(Topic ID: 106728)

ALIEN PINBALL - Game Over, Man, Game Over

By HeighwayPinball

9 years ago


Topic Heartbeat

Topic Stats

  • 30,036 posts
  • 1,091 Pinsiders participating
  • Latest reply 34 hours ago by Averell
  • Topic is favorited by 293 Pinsiders

You

Linked Games

Topic Gallery

View topic image gallery

pasted_image (resized).png
pasted_image (resized).png
IMG_20240228_104826 (resized).jpg
pasted_image (resized).png
pasted_image (resized).jpeg
pasted_image (resized).jpeg
pasted_image (resized).png
pasted_image (resized).png
DSCN8668 (resized).JPG
DSCN7035 (resized).JPG
IMG_20240316_180704 (resized).jpg
pasted_image (resized).png
pasted_image (resized).png
pasted_image (resized).jpeg
pasted_image (resized).png
zKszZMu.gif

Topic index (key posts)

53 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #9151 Insight from Alien's programmer on tournament mode Posted by Ferret (7 years ago)

Post #9234 Update on distribution Posted by HeighwayPinball (7 years ago)

Post #9660 Here we show you a short clip from the 'Ambush Multiball' mode Posted by HeighwayPinball (7 years ago)

Post #10128 Photo of Alien at UK Trade Show Posted by unigroove (7 years ago)

Post #10230 game play video from EAG UK tradeshow Posted by Join_The_Cirqus (7 years ago)

Post #10231 game play video from EAG UK tradeshow Posted by Join_The_Cirqus (7 years ago)

Post #10914 Alien ships Posted by ZenTron (7 years ago)

Post #10916 Alien ships Posted by HeighwayPinball (7 years ago)

Post #11230 Key posted, but no summary given Posted by ezeltmann (7 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider razorsedge.
Click here to go back to viewing the entire thread.

288 posts in this topic match your search for posts by razorsedge. You are on page 1 of 2.
#24950 4 years ago

What was the "insider" rumour "Pinball Brothers Alien" all about? ... a few weeks ago. I never heard the specifics.

#24966 4 years ago
Quoted from Oneangrymo:

Is carbon steel what Im looking for?
THanks

Correct

#24969 4 years ago

You want standard pinballs, (carbon steel).

"Bling Balls" might be nice and shiney for those whom like shiney things, such as Magpies, but I would never put that junk in any of my machines.

#24994 4 years ago
Quoted from Oneangrymo:

So much for these carbon steel balls, but so far machine working fine with current balls no more trough problems I hope and all switches operational !
[quoted image]

Wow that doesn't look good. If that is flaking chrome plate, that stuff is sharp and it slices like a knife! ... If they are pitts then replacment was overdue.

#24997 4 years ago
Quoted from TomDK:

Looking like the used balls I replace after some years in homeuse !!
Send them back !!

Oh Wow, really? ... those are the New balls?? .... if so they are not suitable for pinball, send them back!

I was assuming they were the crapped out balls that came out and chucked in the packaging.... sorry.

That's shocking!

BCPrecision huh? .... looks like about the standard I'd expect from B.C. (Before Christ)

Look for "precision carbon steel balls" in the part description. I notice the part description there is missing the word "precision". "Mirror" or "polished" as well... but the "precision" would indicate they are suitable for ball race bearings and so not permitted to have such manufacturing surface defects. Reject ball bearings get sold as cheap pinballs by some, it seems. Oils ain't just oils, Balls ain't just balls.

#25011 4 years ago
Quoted from Oneangrymo:

Hey man can u give me a link to which balls u recommend for alien ? Believe it or not I had brand new gameroomguys balls and I think they scratched my
Playfield display ! I’m so bummed on closer inspection they had tiny bit pitting!

You want the term "precision" in the title/description. Also "Carbon Steel", along with "mirror finish" or "polished". Avoid the term "pinball" being in the description (this only suggestts they are Reject industrial ball bearings).

#25013 4 years ago
Quoted from Oneangrymo:

Hey guys just curious is the playfield display something that can be swapped out also replacing the piece on the actual playfield that the ball rolls or is the top of the screen on the playfield part of the playfield itself ? Like if I remove the display is there a big hole in the playfield?

They are separate items. Not sure how easy to remove playfield lens though.

#25025 4 years ago
Quoted from dung:

Is anyone sitting on some spare leds boards? I keep waiting for them to be remade, but so far nothing. Would like to finish converting my game and play it.

Here too! ... everyone's bought up all the stocks and put them in the cupboard.

#25090 4 years ago
Quoted from Nethawk86:

It's not working. Plugged in a USB hub to the pc with mouse and keyboard and USB with the iso attached and it still comes up with login. Tried USB directly and still requests login. USB is 2.0.

You cant install an .iso to a drive that the OS is currently operating on.

To install the .iso onto the PC on board SSD, I put a Bootable USB with Ubuntu OS on it. Put that directly into the PC motherboard. When the PC is rebooted it should give you the option to boot from the USB drive, using keypress. There are directions on the source website regarding the required commands to apply the ISO. Also put the USB with the ISO directly into motherboard slot. Hubs for Keyboard and mouse if necesary.

#25115 4 years ago
Quoted from Nethawk86:

First of my many mods done. Still have to refine it a bit and find a tie in so that they will only activate in certain modes. I can control the speed and flash mode as well. As soon as I get the details nailed down, I may make more. Have lots more immersive mods planned. I think this adds much more depth to the pin, especially ambush!!

Those mini warning lights are cool!

Most orange flashing lights I notice in the film are mounted to the celings and point downward.

How do you think it would look if they were mounted to something overhanging, so that they point downwards? ... I think if this shed the right amount of light onto the playfield features, in the right locations, it could create a really awesome effect! . Instead of flashing in your face they more splash the effect across the playfield?

I'd be in for a set!

#25154 4 years ago
Quoted from Averell:

Construction of the bracket for the knocker assy is done.
Now I will ask my local workshop what should it cost to produce this bracket in 1 mm stainless steel.
[quoted image]

Shouldn't it be more like 2mm? ... 1mm SS plate is a bit flimsy. I think the thinnest I've seen knocker brackets would be 1/16" (about 1.5mm)

Just that 1mm sounds too thin to me?

#25163 4 years ago
Quoted from jonesjb:

I was in on an Alien with a preorder, played the game a few times, and really loved it. The layout, the multiple ways to approach the game, the immersion. I liked the Alien theme, but theme wasn't even the main draw. I've done my time in this thread, and consider myself a part of this community, even if I never got my Alien, so with that...
I recently got a chance to play the new Stern Jurassic Park, and while the layout is definitely different, JP2 has a very similar feel to the flow of Alien, almost like a spiritual successor... If Alien was condensed into a narrow body. Some shots echo one another, like the control room/"1" alien shot, or the ramp/loops. If you were hoping to get an Alien but couldn't, I recommend checking out the new Stern Jurassic Park to see if it will fill your fix. Has anyone else gotten a chance to play both, what do you think?

Only thing puts me off Sterns of the last handful of years is the apawling "cheap" feel/build quality/cut corners. Alien is a very solid game compared to stern effort. No comparison in my book.

"Oh they aren't plug and play"... well, name any pinball that had a prototype identical to the production?. Late run Alien are as reliable as anything else out of the box these days. Its just that the production never came into full swing. All we needed with the SE we had was the metal gear servo to be installed. Stellar game!

#25164 4 years ago

JP2 looks like a fun game though. Might even buy a premium for a fairer price in a couple of years, after the hype is passed.

#25168 4 years ago
Quoted from Averell:

You're right the original bracket is nearly 2 mm, the reproduced bracket will be made in 2 mm.
[quoted image]

Please put me down for two of these!

#25171 4 years ago
Quoted from Averell:

This morning my local workshop told me that the cost for one bracket made of stainless steel will be 20 Euros.
The secured shipment to the Staates in the cheapest choice will be 12,89 Euros.
In my opinion it doesn't make sense because it's too expensive?

I could get my guy across the road to do them, for us in Oz. Obviously you have the dimensions recorded? ... I could strip and measure a local game, but if you've already done that...

#25173 4 years ago
Quoted from Averell:

Sure, here's the dimension sheet, but please consider it's all in millimeter![quoted image]

Thanks! ... that's awesome

Metric is the standard here now, so all good! . BS and AF are more like redundant legacy here these days, only used for stuff like pinball, most tyres/industrial belts, and old industrial plant... historic stuff like cars etc as well. The fun of being in engineering in Oz, when doing stuff like screwcutting or other bespoke work on mismatching equipment, having to be apt and well practiced at converting between Metric and umpteen variations of Imperial! ... in your head on the fly Lol

We have lots of imperial history from both Brit and US, mix that with Metric now being standard = pita

I'm fully stoked it is in metric!

#25187 4 years ago
Quoted from Averell:

I have to review the dimension sheet because the small holder for the coil is special,too.
Standard parts from Williams and other manufacturer doesn't fit, either.
By the way the holder needs to be improved that the plunger will fit on perfectly.
The original holder is too small.

Looking at the dimensions of things it appears many are very Imperial-ish... I think DE#535-5203-03 measures up pretty close apart from the slotted hole spacing of 11.3mm (which I equate roughly to 7/16") on your bracket drawing, where the DE part is 3/8" (about 9.8mm). Maybe new brackets could use this slotted hole spacing so that this part could be used? . The plunger centre height seems about 0.3mm shorter than your drawn frame centre height, but this is rather close.

Also thinking, if the retainers crack down the track (as they can eventually on other games), does this mean there would be no bolt in replacment available for the launchers either? .... maybe it would be worth making some for both uses if the same part is not already available off the shelf. Curious if it isn't an off the shelf common item not directly associated with a specific manufacturer, like the DE/SEGA "homebrew" pop bumpers that the game uses?. Might just be something a little harder to sift out from the interweb?

