(Topic ID: 139061)

Airborne Club - Cleared for takeoff on runway 4Q

By SilverUnicorn

8 years ago


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  • 329 posts
  • 51 Pinsiders participating
  • Latest reply 17 days ago by Sonic
  • Topic is favorited by 22 Pinsiders

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There are 329 posts in this topic. You are on page 7 of 7.
#301 6 months ago
Quoted from nerbflong:

I'm glad you like the coloring! Although I'm confused that you call AB the bummer and I'm hoping that's a language thing because in English a bummer means disappointment.

My fault .. yes a language thing
I thought a bummer is a cool thing , over the top ...
So lets say. The coloring is over the top ! The other Capcoms are also very good, but on AB are now things to see, I never saw with the original display. I also tried a pin2dmd with blue color , it was horrible.

#302 6 months ago
Quoted from TomDK:

My fault .. yes a language thing
I thought a bummer is a cool thing , over the top ...
So lets say. The coloring is over the top ! The other Capcoms are also very good, but on AB are now things to see, I never saw with the original display. I also tried a pin2dmd with blue color , it was horrible.

Was thinking the same thing, but figured it was a language misuse....mine arrives today - I'll post pics and give my opin....

Matt

#303 6 months ago
Quoted from TomDK:

My fault .. yes a language thing
I thought a bummer is a cool thing , over the top ...
So lets say. The coloring is over the top ! The other Capcoms are also very good, but on AB are now things to see, I never saw with the original display. I also tried a pin2dmd with blue color , it was horrible.

Bummer might be slang for a cool thing. Hard to keep up these days. Just very glad you like the coloring

#304 6 months ago
Quoted from TomDK:

My fault .. yes a language thing
I thought a bummer is a cool thing , over the top ...
So lets say. The coloring is over the top ! The other Capcoms are also very good, but on AB are now things to see, I never saw with the original display. I also tried a pin2dmd with blue color , it was horrible.

Got it installed this evening - pretty simple install. I agree...the animations that were always present are now strikingly visible in greater detail than I expected...this is really impressive...it is very fascinating for me to see what Williams/DE was doing vs Capcom - I have ColorDMD's in TFTC, CFTBL and TS...and they look great with ColorDMD's, but the Capcom animation/dot work is superior and the ColorDMD really emphasizes this....

2 weeks later
#305 5 months ago

Hi guys! I became the owner of an airborn, it is in a semi-dead state. I have 2 problems that I can’t overcome, please help. 1) how to turn off buy-in? I have already switched the car to freeplay and even installed the tournament mode, but after every game I still buy in... this is already infuriating. 2) My GI lamps strobe very strongly, so much so that I didn’t put led on at all, but on incandescent lamps it strobes so that I can even count the number of strobes, I’m trying to understand whether this is a problem with the machine (all capacitors have been soldered to new ones and all transistors have been checked) or a problem Shima and the fact that in my country there is 50Hz in the network? Thank you

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#306 5 months ago

Page 21 of the manual..>Feature B4-05...allow buy-in...as for your flicker...I do assume the 50hz has something to do with this...but, since all lights are controlled the same - don't you mean ALL of your lights strobe - not just GI?

#307 5 months ago
Quoted from Sonic:

Page 21 of the manual..>Feature B4-05...allow buy-in...as for your flicker...I do assume the 50hz has something to do with this...but, since all lights are controlled the same - don't you mean ALL of your lights strobe - not just GI?

Thx! Yes, I found this place, but the problem is that when I turned off the buy-in, it still appears at the end of every game. The other functions have the same problem, for example, I set a replay reward - extra ball, but this also does not happen, maybe there is some kind of lock that does not allow all gameplay changes into the game? Regarding light bulbs. Sorry, I didn’t word it correctly, but ALL the light bulbs are strobing - GI, backbox, inserts.

#308 5 months ago
Quoted from sandviper:

Thx! Yes, I found this place, but the problem is that when I turned off the buy-in, it still appears at the end of every game. The other functions have the same problem, for example, I set a replay reward - extra ball, but this also does not happen, maybe there is some kind of lock that does not allow all gameplay changes into the game? Regarding light bulbs. Sorry, I didn’t word it correctly, but ALL the light bulbs are strobing - GI, backbox, inserts.

