you have a Pre/LE model this indicate the node 10 is unplugged from power or the RF45 cable is unplugged, or the node is malfunctioning.

#3775 75 days ago

Ok
I have a pro.

I will re-do the update.

Thank you. As always I greatly appreciate the support here.

#3776 75 days ago

Anywhere I can find the custom code for an LE/prem ? Much appreciated> with live footage and RunDMC

1 week later
#3777 63 days ago

Has anyone installed the insider connected to this game? Thoughts?
Wondering if Stern put effort into it or pass for now.

#3778 63 days ago

Been having issues with ball launch into toybox since i bought this a few months ago, tried all adjustments in settings, only about 50% accuracy. I took out stock coil sleeve and replaced with a flipper sleeve, which is about 1/2" longer, and I'm prob 99% now. The extra length stabilizes the plunger. Only time it missed was during a multiball, but in normal play, it's near 100%. Now I'm loving this game again!

#3779 63 days ago
Quoted from Vino:

Has anyone installed the insider connected to this game? Thoughts?
Wondering if Stern put effort into it or pass for now.

I have. I move my QR reader to my different games and it’s the same as the other games.

#3780 63 days ago
Quoted from Vino:

Has anyone installed the insider connected to this game? Thoughts?
Wondering if Stern put effort into it or pass for now.

It is entertaining to accomplish some additional tasks in the game. It has me working on things that I wouldn't do otherwise.

And I would say it is the only mod that gives you something new to do in a game. For $200...I think it is worth it.

1 week later
#3781 56 days ago

I had a white LED shooter housing mod laying around. Last night after having a few drinks I installed it on Aerosmith. Looks just fine But I wouldn’t purposely buy it.

I also bought a four dollar magnet of Aerosmith album covers to hide the holes in the coin door from a card swipe that was previously installed.

19D3EB0F-7A2E-4C33-A47E-75E1D8657462 (resized).jpeg
1 week later
#3782 46 days ago

We just got an Aerosmith so we are new to this thread. Is it normal that the toy box lid closes just before the ball shoots to it and then reopens right after? Sometimes it allows the shot but about half the time it closes first. I tried searching this forum but couldn’t find anything. Thanks for the help

#3783 46 days ago
Quoted from Newtothis:

We just got an Aerosmith so we are new to this thread. Is it normal that the toy ox lid closes just before the ball shoots to it and then reopens right after? Sometimes it allows the shot but about half the time it closes first. I tried searching this forum but couldn’t find anything. Thanks for the help

I think what you're describing depends on how many Toy Box locks have been made by the other player(s) in a game.

For example, if Player 1 gets one ball physically locked in the box then drains, Player 2's first lock is treated as a "virtual" lock (kicked into Jacky's face w/the lid closed) because a 2nd ball into the box in that case would potentially give P1 an additional ball in multiball they're not supposed to have. But P2's 2nd ball lock will actually go in, and if that happens P1's 2nd lock would be a virtual one, and so on...

In summary, the Toy Box will not collect more locked balls than ANY player in a game is supposed to have in it.

Hope that clarifies things a little

#3784 46 days ago
Quoted from SonicZone:

I think what you're describing depends on how many Toy Box locks have been made by the other player(s) in a game.
For example, if Player 1 gets one ball physically locked in the box then drains, Player 2's first lock is treated as a "virtual" lock (kicked into Jacky's face w/the lid closed) because a 2nd ball into the box in that case would potentially give P1 an additional ball in multiball they're not supposed to have. But P2's 2nd ball lock will actually go in, and if that happens P1's 2nd lock would be a virtual one, and so on...
In summary, the Toy Box will not collect more locked balls than ANY player in a game is supposed to have in it.
Hope that clarifies things a little

easy

but even more (to be confirmed by Aero owner) :

let's imagine P1 did lock 4 balls in the box, but didnt start the MB, and drain...
P2 can than lock (virtualy) only 3, start his MB, and than get 5 balls on the PF (his own ball + the 4 who were in the box)
in this case, jackpots will score as a 3 ball MB, and if draining quickly (save ball on) i think the game will not give ball back (until 3 are on the PF)
that's why, in tournament, lock must be set to virtual

#3785 45 days ago
Quoted from PoMC:

I had a white LED shooter housing mod laying around. Last night after having a few drinks I installed it on Aerosmith. Looks just fine But I wouldn’t purposely buy it.
I also bought a four dollar magnet of Aerosmith album covers to hide the holes in the coin door from a card swipe that was previously installed.
[quoted image]

Since it's lit you might want to try the semi clear Mezel shooter.