Or, if the slots were made 0.6mm wider, towards each other on the inner sides, then both could fit.... ? hmmmm

#25211 4 years ago
Quoted from Mik-ReadingUK:

I've ordered one of these which looks to the same, but in the UK...
https://www.amazon.co.uk/gp/product/B076KJY67B
By the way, does anyone know what the purpose of the microswitch on the stepper motor driver board is? It seems to be permanantly on due to being wedged against the back panel.

I have wondered about this myself... thought it seems possible the board may have originally been intended to mount under the xeno head, local to tounge rack. ? ...

#25228 4 years ago
Quoted from Oneangrymo:

Owning an alien can be a real pain the rear . I got all the way to the last mode in alien with hyperlseep multiball going on and of course something had to go wrong ! Almost all the balls got stuck in the airlock. Game
Done had to reset the machine . My trough also kicks 3-4x sometimes until it gets the ball in the launcher. I guess these are just the quirks of owning this machine

You are having a pretty bad run aren't you. There is a ball serve update to make the balls come out reliably, I think it was in one of the other threads... involves a small post and trimming the lane protector plate. Another helpful fix was to put the fuzzy side of vecro on shooter lane wall to prevent balls bouncing back into ball serve.

Seems local games here haven't been having anywhere near the degree of issues you're describing. Maybe it's just that we recieved all late run SE games in our container, or perhaps blind luck... who knows.

I hope it all comes good for you there!

#25262 4 years ago
Quoted from Averell:

Today I received the new Knocker Bracket from my local workshop.
They are perfect as the original Shooter Lane Brackets should have been.
[quoted image]
[quoted image]
regards
Averell

These look pretty sweet! ... how many of these are you planning on having produced?

Been considering that it might be just as straightforward to have your guys make them (since the look very professional and clearly have great equipment) ... would order a bulk lot for the locals and split up the freight. We would go 6x between us.

Great work you are doing there!

#25263 4 years ago

Is there any chance these would also be able to be tweaked to solve the shooter lane coil, instead of using packing etc. ?

#25267 4 years ago
Quoted from Averell:

Take a look one page before, I've uploaded the dimension sheets for the brackets, so you can go to your local laser cutting workshop to make them.
Here once again the dimension sheets.
You just have to cut a 4-40 UNC into the coil holder.
[quoted image]
[quoted image]

Indeed, but my guy across the road has no laser cutter, he would send off to the big smoke for that, or probably just cut by hand in the end anyway.... but seems like you have one stop shop right there. Either way would be cost effective as the other. Just thought if you planned to make a few it would be just as straight forward to order a couple of yours and pay shipping. I already downloaded your .pdf from the page before. Just having these dimensions/drawings is great anyway, Thank you!

2 weeks later
1 week later
#25385 4 years ago

Does anyone know where to get a PETG plastic set for Alien?

#25390 4 years ago
Quoted from Averell:

Excellent work!
These mini beacons will work only if the beacons on the backbox are active - perfect.
PET-G plastics are available from TomDK in Germany, but you have to hurry because they are limited and not that cheap!

TomDK is all out of sets. So is Daniel, and not likely to be getting more he says. Are there any other sources?

#25391 4 years ago
Quoted from dung:

Can anyone confirm these are the belt driven? I want to replace my gear driven as they are loud as all get out.

Trade off is the belts perish in time.

#25416 4 years ago
Quoted from TomDK:

A resisitor and we are on 6 volts ??
I saw the expensive german ones in natura ! Awesome work !! Yes, high priced but looking like real surroundlights !

Can also connect two in series, this would be efficient.

1 week later
#25446 4 years ago
Quoted from ChipScott:

Question for the group.
I'm not terribly familiar with these boards yet, but I noticed during gameplay today that first the right, and then the left green inserts on either side of the airlock went out today. Any suggestions on troubleshooting/fixing this?
This game is somewhat new to me and from what I noticed, those two inserts by the airlock, the green insert in front of the xeno head and the closest pop bumper appear to run on the same solid green light during the game and attract, while all of the other lights will cycle variable colors. The green insert by the xeno head and the close pop bumper are still green. The boards housing the lights look unremarkable. Could it be that just those two LEDs went out? If so, I suppose I would need to take the entire board down in order to fix this if thats the case. Any thoughts/recs?
Update: rebooted game. When it does initial cycle through all lights upon start-up, both green inserts on either side of airlock show brief strong light. Started a game and now it's only the right green insert next to the airlock that is unlit. Tried to play a game with glass off. Left green insert stayed on, couldn't do any move/shot to make right insert turn on. Maybe I'm missing something gameplay related? Thoughts/insights?
Thanks!

Try looking through the "Weland Yutani" thread on saving 3 aliens, and the "Heighway support thread"... alot less to wade through there..

Sounds like a few possibilities from my understanding:

I/o Board hardware version?

I/O Firmware version?

USB cable integrity/quality

...maybe some other possible causes too.

1 week later
#25509 4 years ago
Quoted from Oneangrymo:

wow thats clean looking. Im just curious did any of that work improve the flashing leds you get sometimes with flippers, and the beeping noise w the left flipper?

As far as I know the tone (beep) that comes with the left flipper press is a design/allocation shortcoming. Architecture used, the allocation of it, allows audio interference from left flipper press. The chanels/devices used were somehow not assigned optimally, would require major code work (at least) to eliminate the cause of it.

#25513 4 years ago
Quoted from VividPsychosis:

When you say connection improvements and those improvements in general, what exactly do you mean? A usb connector connects the same as all mini usb connectors so I am not following. Pardon my naivety.

Good quality Shielded USB cables is one of the improvements.

#25520 4 years ago
Quoted from Averell:

Sure, it will take a time.
I keep you updated regarding backplex plastic.

I would be very keen for this also if available in PETG!

#25522 4 years ago
Quoted from VividPsychosis:

Well, I’m only in VA, perhaps a paid trip to come sure up a potential future LE might be possible? Definitely don’t have the know how to do it myself. Where’s does one get all petg plastics for this title?

If you find someone willing to produce more PETG plastic sets, count me in as a number... I have hunted high and low, all sources seem to be out of stock. We're down for two sets here if/when they are run again!

1 month later
#25804 4 years ago

Looking for PETG plastic set if anyone has them or knows where to buy.

1 month later
#25875 4 years ago

Went out the window 14 hours ago here!

2 weeks later
#25908 4 years ago
Quoted from Maurice:

Found my error log in the audits. Remember I had regular “IO-board 1” failures for 3 months. Since I removed the usb cable from lying around the silver amplifier in the cabinet two weeks ago I have no more “IO-board 1” failures. Have played at least 50 games without errors. Could the solution really be this simple?[quoted image][quoted image][quoted image][quoted image][quoted image]

Yes

1 week later
#25949 4 years ago
Quoted from Toppers:

Thank you. Such a great game thus far. However I’ve only got like 3 games in before something else goes wrong. This game makes setting up pirates jjp look like a walk in the park. Haha. But, I have hope! Already ordered some shielded usb cables too. I’m pumped to get it working well but also understanding that I purchased a know game that needs TLC from time to time.

Remember when installing new USB cables, very important to execute good strain relief, retention, and cable management.

Secure cables just back from the connector, so that the connector can not come out, and in a way so that the connector is not under strain.

Also run cables, retained, and away from interference sources as much as possible.

Good example a little way back, where the USB cable running around the sound amplifier seemed to cause the game to malfunction.

*Also agree that the drop coil sleeve is installed backwards.

#25952 4 years ago
Quoted from Toppers:

So I ended up purchasing audio quest shielded cables. While some
May say this is a waste of money @ $35 a cable I think it’s cheap insurance. Here is a cool report / comparison about 8 generic “shielded” cables. You can clearly see the difference in protection from interferences you discussed in your response. This is what ultimately led to my purchase decision.
https://www.superbestaudiofriends.org/index.php?threads/usb-cable-shield-resistance-technical-measurements.5662/

I agree.

Keep in mind the tips all still apply. The strain relief is also about protecting the board and socket. Some cases these have come away from the actual board. Of course a badly attached socket is a fault, but still everything that can be done for "insurance" is surely a good idea.

It's a great game, so it's worth it!

#25988 4 years ago
Quoted from Maurice:

Move the usb cables away from the speaker and the amplifier in the cabinet. That solved my “IO-board missing” problems that occured regularly during gameplay. Better quality cables didn’t seem to help.

USB is one of the big "heels" of the system, do the cable managment of course ... but it is a good idea, I think, to do everything you can as well, including better quality cables (fitted with care).

3 weeks later
#26138 4 years ago
Quoted from waywinn:

I would definitely be interested in picking up a set.

+1

I've been hunting, asking and searching the planet... for nearly a year....

#26161 4 years ago
Quoted from Faust:

Seems like everybody has this problem,I doubt it can be fixed unless someone invents a beter detector

I wonder can the Eddy sensor be pulled out from the board socket a little maybe? ... allowing it to sit slightly closer up toward the playfield in the recess (and in this way perhaps giving slightly longer activated duration)

Also I think it might have been TimeBandit developed a version with a trim pot. ?

1 week later
#26215 4 years ago
Quoted from Pinballrocks:

Supposedly
Lots of people on here keep saying it’s not being remade. We will see who’s right very soon. I think the minority are going to be right on this one.

Seems alot of these people are referring to a Heighway Alien not being remade, emphatically... which is probably a fair call. It is possible they are mostly owners and want to see the game they own continue to be rare, among numerous other possible reasons. It is a good game to play when it is working, so makes sense to continue production. May not be possible though.

A well manufactured and designed (ground up) Aliens would sell like hotcakes, if the price is right.

If it turns out to be the upcoming CGC/Spooky/Heck title, then it won't be seen at TPF. Later in the year possibly, or 2021.

Seems to me the only scenario where "Aliens" could be at TPF is if Deeproot has been working on something with Pinball Brothers... (or on their own)

Even if the codename for AP Aliens is "Hot Wheels" Lol ... AP surely doesn't have it ready for TPF with what they are up to atm. It would be the kind of thing they need, but doesn't seem they'd be in a position to bring it just right now..... ?