For the software oddity - I'd do a factory reset...it's the only thing left...otherwise - I believe the strobing - you may want to look up how the transformer is wired - should be in the manual - to make sure the correct European wiring was chosen...it may be set config'd for US...you should be 230V/50Hz...i'm not certain the 50hz matters much - but double check our outlet voltage is at 230...then pins 1 & 7 are your in with a jumper at 3 & 9...you could be config'd at 215 or your outlet voltage is at 215 and you are config'd for 230...

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#309 5 months ago
Quoted from Sonic:

For the software oddity - I'd do a factory reset...it's the only thing left...otherwise - I believe the strobing - you may want to look up how the transformer is wired - should be in the manual - to make sure the correct European wiring was chosen...it may be set config'd for US...you should be 230V/50Hz...i'm not certain the 50hz matters much - but double check our outlet voltage is at 230...then pins 1 & 7 are your in with a jumper at 3 & 9...you could be config'd at 215 or your outlet voltage is at 215 and you are config'd for 230...
[quoted image]

jumper in the transformer connection - the first thing we checked, the second was replacing the capacitors, the third was checking all the chips with an oscilloscope... nothing helped. Thank you, I'll try to do a factor reset. As for the strobe, it seems to me that this is a problem with all airborns. But if I insert any led bulb into the GI, it just blinks and does not light up.

#310 5 months ago
Quoted from sandviper:

jumper in the transformer connection - the first thing we checked, the second was replacing the capacitors, the third was checking all the chips with an oscilloscope... nothing helped. Thank you, I'll try to do a factor reset. As for the strobe, it seems to me that this is a problem with all airborns. But if I insert any led bulb into the GI, it just blinks and does not light up.

Correct. You cannot use LED's in Capcom pins without an OCDLED board and that same board CAN also work with incandescent bulbs too....but devils' in the details...make sure what the voltage coming in to the house is...you cannot assume...if it's low at 215 - then you need to change your jumpers...in the US - it is said to be 110...120...115 (it varies) ...so it's possible you have 215 coming in and config'd for 230....my Airborne lights do not strobe - I'm still using incandescent...

#311 5 months ago

As Sonic wrote.
Remove *ALL* LED from the machine. One LED can confuse the whole machine without LED OCD.

Capcom pulses all lights on a very own way, not to compare with WMS games from this area.

In the german forums we have a member with the same problem, thanks for the informations about the transformer. I will pass this information !

Here is a nice video I made from the great attract mode , as you see: No static GI ... all lamps are controlled.

1 week later
#312 5 months ago
Quoted from TomDK:

As Sonic wrote.
Remove *ALL* LED from the machine. One LED can confuse the whole machine without LED OCD.
Capcom pulses all lights on a very own way, not to compare with WMS games from this area.
In the german forums we have a member with the same problem, thanks for the informations about the transformer. I will pass this information !
Here is a nice video I made from the great attract mode , as you see: No static GI ... all lamps are controlled.

Yes, I know about led osd for Capcom, but it’s not possible to buy it yet. but it is in the plans. Even if there are no LED lamps, all the lamps strobe.

The main problem for me is that the audit settings do NOT work, and they do not work even after a factor reset. I can’t turn off buy-in (it doesn’t matter if it’s turned on in the settings or not) and I just can’t play because buy-in makes me want to break the pinball.

Maybe there is some kind of mechanical way to turn off the buy-in? like the freeplay switch on the right side near the flipper button?

#313 5 months ago
Quoted from sandviper:

Yes, I know about led osd for Capcom, but it’s not possible to buy it yet. but it is in the plans. Even if there are no LED lamps, all the lamps strobe.
The main problem for me is that the audit settings do NOT work, and they do not work even after a factor reset. I can’t turn off buy-in (it doesn’t matter if it’s turned on in the settings or not) and I just can’t play because buy-in makes me want to break the pinball.
Maybe there is some kind of mechanical way to turn off the buy-in? like the freeplay switch on the right side near the flipper button?