PXL_20220629_102805497 (resized).jpg
#3786 45 days ago
Quoted from SonicZone:

I think what you're describing depends on how many Toy Box locks have been made by the other player(s) in a game.
For example, if Player 1 gets one ball physically locked in the box then drains, Player 2's first lock is treated as a "virtual" lock (kicked into Jacky's face w/the lid closed) because a 2nd ball into the box in that case would potentially give P1 an additional ball in multiball they're not supposed to have. But P2's 2nd ball lock will actually go in, and if that happens P1's 2nd lock would be a virtual one, and so on...
In summary, the Toy Box will not collect more locked balls than ANY player in a game is supposed to have in it.
Hope that clarifies things a little

Thank you. I though something was wrong with the game. I found it very odd that the lid would be open and then close and shoot a ball into the back of the character's head and reopen afterwards. Very refreshing to know it is supposed to do that. But yes, now that you mention it, the only times I noticed it doing that was when my wife and I were playing a 2 player game.

3 weeks later
#3787 18 days ago

I'm going to be updating the 1.10 code since I've started playing the game more lately using Insider Connected and trying to get achievements.

Will make a few versions available. One with attract mode videos and everything else stock; another with live music videos replacing the multiball videos. Another full version with all animated videos replaced with live videos may be made again too.

1 week later
#3788 10 days ago

New Game Code ! (Mainly Home Team feature):