#26246 4 years ago

No one man knows everything, though.

#26260 4 years ago
Quoted from Averell:

The plastic won't solve the problem with two balls into the airlock.
All the later ALIEN have this piece of plastic in the scoop and all have the same issues with that.
The problem is the small lane from the xeno to the scoop.
the exit of the ramp is too much above and if the popper tries to eject the balls the ball on top will be shoot back into the small ramp.
In my opinion the coil asssembly is in the wrong position.
It should be possible to improve or swap the plunger (longer version) in that way that the balls will not interfere each other.
I will investigate and reply to this later.

I'd agree that the coil position could be optimised. The VUK assembly could be improved alot as well. For some time I have been pondering this, and do have some ideas but none on paper so far.

Basically have a pseudo "trough" (no switches) in the bottom of the assembly so that balls can settle horizontally and the VUK only ever needs to shoot out one ball at a time...

2020-03-10 17.31.57.png2020-03-10 17.31.57.png

There is a Very rough and ready improvised digital sketch of the direction I was thinking...

I did draw the baffle plate a bit too long there, vision it extending 5-10mm past the scoop hole, enough to prevent two balls heading up and trying to fit out of the scoop simultaneously and getting wedged or causing damage. The "baffle" could also incorporate above it some kind of mantis style hole edge protector. Filling the place of the top part of the plastic insert, in a way.

The yet to be determined angle of the "trough" would be critical. With one ball on the VUK against the back face, another ball on top of it will always roll off because the back face leans forward at the same angle as the pitch of the playfield. A protector "baffle" plate would be needed to protect the underside of the playfield, for when the coil fires and a second ball is partly rolled off.

Will probably just be making this off-hand sometime, and see how it goes.

#26265 4 years ago

A couple of times the airlock hicups happened to us, every time there were 3 balls in there. Happens very rarely. Still.

+99% of the time the Airlock works great even with two balls in there. Scoop has insert.

It's a one percenter...

2 weeks later
1 week later
#26479 4 years ago
Quoted from Faust:

Attention to anyone buying playfield playfield protectors for this game: The popbumbers will get stuck because the cutout is too tight.
I tried it an when you push the contact ring it stays stuck.
You may get a new one when you ask, because its a fabrication mistake.[quoted image][quoted image]

The ball should not push the switch skirt down that far ? (unless the switch doesn't work or the coil doesn't fire)

Does it get stuck like that from the ball during gameplay? ... or only when you press it down past normal with your finger?

I probably have to install one on my mates machine while lockdown is happening. Haven't seen the item yet, but don't see an issue in the pics there at all, really ... ?

#26481 4 years ago
Quoted from gabegabegabe:

I replaced the LED at 1B8 and that seems to have fixed the issues I was having with the LEDs so far. ChipScott, thank you so much for your help.
Next issue, my middle pop bumper doesn't seem to work 9 times out of 10. The switch is gapped very close, and seems fine. Anyone else have an issue like this?

Is "very close" too close? .... if gap is too small, the switch may not be opening every time. The coil will not fire if the switch is already closed at rest (sometimes, hence 9 out of 10). Maybe the gap needs to be slightly wider, and/or , spoon not centralised with the pin.

#26484 4 years ago
Quoted from Faust:

The picture could be better:
As you see when I push the blue ring down it gets stuck onder the playfield protector.
Don’t install it before making those holes larger

I see the stuck down skirt in the picture. The blue ring should never get pushed down that far by the ball, is what I mean.

I can only see any issue if the pop bumber isn't firing... but that would mean a bumper issue to me, not the protectors problem.

#26511 4 years ago
Quoted from Faust:

-Often the balls dont roll to the end in the through. Its a mechanical issue. There is nothing sticking out anywhere to block it, they just dont roll down ....

Yep, and if there is any possibility the game has "Super Jets" or "Ninjas" (or any other plated ball) installed, you wanna get that junk outa there, Immediately!

#26517 4 years ago
Quoted from Faust:

Yes, i bought new balls a while ago. I didn't play any game anyway since I bought it (except some testing), so they should be fine.

Except if they are plated balls which magnetise Very easily.

1 week later
#26542 4 years ago
Quoted from Toppers:

Hyberberic Sleep Chamber Mod Update:

A few weeks back I posted a sneak peak pic of a motorized chamber I was working on similar to the pirates jjp mod that has been very successful. The mod replaced the factory 2D plastic piece and utilizes factory mounting points. As the video shows I have hit a dead end with the mod and need some help from the community. Currently I have it fully functioning with a servo and a battery but not integrated into the game which is the next step. Also to add LED lights.
Ideally I’d like the chamber to open up once the lock is lit lights up on the playfield. This game doesn’t use standard lights as we know so hooking up alligator clips to a light socket (original plan) is out the window...
I’m a maker by trade, I teach metal fabrication. But I’m not an electrician. I dabble but nothing like this before. I’d love to see if the community could help get this project finished. If so, I’d be interested in making a run of these if there is interest. I know 7 of you already messaged me with interest after just showing a teaser picture. The YouTube clip is linked. Thoughts? And as always, Thank you!

If you want to mimic output of the "Lock" insert: Could be done with an optical gate (transistor) or a LDR (light dependant resistor) in a basic circuit. This would "detect" the light being on, providing a signal that can be used to control a relay (or similar) for any voltage supply you desire.

Actually... isn't there a kit in this thread already, for this actual purpose?

I'd be down for the 3 bed camber setup!

#26547 4 years ago
Quoted from Toppers:

Where would the LDR go? Makes sense but how would it get the input. It’s a circuit board of lights. Also wouldn’t it pick up light from other lights?

Indeed the light driver mod I seen here was based on switches, not LEDs.

The Sensor would need to go in the gap between LED and the insert, so that it can activate at a distinct threshold as the lock insert is lit. It can be remote (wires) from any circuit board.

#26557 4 years ago
Quoted from MK6PIN:

So typical Alien fashion....after reinstalling the scoop ( polished all 3) was in the middle of a great battle, and this black, plastic piece appeared on the playfield.... can't recall running into this prior...anyone recently tear one down recognize it?
Finished the game fine, doesn't appear broken, but obviously has a home...thanks in advance[quoted image][quoted image][quoted image]

It's broken.

Where it has that rough shape on the end, it once was a hole in the shaft for the retaining pin. It looks like the plastic end of the plunger (the post) from your up post/diverter in the top of the orbit.

The other piece is probably still in the end of the metal plunger. Only difference with gameplay would be shooting for eggs in the lifecycle and the ball goes all the way around, instead of diverting to pops.

#26559 4 years ago
Quoted from MK6PIN:

Yep....just left it, realizing what you describe. Guess I'll try to cross-check the assembly, as free-play doesn't have one in stock. Never had that break on a game prior...crazy

You should be able to see without taking the glass off. Usually the up post top face will sit flush with the playfield. Look at the playfield ball runway in the orbit, where that broken part pokes up from you should see a void instead of the top of a post.

https://www.pinballlife.com/williamsbally-bell-armature-plunger-assembly-a-17767.html

https://www.pinballlife.com/williamsbally-bell-armature-plunger-assembly-04-10291.html

https://www.pinballlife.com/williamsbally-bell-armature-plunger-assembly-02-4668.html

With a little homework and/or a phonecall to Margaret (or pm to Scott), I am certain you will find one of these is the exact same part.

Never had that happen? ..... maybe never played so much (and give an up post such a smashing) before Alien came to be!?

#26561 4 years ago

I would start with those 3 links I put there, I'll put my bottom dollar on one of those. They are all the same aside from lengths.

JB weld may work, likely outcome is that it will eventually come astray again though. They are getting bashed sideways, and take some stress down inside there, on that skinny bit of shaft and pinhole.

Some kind of adhesive when installing again, to fill the clearance, may help prevent a new one frome breaking in the same way again.

*Heighway used a mix of component sources from what I've noticed. Many from the "homebrew" catalogue. Alot of Bally/Williams spec stuff, mixed with other such as DE/SEGA pops. My bet one of those B/W plungers listed can be a direct replacment.

2 weeks later
#26622 3 years ago
Quoted from Faust:

How about this.
ALIEN. is lighted
[quoted image]

A little smaller maybe?

Instructions/pricing?

Would look cool though!

#26627 3 years ago
Quoted from TomDK:

... Instruction and pricing ... most Aliens are in private Gamerooms , who is silly enough to place such a machine in a Coin Op ?

Myself.... and a number of others afaik

Perhaps most are never going to see public use, but that is not "all". They were still intended to be commercial machines, I believe.

Also, the game is too great to keep locked away for only a few to experience

Mine will be used for tournaments as well as the "good" public locations. Definately gunna be glad to have those PETG plastics when it does go out mate!

Is fine though, if the remade apron ends up with no card slots, I am in a position to make my own.

#26630 3 years ago
Quoted from TomDK:

Cool !
Maybe times changed ... but if I remeber in my youth sidearts on the cabinet like on Alien the acyrlic artwork would be destroyed within days.
Even in this days, in the german forums a guy running a very big pinball location was pissed that guests made scratches in new machines.
So on Sterns ... okay , so what. But Alien is very special.
But ... your machine is played a lot. Do you have no issues ?
My Alien is running once a month or so, so far only small issues. But if I read others here, they have just trouble with Alien.
Cheers
Tom
Still working on PETG stuff !

I'm fortunate to have a couple of pretty respectful/appreciative locations. Not all have caring patrons though, so a rare game will only go to "good" places. Also I'm relatively rural, my games at home get played almost as much as when they are on locations Lol.

I am amassing parts like best USB and other upgrades, haven't had major problems so far but Alien is in the hypersleep chamber, for now anyway.... I intend to go all "Averell" on it's arse in the near future...

It's not going out before I have all updates/upgrades in place, have very good reliability, the PF protector is on it.... and somewhere appropriate to put a pricing card

#26632 3 years ago
Quoted from FreeBee:

Smaller maybe. Instruction cards are huge, there would be no space left.