Did I ask the basic question - what ROM's are you on?

Matt

#314 5 months ago
Quoted from Sonic:

Did I ask the basic question - what ROM's are you on?
Matt

my mistake, I didn’t update, I’ll do it one of these days.

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#315 5 months ago
Quoted from sandviper:

my mistake, I didn’t update, I’ll do it one of these days.[quoted image]

Those are prototype ROMS my man!

Matt

#316 5 months ago

What did you picture there ?
ROM Version should be something like 1.4 or (actual) 1.6.

#317 5 months ago
Quoted from Sonic:

Those are prototype ROMS my man!
Matt

Rare) I hope my highscore doesn't crash after installing the rom update.

#318 5 months ago
Quoted from sandviper:

Rare) I hope my highscore doesn't crash after installing the rom update.

My friend had proto XB ROMs, and updated to v1.6 last year....I'm pretty sure your highscore will be gone...sadly...

#319 5 months ago
Quoted from Sonic:

My friend had proto XB ROMs, and updated to v1.6 last year....I'm pretty sure your highscore will be gone...sadly...

This is very disappointing news, I think I’ll keep the old roms to save the high score and I’ll suffer) thank you very much for your help!

#320 5 months ago

If someone needs specific parts for AB, I got 2 boxes stuff from a parted out machine.

Only shipping would be expensive for outside EU.

Added 155 days ago:

EDIT:

I also have 4 playfields left over, all in good shape.
2 with mylar removed and airbrushed a little spot, 1 original with mylar, 1 perfect without mylar and a NOS (I will keep).

#321 5 months ago
Quoted from Sonic:

My friend had proto XB ROMs, and updated to v1.6 last year....I'm pretty sure your highscore will be gone...sadly...

Could you ask your friend a couple of things? I was persuaded to put 1.6 and this is a terrible disappointment, my highscore was erased, it’s frustrating, even though I was ready for it.

1) in the prototype I wanted to turn off the buy-in because the music in it really annoyed me... and now when you make high-score, the same nasty music plays and you can’t turn it off, is it possible to somehow return the absence of music after you put on high score?

2) the left ramp in the prototype was lowered only for events, and you could do a complex combo, in which if you missed, the ramp immediately rose and stopped the combo, and in 1.6, when the ramp goes down, it DOES NOT RISE AT ALL, even when the ball lock is lit under it, and the combo has now lost its significance since if you miss, the ramp does not rise and you can get there as much as you want.... Can this be somehow turned off or will I have to put back the prototype roms?

3) the base force of flippers in 1.6 is 12, and not 13 as in the prototype, the force of 12 is not enough to get from the left flipper to the right ramp and roll the ball along its full length over the plane. Can you do a long loop on the right ramp at power 12?

Thank you!

#322 5 months ago

did battle with the ledocd and won. maybe hardest led upgrade ever

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#323 5 months ago
Quoted from sandviper:

Could you ask your friend a couple of things? I was persuaded to put 1.6 and this is a terrible disappointment, my highscore was erased, it’s frustrating, even though I was ready for it.
1) in the prototype I wanted to turn off the buy-in because the music in it really annoyed me... and now when you make high-score, the same nasty music plays and you can’t turn it off, is it possible to somehow return the absence of music after you put on high score?
2) the left ramp in the prototype was lowered only for events, and you could do a complex combo, in which if you missed, the ramp immediately rose and stopped the combo, and in 1.6, when the ramp goes down, it DOES NOT RISE AT ALL, even when the ball lock is lit under it, and the combo has now lost its significance since if you miss, the ramp does not rise and you can get there as much as you want.... Can this be somehow turned off or will I have to put back the prototype roms?
3) the base force of flippers in 1.6 is 12, and not 13 as in the prototype, the force of 12 is not enough to get from the left flipper to the right ramp and roll the ball along its full length over the plane. Can you do a long loop on the right ramp at power 12?
Thank you!