V1.11.0 - July 29, 2022
=====================

- STERN INSIDER CONNECTED
Home Team
The Home Team features allows Insider Connected players to log in
and play without scanning their QR code.
When the game is registered to a home location and set to Free Play,
Home Team can be enabled via Standard Adjust #51 or from Guided Setup.
Up to 8 players can be added to the Home Team from the Stern Insider
Connected Setup menu.
The Home Team can be shared across all games registered at the game's
location by enabling the Home Team Standard Adjustment on each game.
Players need only be added once to the Home Team. Players can be
later removed from the Home Team, and guests can be temporarily
added to the Home Team.
Find out more about Home Team at http://insider.sternpinball.com.
- Updated to nodeboard firmware/protocol v1.00.0
- Correct the replay score boost when Standard Adjustment REPLAY TYPE is set to DYNAMIC.
All REPLAY LEVELS for all players are potentially immediately incremented instead of only replay level 1.
- Correct Standard Adjustment FREE PLAY LIMIT. Previously this adjustment would not be honored
in all circumstances. FREE PLAY LIMIT sets the maximum number of free games which a
player can win during a game. Once the FREE PLAY LIMIT is reached, a player will not receive
a free game from:
a REPLAY level (if REPLAY AWARD is set to CREDIT)
a SPECIAL (if SPECIAL AWARD is set to CREDIT)
Grand Champion/High Score (if HIGH SCORE AWARD is set to CREDIT
a match (if MATCH AWARD is set to CREDIT)
- The default setting for FREE PLAY LIMIT is 5 games (per player per game played).
NOTE setting the FREE PLAY LIMIT to a value less than the number of REPLAY LEVELS
will decrease the number of REPLAY levels available.
- Fixed redundant sound effects when scanning into Insider Connected in some
instances.
- Added Standard Audit "Total Power On Time". This is a lifetime audit of the
hours, minutes, seconds the machine has been powered on. This lifetime audit
will start accumulating with this update.
- Added the ability to unregister a machine via the Stern Insider Connected menu.
A machine must be unregistered from an Insider Connected account prior to being
added to a new account. Highlighting and selecting "Yes, unregister this game."
will unregister the game from your account.
- Stern Insider Connect Setup Screens:
IP, network name, and Wi-Fi signal strength displayed in top corners of display.
- Added Net->About->Events page
This page will display:
The current date and time
The date and time the game was recently powered on
The play count since powered on
The coin count since powered on
The paid credit count since powered on
The service credit count since powered on
The coin door open count since powered on
The tilt count since powered on
The date and time the game was previous powered on
The date and time the game was previous powered off
The lifetime power on count
- Update the factory default value of "ALLOW LEFT+START TO END GAME" to "FREE PLAY ONLY".
- Update Install Competition: set "ALLOW LEFT+START TO END GAME" to "NEVER".
- Added new Standard Adjustment "COIN ACCEPTOR" whose value can be "MECHANICAL" or "ELECTRONIC", and
default value is "MECHANICAL". This adjustment is only available when the Country is set to Italy
and Free Play is set to No.
The coin door for Italy with a MECHANICAL acceptor is configured:
left coin switch: EUR 0.50
center coin switch: EUR 0.10
right coin switch: EUR 0.50
4th coin switch: EUR 0.10
5th coin switch: EUR 0
6th coin switch: EUR 0
The coin door for Italy with a Electronic acceptor is configured:
left coin switch: EUR 0.50
center coin switch: EUR 1.00
right coin switch: EUR 2.00
4th coin switch: EUR 0.20
5th coin switch: EUR 0
6th coin switch: EUR 0
- Guided Setup
Added "Coin Acceptor" setting, only available when Country is set to Italy and "Free Play" is No.
Hide "Game Pricing" when "Free Play" is set to Yes.
Add translation strings for some top level selections.
- Fixed game reboot issue at power on with coin door interlock switch in the open position.
- Insider Connected attract mode screen updated to display the location name and green check mark with
Verified Location if the machine is registered to a pro account.
- Added a "DJ Mixer" music player to the game play mode menu that appears in
the attract mode.
- To start, hold in both flipper buttons. When the GAME PLAY MODE MENU appears
use the flipper buttons to navigate the DJ MIXER player, use the
START BUTTON to enter your selection.
- Use buttons to control the player
- LEFT BUTTON will restart the current tune. It will go to the previous
song if pressed near the start of a song.
- RIGHT BUTTON will move to the next song.
- The LOCKDOWN BAR BUTTON will exit the DJ MIXER.
- The START BUTTON will exit the DJ MIXER.
- Both flipper buttons will Pause or un-pause the mode. After some time,
while paused, the DJ MIXER will automatically end.
- There are three new adjustments in the STANDARD ADJUSTMENTS for this:
- PLAYER DJ MIXER MODE - Default = YES
- NO - Do not include in the GAME PLAY MENU
- YES - Include in the GAME PLAY MENU
- DJ MIXER PLAYLIST MODE - Default = ORDERED PLAYBACK
- ORDERED PLAYBACK - play songs in order
- SHUFFLE PLAYBACK - play songs in a random order
- DJ MIXER PLAYLIST REPEAT - Default = YES
- NO - Return to the attract mode when the playlist ends.
- YES - Restart the playlist when it ends.
- The game must be in FREE PLAY to use the DJ MIXER
- Removed left flipper tournament mode select (superseded by both flippers for game mode menu)
and replaced default game mode menu with a game specific menu.
- Added adjustments to change the strength of the flippers.
- Fixed a bug where the number of credits were not being updated/displayed immediately in the attract mode.
- Changed the debounce timing on coin switches.
- The Game Over display effect now appears before the Play Again display effect.
- Replaced the default game mode menu with one customized to match the rest of the game's graphics.
- Removed left flipper competition mode select (superseded by both flippers for game mode menu)
and replaced default game mode menu with a game specific menu.
- Fixed the Love in an Elevator Multiball start/super jackpot lightshows to
make the playfield blinking lightshows more uniform.
- Changed the logic to make the player score boarder graphics to appear more quickly
when transitioning from award display effects.
- Changed logic to determine when to play the game over music.
- Changed logic to determine when to "eject locked balls at game over".
- Connectivity icons moved to in front of rats.
- Moved the connectivity icons to the center of scores.
- Changed the timing on when "Crank it Up" Connectivity awards appear.

#3789 10 days ago

Glad I didn't dive in too far on my update.

#3790 10 days ago

I finally got around to having my quiet fan kit installed.
A few big blobs of adhesive holding the cord.
Of well, I saved the old fan from my other Stern that wasn't full of glue.
At least I have a spare if something were to go south.

#3791 9 days ago

Found a neat little surprise in the DJ Mixer mode in the new 1.11 code that just dropped:

Three of the songs I listened to in the Mixer are alternate versions (not the regular ones used in the gameplay that we all know). "Sweet Emotion" in Mixer is the one that instead of the instrumental break at the end has the looping chorus, "Last Child" is the "hot" mix with more pronounced echo on Tyler's vocal and "Same Old Song And Dance" has a few alternate vocal bits including the censored 2nd (cocaine) verse that was likely done so the record could get radio airplay.

All of these were the 45 RPM single versions in the US (and likely elsewhere) back in the day. Wonder how many more of these alternates/singles made it into DJ Mixer?

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