Can be as big or small as desired really. DE/SEGA cards were relatively small.... Gottlieb had some bigger sizes.

Can put something on the factory apron of course... but it only would look "tacked on". Even just one, on one side would be suficient... home use can just have instructions there. Lots of instructions to list though, I agree with Averells WPC ideas. 2 cards. My 2 bobs worth lol

1 week later
#26647 3 years ago
Quoted from Faust:

I have got some questions regarding speaker panels that did not arrive yet: I think we have to be patient.
In Europe they all arrived. In the US not I guess.
I am also waiting still for the eggs from Backalley creations (US to Europe). I ordered it when it was announced here in the forum and the package has been 'in transit' since.... nothing much we can do both ways I guess.

In the past week I have recieved the clear speaker panel sets you sent, thank you! ... and, a couple of days ago our shipment of open eggs finally arrived here from US as well. They should not be too far away...

3 weeks later
#26695 3 years ago
Quoted from dpeck3:

Thank you. Can you by chance give me a link to the best forum for the software snapshot and a link for where to buy an extra computer or the best place to buy parts? Just looking for a little "insurance". The game is $13,000. Thanks so much for your help!

Quoted from dpeck3:

I need some quick advice. I found an Alien SE fairly local to me. Has beacons, comes with an extra complete set of plastics and some extra boards. $14k is the least he will take. I feel like that is high. Thoughts? My gut says no, its not worth that yet. Unfortunately I need to act quickly if Im going to get it. Thanks!

How did it go from 13k to 14k?

#26735 3 years ago
Quoted from dung:

I hope he makes more. I would buy another 64 pack of them.

On his thread here in pinside, yes it is coming. Also Twin RGB sling standups, and eddy switches.

https://pinside.com/pinball/forum/topic/ramp-lighting-in-your-face-st-pro-brought-to-lifevideo/page/44#post-5661397

#26737 3 years ago
Quoted from noitbe1:

I would be interested to buy a pack of Led, is it available somewhere or is it in WIP ?
thanks

WIP ..... he's sorting some "total lightshow" stuff first from the sounds. I found a link and put in the previous post.

#26745 3 years ago
Quoted from dpeck3:

Awesome. So the blades are transparent enough to be lit from behind it looks like. I Just ordered some yellow electroluminescent wire that I’m going to light the tunnels with and then I’m considering getting some panels to light the blades. I’ll post pictures of the tunnels when they’re done.

I'm planning to get some EL panels happening in there myself. The light from the side art seems to make quite a difference, even the back panel illuminating the very top.

#26753 3 years ago
Quoted from ChipScott:

That post of the retrofitted EL panels behind the side panels and back panel from SunKing looks awesome!
I took a look at the site he got the panels and inverter from (is a company in the UK). Looks like there are splitters and extenders that can be purchased along with the EL strips such that you can double up and connect side to side, etc. The inverter that the panel wires would then plug into looks to have a wire coming from it that then plugs into a direct power source... but the plug from the inverter is designed for UK power supply (UK Main power plug).
Anyone know if there's a way around that for here in US, or an alternative suggestion to give that inverter power on this particular machine?

Looking is good but sometimes reading is required...

"Most of the Inverters have a choice of power input. This can be mains electricity (UK, US or Euro plugs) or 12V input."

I don't see "Australian" listed (240vac @ 50hz), but that isn't a major problem either since I can simply cut off the non-compatible UK plug (still UK has essentially the same Mains Supply specs), and wire directly to fused AC mains power inside the machine.

#26755 3 years ago
Quoted from ChipScott:

I appreciate your reply, however on that site, for that inverter, US plug is not an option, only UK main, that's why I asked

Alot of these (most) have an input range of 110-250v and 50-60hz, making them universal.

There is a better than average chance you'd still be able to cut the plug off and hard wired to the game.

Do you have the specs of the particular inverter, or model number?

1 week later
#26848 3 years ago

My planned approach is to install an easily removed plexiglass baffle.

The baffle would extend the Full Width of the cabinet internal, and to the back wall, essentially sealed without gap. The front edge finishes at about the Cabinet I/O board just behind the cashbox.

The baffle sits as low as physically possible, and forces the air path over the cabinet heat sources. The air then does a 180 at the end of the baffle, moves back to the rear of the cabinet taking disipated heat with it, up and out of the backbox with the help of the convection.

The added bonus of this I thought would be like a catch nappy for stray turd screws or hardware that might come astray and fall down. With a slight gradient down to the front, then screws and stuff would also tend toward the front of the cabinet. Bonus. Obviously needs to be easily removed.

But, having seen this solution here, it is more straightforward, and is effective. I like it!

#26850 3 years ago
Quoted from MK6PIN:

That could work (creating a nice sealed intake chamber in the plenum space). My concern would be you'd probably (definitely) need to create some negative pressure above w exhaust fans, as I'm not sure the convection would overcome the heat buildup at the components before it got over the plexi.
Kept mine on about 12 hours yesterday (got my name on the board again as a bonus). Temp never really varied that much from prior readings.
End of the night, I decided to do the toilet paper test on flow (not scientific, but can see the air movement) at the intake and exhaust as the game was used quite a bit and as toasty as it was going to get. I know smoke works, but not going there (I don't like it in the house). Anyway.....saw a nice steady "flap of the paper at both exhausts w warm air. Could feel the cool being pulled in under, touching the grille, but didn't quite hold the paper to it. Fun stuff, air moving the right way, and definitely works. All in all, a win....

In dealing with the "air wall", and with the resulting increase in heat dissipation, I see that as intensifying convection, and therefore flow with that.

As long as warming air is not required to flow Downward, I don't think it would be much different than your ducts for flow overall, but possibly the overall dissapation and therefore convection may be less with my setup due to being less directed at the heat sources.

The tubes you have used will certainly provide greater resistance to Flow than just a plexi sheet, but they do have the ability to direct the air Onto the hot zones. It seems these ideas may be around equaly effective, just with subltle differences in the end.

Your setup will be more straightforward and less invasive to install. My setup will require at least Some screwing but might seem more "oem", and can catch loose falling hardware... it may be one of those personal preference things, in the end.

Both seem to be good viable solutions. If the plan I made does get implimented, I'll be sure to do some testing and post in here with the results.

#26859 3 years ago
Quoted from MK6PIN:

And now we've given them a covert way to attack Mother!!!!!

* MU/TH/UR !

6000

That computer built in, within the machine there.... with Ducts, running either side of it!!?

#26868 3 years ago
Quoted from dpeck3:

Still learning all the rules on this game. What is coil swap?

One of the bits mentioned that doesn't work in 1.3.

There was an assignment balls up where the left flipper and sling were each prescribed the unintended different style of coil control for each other. It is this that causes the "beep" while holding Left Flipper. The setting is to swap Left Flipper and Sling devices to solve the squeal, which is from driving the flipper through components intended only for the sling. It is caused by Flipper Hold Pulse Width Managment operating through a non noise protected control circuit. Requires swapping wires as well... but doesn't quite work yet anyway. Corrects the assignment balls up and resulting squealing noise, when finished.

ie. if you were to activate this without re-wiring, Left button would then fire sling, and Left sling switch would fire flipper.

#26887 3 years ago

From the questions I asked, this game is in fact ALE#350, only with a different plastic plaque to put on the front. None of the other labels are provided to go with it... which is not quite what I assumed the ad was saying.

Could anyone be certain what is actually inside the unopened box, as well? .... It could be super rare Blue, even though it was shipped as green? ... that could actually be a kinda cool surprise!

#26892 3 years ago
Quoted from MK6PIN:

And now we've given them a covert way to attack MU/TH/ER!!!!!

Hate to be a stickler meeseeks, but since the thing has got all rolling now, might as well follow through!!

My mate had a bit of trouble way back, as well, although the whole thing is a bit grey and causes confused discussion since it seems to be the case that "Mother" is used as a written nickname for the AI Lol . As it is with the Insert on the Playfield.

Here is a Video of us playing some earliest games after getting the Aliens... Notice Rocket Pointing Out each letter when Mother is being awarded! Ha ha

So now there is need to have another go at updating postie for "accuracy sake"!

#26894 3 years ago
Quoted from MK6PIN:

Ha...now you're killing me!!!!...

Lol ... soz

My silly getting off track appears to have Added confusion.... the bit I was looking at was actually only the "/ER" instead of "/UR" in mu/th/ur.

I guess.... things come in threes Lol

Love that sequence though... such a great game! .... even greater in the right setting!

#26915 3 years ago
Quoted from Oneangrymo:

Did anyone come up with a permanent fix for that left switch next to the right ramp ? Mine keeps getting misaligned then hits the side of the ramp and gets stuck kind of annoying . Still gotta add foam under that ramp to prevent balls from getting hung up there .

I've seen a solution someone had for this, but can't find where ... it was a year or two ago.

williams green translucent 3-D retangular target (resized).jpgwilliams green translucent 3-D retangular target (resized).jpg

It was a plastic (3dprinted) shim with edge lips both sides, on both sides. Fitted in between it maintained vertical alignment, to combat this very issue. I think maybe the stack ended up bolted together.

That is another option.... just lose the rivets, and try bolts, using a bit more tension than the rivets can provide.

#26923 3 years ago

I believe Heighway just used that Whitewater part.

Possibly why they are aplenty again, perhaps?. Couldn't get hold of them so easily there a while back, either. Was that because they were populating Alien playfields?

#26944 3 years ago
Quoted from Vimtoman:

"R" for Ripley

RIP or URIP (Unofficial Ripley edition)

Or "KIT" for kit games.

#26969 3 years ago
Quoted from Jeffreyjonesbsme:

I need an Alien expert!
I have a machine and it seems to work perfectly...except for the coils.
When no coil has fired, the next coil fired is strong as it should be...but if you fire another coil immediately, it's very weak and if you keep trying to fire one (like a flipper) they become weaker and weaker.
If you wait a few seconds, the first coil to fire is strong again.
I've replaced all 4 USB cables with double shielded and ferrite.
I have also done the capacitor mod.
I appreciate the help.