1) I don't believe the music can be adjusted in such a way - that I am aware of...
2) I believe the flipper strength goes to 16...default is 12...so simply turn it up...
3) Not sure, but look at B2-04 adjustment - this is the game starts ramp down, or ramp up setting...to be more confusing early games - like yours - featured an UP ramp - that is when the game is started - the ramp was UP by nature of its design. Later pins, like mine - had a different type of ramp - and the game started with it down...thus that setting may help with your problem as the default is ramp down...you may be used to default ramp UP...thus changing the setting to NO - may put you back to what you are used to...

Matt

#324 5 months ago

Right ramp:
I have had around 6 times a AB.
It was always hard to hit the right ramp. The last, and nicest, one I got had the flipper fingers adjusted very strange from the former owner.
BUT .. I never could play a AB so "round" like this one. All shots are possible and much more easy than in the past.
To be honest .. it looks strange ...

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#325 5 months ago
Quoted from sandviper:

the left ramp in the prototype was lowered only for events, and you could do a complex combo, in which if you missed, the ramp immediately rose and stopped the combo, and in 1.6, when the ramp goes down, it DOES NOT RISE AT ALL, even when the ball lock is lit under it, and the combo has now lost its significance since if you miss, the ramp does not rise and you can get there as much as you want.... Can this be somehow turned off or will I have to put back the prototype roms?

The ramp is designed to be in the down position except when capturing the ball. Capcom redesigned the mech early on to prevent the coil from burning up from being energized most of the time, but also released a software patch to address the issue. The toggle in the settings is to set the ramp behavior for the 2 different mechanisms. The details are in the code release notes.

4 months later
#326 18 days ago

Thought I would share a coil fan install that remedied an issue of the up/down left ramp, where the coil overheats resulting in the ramp staying in the up position after 15 minutes or so of game play. The game is the prototype version and running 1.6 software. After installing the fan over a month ago, the ramp has functioned normal for hours of continuous game play sessions and I have not had the issue reoccur in over a month.

Here is the link to the install post: https://pinside.com/pinball/forum/topic/cooler-coils-prevail/page/2#post-8245277

Fan (resized).JPGFan (resized).JPG

#327 18 days ago
Quoted from nightsurfride:

Thought I would share a coil fan install that remedied an issue of the up/down left ramp, where the coil overheats resulting in the ramp staying in the up position after 15 minutes or so of game play. The game is the prototype version and running 1.6 software. After installing the fan over a month ago, the ramp has functioned normal for hours of continuous game play sessions and I have not had the issue reoccur in over a month.
Here is the link to the install post: https://pinside.com/pinball/forum/topic/cooler-coils-prevail/page/2#post-8245277
[quoted image]

Very interesting...I have a production Airborne, but my friend has a proto - that said, I've never heard of this being an issue before....are you familiar with the TSB related to this - and the software parameter for prototype ramps? http://pfutz.us/Capcom/bulletin/rampsb5.htm

#328 18 days ago
Quoted from Sonic:

Very interesting...I have a production Airborne, but my friend has a proto - that said, I've never heard of this being an issue before....are you familiar with the TSB related to this - and the software parameter for prototype ramps? http://pfutz.us/Capcom/bulletin/rampsb5.htm

Yes, I was aware of the TSB when I first obtained the game and made sure the software was updated and the ramp setting was set to the correct ramp configuration. The only way I can see the coil to be controlled while in the down/energized position to not over heat, would be to have an end of stroke switch that would step down the voltage to reduce the amps and thereby decrease the heat produced.
I don't see an EOS switch in the circuit, so I'm unsure of how they accomplished avoiding the coil to overheat though software alone.

#329 17 days ago
Quoted from nightsurfride:

Yes, I was aware of the TSB when I first obtained the game and made sure the software was updated and the ramp setting was set to the correct ramp configuration. The only way I can see the coil to be controlled while in the down/energized position to not over heat, would be to have an end of stroke switch that would step down the voltage to reduce the amps and thereby decrease the heat produced.
I don't see an EOS switch in the circuit, so I'm unsure of how they accomplished avoiding the coil to overheat though software alone.

Well, good to take note of and document...for reference my friend has had his proto Airborne - over 12 years now...and has never experienced that issue...I wonder if it's somehow unique to your pin....but either way - a good solution to the problem!!!

Matt

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