Are the capacitors too large? . Are the wires from the 70v power supply upgraded?

#26980 3 years ago

I put this up in the other thread as well

https://www.aliexpress.com/item/32812372400.html

I believe this is the updated 70v psu. (oem?)

Upgrade the buss wiring for 70v to a heavier guage, if it has not been done already..

#27047 3 years ago
Quoted from dpeck3:

I really appreciate that. Thank you! Great photo and diagram. As far as those flashers go, do any of those come on with the beacons? Do you know? And are they going to be constant power or flashing power?

I would think most are just wiring the mini beacons to the same power control as the main beacons? (12v in parallel)... so that they operate together. There should be plenty of circuit capacity on the solenoid drive that controls the beacons for a couple of comparatively Very low power demand LED arrays (the mini beacons) to be safely connected.

#27067 3 years ago
Quoted from dpeck3:

Thank you. My beacons are only 8 V for some reason. Not 12.

You *could* connect pairs of mini beacons in Series, to simply utilise the main beacons controlled power. Each would then have 6v across it. 8v is a rather odd voltage for them to require?. They will work across a voltage "range" of some degree. 6volts should get "8volt?" led mini beacons lit up, I would think.

#27069 3 years ago
Quoted from Vimtoman:

Motion tracker
I'm soak testing at the moment. So when ticked OK will start.
It's going to be stuck down with double sided as there's no real way to mount it easily.
Connections are plug and play etc
I will probably make a limited run so contact me if you want to be put on the list.

Yep put me down!

PM away!

#27092 3 years ago
Quoted from Faust:

Hey guys,
I've been quiet, but I'm still here.
Today I finished finally the new design of the mini mod print with my friend Henk.
For those who forgot, this is it:

It's a miniature print that switches a supply voltage for X seconds when a switch is triggered. X you can configure with a screw between about 2 and 10 seconds if I remember well.
I made this to use the empty spots on the ramps and added beacons (you can add orange, red or blue). They trigger when a ball passes, but you could hook it up to any switch.
I will use this likely too in the apron that I'm working on to have some interactive lighting.
Attached pictures show the prototype. The new batch will have:
-20cm wire to power the mod, directly on the Heighway PCB
-0.5m cable + molex for connecting to a mod
-50cm cable with trigger wire to hook up to a switch (blue wire).
Optionally I can supply it with the mini beacons, but they are expensive as you may have found out
I recommend 2 per game. Who ever still wants this can PM me. we will make 1 batch and buy one batch of those lights, if anyone wants them.
[quoted image][quoted image]
Note, they are really small, about 1cm x 1 cm.

Quoted from Averell:

These beacons at the ramp entrance is a good idea, but in my opinion they should be activated by the according mission.
So if the user gets the information what to do, for instance "Shoot left ramp", the beacons should be activated then, not by a switch postitioned behind the ramp entrance. Maybe you can find a way to get the needed signal?

Quoted from Nethawk86:

This all the way! It was my original intention for this mod when i came up with it. Trying to find a signal switch that would activate them per shot is a huge PITA. Ive since shifted focus and am almost done with my ramp mods and beacon mod. Just hang up on parts shipping due to covid. I look foward to someone figuring it out and i can implement it into these mods.

My view is that Some mods need Switch activation, but others are much better activated with Inserts activity.

The switches seems to be sorted out here thanks to Felix (some of those here please!)... but all it still needs for a fantastic kit, is the LDR/optic sensor switch to run from an Insert, and activate the beacons on the specific ramp! . 3x Switch + 3x LDR in the kit.

#27106 3 years ago
Quoted from Faust:

First I come back to triggering on LEDS:
We're testing this weekend, seems not that simple. If it does, I can make a LED with a wire attached for triggering.
The Leds have 5V and 0V on it and one DO connection for the signal to the LED; we need to do something with that, if this works some way
I have pricing for the small lighting mod for the ramps, I can offer a package for those who want to install also the mini lights.
I will order these lamps.
https://www.pistenking.com/shop/product_info.php?info=p113_rundumkennleuchte-in-1-16.html
This is the size that is in my video.
I just need to know the color your want, thats all
I can make a relatively plug and play set:
-1 PCB + cable 20cm to go on Heighway board (5V)
-cable + molex to hook up to the switch or the LED (if this works, need to confirm).
-cable + molex for the lights.
46 euro.
The lights are 37.50 each as on the website.
You need 1 print per ramp (you can drive 2 lights)
For those who have their own mod plans you can just get the PCB.
I only produce a set if we get a minimum of 20, and only one run. It will be hand made and a lot of work
Shipment can just be in an envelope. Depending on where you are something between 5 and 15 euros.

Why can't you use an opto-couple? ... decouple the led from any electical connection at all and just run from the light source? . This would be most prefered for the system, surely?

#27138 3 years ago
Quoted from waywinn:

I have actually been tempted to buy that machine at times but decided against it for the very personal reason that I don't like the LE color scheme of the green or the occasional blue I have seen. The SE machines of all black look better. Again, that is just my personal preference. There are many that would disagree. I'm sure the machine would be awesome to own though.

I was about to pull the trigger and pay to purchase this, having an invoice and all, last minute I discovered it is really 350 only and there are no serial numbers for 426, just the piece of plastic. Lost in translation I guess, but build #426 was a Main Driver for me, so I had to pull out given All the info. The point is that my questions were answered, Kenneth was straight down the line and good to deal with, but the particular game just wasn't for me. Also a premium price, and with no significant spares. I digress.

Also it was (supposedly?) green trim... I too prefer the black SE look, including the Egg art over the Alien on the backbox, I'll just stay with that.

#27142 3 years ago
Quoted from dpeck3:

One of my favorite parts of the LE is the backlit blades. Not to mention that machine probably has the latest and greatest of everything before the company went out of business. And that is worth it’s weight. I’d wipe a dirty diaper for that. Oh, and you used the word mouth breather and diaper wiper in two different paragraphs almost back to back. With a screen name of dung. Just saying.

Later the physical knocker was deleted. To me that is One Thing Every Pin Needs.

#27177 3 years ago
Quoted from skyknight320:

Back on point...................
Asking for experiences with what is better for protection....MYLAR or CLING VINYL?
Especially on the field display. I have used both and I am curious as to what others found in using!
NO SEX JOKES PLEASE! lol

For mine I chose neither of those.

Playfield Protector is definately the best way to go I think, providing one can handle the installation job.

https://www.playfield-protectors.net/products/alien-2017-highway-all-versions

1245_540x.jpg1245_540x.jpg

#27180 3 years ago
Quoted from Oneangrymo:Does anyone have any good links on how to install cliffy stuff? Not the air scoop mine came with it

The playfield protector also makes some cliffys redundant, such as one for the magnet. Just adjust the magnet core height to suit the protector.

#27225 3 years ago
Quoted from Faust:

So for the apron the holes are supposed to get some acid burn 3D effect, I'm working on that.
I will make a proto Apron next week and keep everyone posted.[quoted image]

Actual Acid!? .... .......

Can it be CNC milled?

#27235 3 years ago
Quoted from waywinn:

Looking pretty cool! I think I prefer the top version with the lit Alien text. Do you think there will be an option without the acid burn holes?

If it's an option I would prefer not to have acid burn holes as well. The "Alien" in the middle I prefer to the Weyland-Yutani logo. Like the acid burn, I feel like there is enough of it in the game already.

No acid and "ALIEN" will look clean and finished. Factory (but not using temp cheap plastic kinda factory). I am also going to need somewhere for pricing/instruction cards, but I guess that can be sorted with or without providence.

#27245 3 years ago

img_4146 (resized).jpgimg_4146 (resized).jpg

I'm thinking of these covers... but the price!

Either way, I'm going to mount the beacons inverse, pointing downward, so that the light is shed more across the playfieild than upward.

#27264 3 years ago
Quoted from Faust:

I have a question also: Very often if I shoot the inner loop around the scoop it does not detect (there’s 2 inductive switches and needs to register both).
I’m not sure to what extend others have this too?
Of course trying to push the sensors as close to playfield helps, but font get 100% shots that register. Acceptable but can be improved.
I reduced right upper flipper coil power a bit so it goes slower.
But I think the best idea is to make 2 mechanical switches for this; anyone thought about this or has a better solution?

If switches must be replaced, opto gates would be far superior to mechanical switches. I have a teardown in my future, and a spare p/f ... I've though of recessing the switch slightly further into the playfield, just the smaller diameter nub part. To leave only max 3mm or so of playfield thickness for that 12mm dia spot. Undecided. Converting to opto switches would be most reliable I think.

2 weeks later
#27485 3 years ago
Quoted from Faust:

I put it here (other spots also possible)
[quoted image]
So I made a small bracket and mounted it on one of the posts.
I made thread in the model, but a swlf-tapping screw would also work.

That looks cool!

Like on Mr Squiggle though... upside down!

#27559 3 years ago
Quoted from Llabnip1972:

The video show all that the lower jaw does regardless of whether or not the xeno is turned off in setting. Also does the same thing in test. Thanks

The plastic gear inside the servo is stripped. It is trying to get the internal pot to it's desired position and just keeps homing but because the gear is stripped can never achieve the set position (in this case jaw closed).

This is why the servo motor stops "chasing" when you manually lift the jaw closed to the position the software is trying for. Stripped gear just doesn't let it happen, so servo is stuck trying to move to a physical position, keeps trying till it gets there, but never does (unless you help it).

#27561 3 years ago
Quoted from Llabnip1972:

Is this the part that dpeck has offered me in prior post. Am I correct that I need to replace that blue plastic box with the arm attached to it? Once I obtain the part can someone tell me how it connects to the head assembly. I can see where it attaches to the jaw via the arm. Thanks everybody

I believe so. It is a bit of a fidly job to change, remove the head from the playfield. The servo body just bolts into the lower frame. Can take a bit of tweaking/adjustment to get the jaw positions right, but it's not too bad.

1 month later
#27673 3 years ago

On Friday I received a new (to me) Alien, SE#65

Collected from the customs depot... and glad to have it in one piece, no forklift tynes through the side thank goodness!

20201018_120034 (resized).jpg20201018_120034 (resized).jpg

Very impressed with EL side blades! . Some Xeno work to do, but was aware of that.

I don't quite get why, but the main score always shows Zero? ... scores still come up in player positions, but... yeah. Maybe corrupt code somehow? . There is also some odd lighting behaviour, like other than hardware/firmware... ?

20201018_123717 (resized).jpg20201018_123717 (resized).jpg

Code version says: V1.4B2

Biggest issue would be that I'm going to have to work out what to do with the pretty badly damaged window frame, which was obviously bent by strapping across it to the pallet with some amount of skewed tension, and so bent in shipping with the cargo movement/kinetics.

20201018_115214_2 (resized).jpg20201018_115214_2 (resized).jpg

It's more than 1/4" bend, I don't think I'll be able to straighten it without cracking the coating .

Might look at getting one made from stainless steel maybe.

#27674 3 years ago

Is there an easy link to information on serial RGB assignments/strings, for troubleshooting LED inset problems/faults??

I thought Averell had included something in his great game instructions, but maybe not or I don't have the newest version?

#27675 3 years ago
Quoted from ChipScott:

There are several "chains" of lights that when you go to lamp tests are numbered/lettered 1-A, 1-B, 2-A, 2-B, etc. There was a post a while back that had them listed, but this can also be seen in the individual lamp test.... I do wish I could find that post. But essentially the very first LED in that "chain" that fails to light/work is usually the culprit, and it has likely gone bad and needs to be replaced. Replacement of this LED (which is very easy, if not done before, just need to loosen or sometimes remove a couple of the screws holding the board to the playfield near that light to gain physical access to that light, the LED slides out and the new one slides in, there's only one way to go in so you can't replace it incorrectly) usually will fix the issue for that light and the other lights on that chain. Sometimes (infrequently) it's a couple LEDs within that chain (note that all it takes is one LED on that chain of lights to mess the whole chain up/interferes with the communication along that chain).
I remember on my last game, I had a light on this very chain go funny (would only go green, never color change, from the Super, across the scoop stand-ups, the Xeno to the close pop bumper), and if I remember right, in my case (much like on yours) it was the LED at the Super insert light (or maybe the light just to the left of the Super by the left far ramp?)...but right around there.
Would recommend replacing that first non-functional LED, and work your way along that "chain" if needed (but it very well may be just that one LED). Again, it will make more sense - these "chains" of lights - once you enter into the individual lamp test.
Keep us posted!
Edit:
Found the post with the lamp matrix, it's under the technical subsection:
https://www.pinwiki.com/wiki/index.php?title=Heighway_Pinball_Repair

Quoted from razorsedge:

Is there an easy link to information on serial RGB assignments/strings, for troubleshooting LED inset problems/faults??
I thought Averell had included something in his great game instructions, but maybe not or I don't have the newest version?

Found it!

#27678 3 years ago
Quoted from bcd:

You have a mismatch between the game code and the video system code. Installing the 1.4 image from https://oddchange.com/alien/ will correct this.
1.4B2 was a test version of the game code only, without video updates. It looks like this was installed onto a 1.2 game, so you're missing the video updates from 1.3, where the score layout was modified.

Excellent info! ... thank you very much!

Question: That link takes me to a page that gives me a .upd file? ... which I assume is an "update" rather than an "image"?

Should I be locating an Image file? ... or should I be trying to apply this update?

I have installed images before, so that is no problem if recommended, and if I have access to an image or .iso file.

Or, would the linked "final" code update include these video updates from 1.3 as well as game?

1 week later
#27729 3 years ago
Quoted from Averell:

Ok c'mon Twister.. that looks really ugly!

Also quite un-natural for beacons to be emerging from an Ovomorph ...

#27732 3 years ago

I can not explain why, but for some reason I like the look of the high riser bases and the overall taller beacon....

Maybe it is purely that I'm used to it from seeing it so much. Whatever the reason, short squat beacons seem to look out of place or out of proportion for me.

The tall beacons have become somehow iconic.

#27737 3 years ago

Was playing with various beacons and doing testing over the weekend, working out what the go is. Main thing I noticed is that unlike everyone else seems to, I have silent gear driven beacons ?... nonchalantly glad about that I guess, all I know is I definitely wasn't going to be down for any rubber band type beacons anyway, by my maintenance preference and work experiences. Numerous reasons. Only reason I know of to not use gear driven might be noise, but I don't have that problem anyway. I did take a video I'll post. Way more reasons to avoid rubber bands imho.

Anyway, this has led to using a spare 10 minutes at my work to prepare the mounting hardware...

2020-11-03 13.44.24.png2020-11-03 13.44.24.png

This was just an M10 SS bolt, I chucked it in the lathe and drilled a 7mm hole through it for the wires, and softened the sharp corners. I'll just cut off the 3 little pads flush, not going to be using those at all. I already drilled the two 10mm holes in the top plate, aligned by the holes in the backbox.

I have a fair bit of stuff to post here and pics, some troubleshooting and repairs after taking delivery etc. ... I'll get to that sometime soon!

#27742 3 years ago
Quoted from Faust:

I have a spare Xeno assembly (without the head)
razorsedge what type of Beacons are the ones that make no noise?
Mine are very noisy.

The ones whatever they were that came with the game, I guess they weren't installed because maybe deemed "wrong" ones. I think they're perfect, except white and need painting. Getting ito that through the day!

I also have Freeplay supplied beacons, which are a bit louder, but still nowhere near as loud as my TNA beacon. But the TNA beacon I still find quite acceptable given the application

I'll post tonight with some pics and discoveries ... just got in to work, beautiful fresh spring morning here!

#27744 3 years ago
Quoted from Llabnip1972:

Hi Group. I have been noticing that green light is shining up through the inserts on the aliens mode inserts. It's coming up from the green lights on the board at the bottom of the cab below the inserts. Very distracting. Is this normal and can I do anything about it? Thx Brothers and Sisters.
[quoted image][quoted image][quoted image][quoted image]

Seen this discussed a long time back... some games had the white protective mask still on the perspex that covers the cabinet power board. Leaving this on seemingly helped diffuse the green light a bit.

I printed Averells manual, put it in a pocket binder, and it now sits above those upon the perspex... multiple birds with one book!

*This light shield also doubles as a manual.

#27758 3 years ago

Okay,so I have some learnings and pics from getting this here Alien up and running. I was going to leave the posting for now, and start a new thread, since I eventually plan to pull down and go all Averell on its xenomorph arse!

But there are a few issues discovered and dealt with that are probably each worth some posting about in their own right, without having a separate thread. I got the game for what I see as a fairly discounted price, considering it wasn't perfect. It has been through multiple owners apparently and was suffering neglect, mistreatment ... and some kinda headscratching hacks and "work" done.

I'm using some spare work time to write these, so I'll have to start with the subjects I have pictures still in my phone for, that is the pop bumpers, right now.

The bumpers on the game were almost completely dysfunctional. At best sluggish. They would be either not working, or machine gunning it. Little in between.

I started by trying to gap the switches. This had minimal degree of success. Constantly the same issue, either unresponsive or randomly machine-gunning.

I regret not taking some decent "before" pics, but I got carried away with troubleshooting and suddenly it was fixed! Lol

The pop skirts for activating the switches felt funny, floppy and slack, so I ended up pulling a pop mech for a closer internal asessment. What I discovered was unexpected, no skirt springs at all? ... not sure if this is how they are supposed to be??, but they are all the same. I have never seen a pop skirt without a spring to hold it up?. I have found so many hack type alterations in this machine it is difficult for me to know fully what is standard and what has been messed with by people. I've worked on a couple of other copies of Alien and never struck this bumper issue so badly. The game has a playfield protector as well, and because the skirt was dropping way further than it is ever supposed to the skirt was getting caught by the protector as it "sagged" down below normal operation. The switch should activate before it ever gets down that far.

So I went with, springs not included by factory assembly, and worked on a solution. The switch blades/leafs had not been messed with at all, they were all basically dead straight and looked like stock installation, with quite a bit of gap. Problem seemed to be that the skirts were "sagging" and the skirt pin would not consistently return to the centre of the spoon. This made rest position very random and variable.

My solution shown in the pic below, was to bend the top blade Upward quite alot, using the blade to provide the Upward pressure on the spoon and then onward to the pop skirt, holding it Up firmly when at rest. This allowed the skirt pin to relocate to the centre of the spoon and be fully raised after each pop actuation. This solved the switch skirt "floppyness". I also brushed a tiny amount of Graphite Powder into the switch spoon so that it could slide very freely.

Next step I gapped the switches. Now I got game and went pretty dang close with gap, I' m gonna say about 15-20 thou (just under half millimetre or so), only just discernable. Trying extremes. It worked beautifully though, no machinegunning. Sorry for no "before" pics, but the before pics would have shown same thing except with dead straight switch blades, like new never been adjusted. Now in the pic here the spoon is pushed up against the skirt pin wich holds it now at firm top rest position...

2020-11-09 10.03.48 (resized).png2020-11-09 10.03.48 (resized).png

Likewise with the video, regret not taking some "before" footage, but trust me it was absolutely Awful! ... this is how operation ended up and I am quite happy with it now. Also there is now no problem with skirts becoming stuck on the protector edges. At least I can properly play modes like Derelict Ship now! Lol.

Discovery/Repair chapters still to come:
Insert boards
Beacons
Switches
Xeno head/jaw
Cable Managment/support

#27760 3 years ago
Quoted from skyknight320:

Cool! Going to follow you with great interest.
You should keep a complete video log for newcomers sake on a different site. We're already getting redundant questions on operational problems and 556 pages now with some not knowing what it's for, or how to use search.
Just a suggestion, I haven't done this because I'm selfish and easily distracted.
You know your stuff and are easy to follow!
Mega Profs

We need people whom can mark key posts in the index. Something I'm not qualified for Lol

Alot of what I'm doing I know has been covered before one way or another, but covering again with alternate perspective can't hurt I guess.

I look up the various threads quite a bit for an info resource, and yes it can be like trying to find a needle in a haystack, trying to locate that reference one vaguely recalls.

If searching, I find Google works better. Just select from results that show "pinside.com" and what you choose to put in your search can make a big difference too, usually I find what I need on pinside a bit more easily that way

What I'll do here I think is just quote my own previous post for each chapter so that if anyone wants to follow back it can be an easy single click process. Some key posts would be ideal though for some of the threads more than others. Some threads have useful key posts already from memory...

https://pinside.com/pinball/forum/topic/weyland-yutani-dedicated-to-keeping-3-alien-specimens-alive

That is a very helpful old thread, unfortunately not too many key posts linked in there. I have quite a few posts bookmarked. At least that thread is only 12 pages long.

Also posts by Averell cover alot of stuff, and the re-working of his machine.

#27761 3 years ago

What does it mean when you use Pulse Rifle for double scoring, but you already have double scoring lit... so then it starts flashing?

Is that double double scoring or something? ...like 4x?

I couldn't find anything on it in Averells guide?

**Sorry never mind, found it! ... under scoring. Each collect adds 20 seconds apparently. I assume the flashing means greater than 20 sec to go.

#27764 3 years ago
Quoted from Vimtoman:

@razoredge I think the pop bumpers are Dataeast/Stern ripoffs so there should be a spring in the top section for the skirt.[quoted image]

Indeed, I'm pretty familliar with the DE/SEGA pop assembly and recognised it. I have half dozen games with this exact assembly basically.

I just wasn't sure why no springs in there for this machine. Only two posibilities I can think of; they were left out of the assemblies at the factory (for whatever reason cost cut or accident) ... or someone has had them out and then had leftover parts in the way of 3 springs once somebody re-assembled.

?? Who knows. I didn't have any spare springs around and never pulled down pops on other Aliens to know if they are excluded by factory.

The top spoon leaf seems to do a good job though anyway once adjusted to have a little tension.

I may install springs anyway after when I pull down to fix cabinet convection, and correct the playfield protector not sitting flat.

**Also by the way, had my thermal camera out yesterday. What it showed me was quite alarming really. Highlighting the urgency to impliment cabinet cooling improvments, readings above 50deg celcius found bottom side of playfield, across region of playfield display housing/I-O board for lower playfield. Way too hot. I'll post some pics of that tonight hopefully.

#27769 3 years ago
Quoted from MK6PIN:

You are so right!! All the worry of electronics, and the elephant in the room has not been spoken about much at all. I posted up several pages ago (ugh) on how to make the convection system actually work in a simple, cost effective way. Posted before and after pics w my thermal sensor.....realize 15-20 degrees cooler, as it breaks the stupid air wall that is created in the cabinet.
PM me if you can't find the posts....I've had my game in service state pretty heavy lately... so can snap some pics tomorrow evening of what I did to correct the issue....

I'm going to be tying it in with cable management, and also moving the PC. Tied for second place in the cook an egg competition was the PC Motherboard at the back which was running 48(c). I don't think they could have possibly come up with a stupider place to locate the PC either. No matter how you run your loom to the playfield ... it's fu@ked.

I already devised a plan that provides several solutions in one hit. One thing I will definitely be doing, because it makes no sense not to be this way, is venting the top rear of the backbox to create sufficient head (lack of which is just one of the many design screw ups). "Head" is like elevation differentials with relation to pressure. Convection calculation includes this aspect, a height, which multiplies the effect as it increases. Even with no heat in the backbox it acts as a "riser pipe". "Draw" or "Draughting" just like the Higher flue on your Pot Belly causes.

The way they have it venting at the back of the main cabinet severely reduces the impact of convective forces, and reduces flow significantly compared to what it could be (I'm saying to you literally much Less than Half the potential). There will always be severe lack of natural flow due to convection unless vent holes are added to the top of the backbox. If people do not want to cut vent's in their backbox I'd say the only other effective way to get ample air flow is going to be boosting it with a fan.

I will test, but I do not believe I will be needing any additional fans to achieve ample cooling, once issues are addressed and it is all set up thoughtfully. Atm there is just no circulation, at all really. Epic Fail.

Proper circulation will help with keeping coils cooler as well as electronics. So, will reduce Flipper Fade from thermal runaway, which is the sort of thing this cabinet actually promotes in standard form.

I'm with you on the silly power cord location, besides other issues it looks horrible! ..... they could have swapped it with the PC location or something Lol

Can't believe they made the backbox sealed!?! wtaf? Lol

#27770 3 years ago

Remember the I/O board protection circuit deemed to be "too sensitive"?

Here's a hypothesis for you all...

The electronics engineer may well have been fully competent and created something great .... undermined by shortcomings of the cabinet designer, whom clearly had no f'ing idea!

How correctly would this thermally sensitive "protection circuit" operate when an I/O board is left to be running at 50-60 degrees celcius? ??

Seems to me it's possible them unmodified I/O boards were only ever doing everything they were ever designed to do, protect against thermal overload!?.

#27773 3 years ago
Quoted from Averell:

I'm still waiting for some parts and the new apron, later I will solve the thermal problem in the cabinet in one step with all other last improvements.
My idea is to install a high voltage fan system to prevent a loss of power after the power supplies. This fan system should circulate so much ambient air that the temperature drops dramatically and can be kept low.
The plan is to construct an air baffle that takes in the airflow above cabinets behind the coin door and then directs it down over the floor to the rear. Two EBM-Papst fans would be the right choice to move enough volume at low noise levels. But I have to consider safety and electromagnetic interference.

One problem of Too Much flow to be watching out for, is drawing in contaminants and dust more readily, and also thermal efficiency reductions with excessive flow (Air is a BAD thermal conductor). Relying on air for cooling the velocity needs to be kept minimal as practical to allow efficient heat transfer, and then convection can convey it away nicely. I'm adamant a fan is not justified at all if the backbox is vented and an effective lower cabinet baffle is installed.

At the moment it has literally almost nothing...

#27775 3 years ago
Quoted from razorsedge:

What I'll do here I think is just quote my own previous post for each chapter so that if anyone wants to follow back it can be an easy single click process. Some key posts would be ideal though ......

Here are some thermal images to wrap your eyeballs around....

Bottom of cab 12v PS heat
FLIR0043 (resized).jpgFLIR0043 (resized).jpg

I/O board 3
FLIR0046 (resized).jpgFLIR0046 (resized).jpg

I/O board 1 (I think? lol)
FLIR0048 (resized).jpgFLIR0048 (resized).jpg

12v PS
FLIR0049 (resized).jpgFLIR0049 (resized).jpg

Cabinet Power Board
FLIR0050 (resized).jpgFLIR0050 (resized).jpg

PC Motherboard
FLIR0052 (resized).jpgFLIR0052 (resized).jpg

70v PS
FLIR0053 (resized).jpgFLIR0053 (resized).jpg

70v PS internal
FLIR0054 (resized).jpgFLIR0054 (resized).jpg

I/O board 1
FLIR0055 (resized).jpgFLIR0055 (resized).jpg

I/O board 2
FLIR0056 (resized).jpgFLIR0056 (resized).jpg

Those are all taken immediately after removing glass when the game had been in attract for one hour.

The following is after 2 games with several multiballs, taking about 15 minutes...

FLIR0057 (resized).jpgFLIR0057 (resized).jpg

FLIR0070 (resized).jpgFLIR0070 (resized).jpg

FLIR0069 (resized).jpgFLIR0069 (resized).jpg

I/O board 3
FLIR0058 (resized).jpgFLIR0058 (resized).jpg

I/O board 2
FLIR0060 (resized).jpgFLIR0060 (resized).jpg

I/O board 1
FLIR0061 (resized).jpgFLIR0061 (resized).jpg

PC Motherboard
FLIR0062 (resized).jpgFLIR0062 (resized).jpg

12v PS
FLIR0064 (resized).jpgFLIR0064 (resized).jpg

Cabinet Power Board
FLIR0065 (resized).jpgFLIR0065 (resized).jpg

70v internal
FLIR0066 (resized).jpgFLIR0066 (resized).jpg

Cabinet Power Board
FLIR0068 (resized).jpgFLIR0068 (resized).jpg

Have my solution planneded out and in process. Not too difficult at all really, and should have been considered from the start. I will re-assure again that installing a Low Flow fan is not something that is going to be required if the backbox is modified to have vent/s at the top. It is thermal transfer 101, trust me, my livelyhood depends on it.

*High velocity air is going to achieve nothing more than burn extra electricity for no gain, and fill every nook and cranny of your game with any dust or airborne contaminant, layered on the insides. . Air has Bad thermal conductivity and you need to give it time for the heat to soak as it passes. Above a critical velocity there is no more gain, and it is a relatively low velocity for here. Currently air is almost stagnant, so like Any improvement is going to be akin to like a million percent! Lol (I exaggerate ha ha)

#27777 3 years ago
Quoted from Faust:

Question: Is that really so hot? 50-60C locally measured on PCB's would seem fine to me (depends what is your ambient temperature).
I haven't ever measured a WPC game, but with standard bulbs I think these could run very hot too without much issues.

It's borderline imho. Thing is, it is excessive and it builds up. The playfield on these things gets So Hot! ... +50 degrees is not going to do anything good for the playfield long term, when you can measure that temperature topside surface!

Workshop ambient of 25 deg C. The concerning area is basically the I/O#3 there, because it is trapped below that display box which also makes heat. That stagnant heat dam you can see is allowing that building higher temperature to hang and soak through the board. It certainly is not ideal, no circulation there, and this is where the playfield cooks as well.

No other pin I have measured the top playfield temp of goes anywhere remotely close to that amount of heat.

I'm gonna take another set like that but after 6 hours and a dozen games. I have a thermal image that shows the heat, but I'll take a full set to match the controls.

I use this thing on any of my games to help identify faults. There arent many place's I've found these temps in a WPC that has been running all day, one or two logic chips is about it. Above 60 degrees I have generally found myself looking at a fault. Bad wire connection or burning connector for example, or a shorted chip or something.

It's only the problem that there is no circulation and it builds up over time. This is why it does not take much to alleviate as well, merely implimenting an efficient convection path. A fan can also impede thermal transfer (and exhaust rate/volume) if not considered well and implimented badly so that it fights the convection principles. Convection principles don't really exist much at all in this game as stock, and that requires correction to at least some degree for sufficient heat shedding.

Like what Mk6Pin sorted out with those ducts! ... that is solving alot of problems by bringing the incoming air to the front of the cab, where it can pick up some heat and rise. Very elegantly simple solution. Bigger the pipe there the better though, less restriction to flow. Vents in top of backbox, and seal the upper cabinet vents, you will over double your draught factor and significantly boost the air circulation velocity to a very effective level.

Only reason why not to vent backbox is that some may well prefer to not put vent holes in their backbox, which is fair. That is where a small 12v PC cabinet fan would benefit quite a bit, as long as it supports convection rather than undermining it.

#27779 3 years ago
Quoted from Vimtoman:

faust is correct.
Internal and external ambient is key here.
Also 50 to 60 seems Ok

This is my reasoning a fan is not required if the convection is fixed, with baffle and backbox vent. In stock form there is definately a problem with heat as it builds up but only due to no cabinet cooling plan, and a simple effective fix is worthwhile. Electronics lifespan is kinda inversely proportional to running temperature... meaning it is more likely to fail, sooner, given a higher running temperature.

Running cooler is better to a certain point. So yeah it has plenty of room for simple low cost improvments that would be beneficial. . Fans? , pumping in more dust or foriegn particles than you must, turbulence, additional power dissipation, air friction; in around the heatsinks and electronics isn't always an advisable thing when there are adequate non-powered options. Anyone choosing a fan option, the fan must go at the top of the system pushing out, at the 'exhaust", this way you do not add any of the heat generated by the fan motor into your cooling air, and less violent turbulence and disurbance at the bottom inlet means less contaminants will be drawn in and deposited inside the machine.

Indeed the game there was closed in attract mode for one hour, and I had two active games for 10-15 minutes before opening again for the second set, for short term reference. No it isn't that hot yet, barely warmed up. If that was what it will look like after being played all day, for temperature, then there would not be too much problem I guess, no. It will get hotter.

Yep easy to make much better.

Plan is to do the final set here after 6 hours or so in attract, then 10 consecutive games to get to operating temp, then will get back with what I find.

#27781 3 years ago
Quoted from Faust:

Did anyone report any problems with the pin due to temperature?
I'm trying to decide if I should do anything to the pin for this too.
Only thing I did so far is adding a USB powered fan to the PC so it gives a litttle circulation there.
A hole at the back top with a grill for hot air to move out (and another spot at the bottom to move in) sounds like a reasonable idea, just like WPC games.
However, when you use it in home use envirnoment I don't think it's worth the effort.
I played lyesterday for 2 hours again at my friend (he has over 1500 games on his Alien); never any issues.
An hour here or there of gameplay is pretty short.

I think it would have to contribute to some of the failures we've seen. Also the shorted 0ohm resistors on the I/O boards, might only be required because that I/O board heats up like that?. Speculating with that though. Did the protection circuit sensitivity mostly present itself at I/O board 3?

#27786 3 years ago
Quoted from skyknight320:

Gentlemen,
Just play the damn thing and enjoy it !

Well, fair call I suppose for some circumstances, but this particular one is going in tournaments, flip frenzies, and onsite .... sooooo. Yeah, there's that I guess.

Everyone gets to have a go at this great game here... this copy Needs to be as reliable as humanly possible, so there is good reason for this in my situation.

Having said that, all I am really going to be doing is strategically placing some 5mm acrylic sheeting the same as is used in there already, sealing the upper cabinet vents, and putting vents in the upper backbox. It is just as much to help with cable management in the bottom of the cabinet, the PC will also be moving to the left wall out of the way of the cables and covered, without any of the current snag points. The PC cover is already broken from this cable catch point shortcoming and it will become redundant now anyway.

#27787 3 years ago
Quoted from Vimtoman:

... and exit at top rear of cabinet and back box.

The upper cabinet vents Need to be sealed if putting vents in top of backbox, because they will only serve to Undermine convection (reduce draughting) once the backbox is vented.

You need a low as practicable inlet, and a high as practicable outlet. None in between. That is the way it is, convection and draught/draw.

#27790 3 years ago
Quoted from razorsedge:

Pop bumpers ....

...

Chapters to come : Beacons

The Beacon episode...

Here's a fitting intro:

Noticing three things in particular to me; Amber/Orange beacons, Slow Rotation, Mounted at celings.

Anyway, left is from freeplay and supposedly OEM? . On the right came with the game not fitted, they are gear driven 24V beacons.
20201104_005942 (resized).jpg20201104_005942 (resized).jpg

There is a noticeable difference in the Amber dome cover. The Black OEM 12V version has no distortion it's like looking through a window. The OEM version from FreePlay is also still a white base, painted black (but not under the bayonet/fixture). The 24V version has a distinct lens effect going on that scatters the light paths, it looks great!

20201103_035136 (resized).jpg20201103_035136 (resized).jpg

20201103_035113 (resized).jpg20201103_035113 (resized).jpg

Well, I decided these needed testing out. I put some 12V bulbs in there, and remembered to take a vid!. Forgive the clicking, silent environment, mic must have ramped up the gain, and maybe phone is faulty. I could hear the faint speaker crackles from the machine almost more than the beacons. I think the clicking though is my phone faulty.

By the way, is everyone aware of the callendar girl in the attract mode of this game?? ... right at the start of that vid... some Mapp'o'Tazzie right there!

20201103_133126 (resized).jpg20201103_133126 (resized).jpg

I created mounting hardware by drilling a 7mm hole straight through a M10 SS bolt using the lathe.

20201104_182838 (resized).jpg20201104_182838 (resized).jpg

I changed my plan to lose the feet, instead opting to keep them. But I was never planning to drill the 6 additional holes in the top plate and through the backbox wood, instead a single central 10mm hole each side (made in the top plate only) can be filled with a gromet, if ever desired. Part of the reason for changing was that I wanted the gap for the M10 locknut to go there, fixing the hollow bolt to the beacon and making installation/removal much simpler.

20201104_beaconbase (resized).jpg20201104_beaconbase (resized).jpg

I also used the wet paint to "glue" the rubber feet to the legs. They now just act as pillars without any bolts in there.

20201104_182857 (resized).jpg20201104_182857 (resized).jpg

I done a light dry top coat with the gloss to try get a semi satin type effect. Not really happy, will get some satin and go over them. Just that the gloss is all I had handy at the time.

20201105_beaconconnector (resized).jpg20201105_beaconconnector (resized).jpg

.156" connector header of 2 pins, trimmed down and setup like this.... just because it fits through the 10mm nut (8.5mm hole) and makes the beacons easily removable by the one M10 nut and the connector.

I've kept from posting repeat information, just posting findings new to me. To wire up beacons here is a link with the wiring references that I used:
https://pinside.com/pinball/forum/topic/get-away-from-her-you-bitch-alien-club-all-members-expendable/page/4#post-4128905

20201104_192104 (resized).jpg20201104_192104 (resized).jpg

To finish off, I really need to cover the Slow Rotation! ... emphasised by the 24V motors. I think it is great! ... it is just slightly slower than the speed in the movie clip up the top.

Thing is, the slow action just gets me hard! Pmsl

Peace Among Worlds!!!

*Chapters to come : My playfield LED/switch boards

#27792 3 years ago

... and, oh my goodness... what is this???

#27795 3 years ago

Its purpose is going to be for protecting the Xeno Jaw Servo Driver board from being fried, again, by an overloaded/jammed servo/jaw ... because this game will get put onsite and so I require it to be bulletproof, and not burn to the ground while I'm absent.

So it is not a dampner at all. It is relief... a linear "servo saver" if you like. If the jaw gets jammed for any reason, the servo will operate as normal for position, but the control link has a set amount of "give and take". It is essentially a mechanical overload protection device.

The Jaw board was completely dead and jaw jammed all the way down (stuck on the switch frames) when I recieved the machine.

Since replacing the jaw board, in very rare instances (3 times in 200 games) the switch on the tounge fails intermittent (or something similar) and the Xeno "bites its tounge" when on rare occasion it stops half way out ... which if left I believe is one of the things that will lead to the board failure.

This is just one aspect of an improvment package I will be going over for the Xeno head to make it Failsafe! ... unjamable!. A teaser I suppose. Protecting the circuitry from overloads and burnout in any case of switch failures or abnormal operation.

The good Alien is safe, kept away from harm, and not for onsite. Unlike this one I have not had any real work needed or done with it so far, and it is still very stock with some updates yet to be implimented. It has basically hardly been played, and currently have nowhere appropriate (space) to set it up, besides onsite which I decided not to do with that OG machine. It has been on the back burner to get it sorted, basically due to many comitments..

I bought this copy to operate, and put in tournaments. It is my experiment machine. Successful modifications will cross over to my home game, lateron. My workshop is not a suitable environment to be having an immaculate Alien set up long term. It is good environment but too much dust long term... and it is a workshop rather than "game room".

Game room has no space.

#27797 3 years ago
Quoted from Averell:

I did an improvement on the servo-bracket.
In fact the shape of the bracket often is the reason why the jaw-board gets fried... the small IC will be burned.
So first I decided to swap the servo itself to a metal gear version and second I rasp the bracket in that way, that the lever can slide smooth between servo-arm and jaw. The entire mechanic is working very well now and nothing interferes the motion, the jaw never gets stuck, there's no more issue.
A third check is necessary for the heat sink on the IC of the jaw-board, this should be glued to prevent that the heat sink will move and short circuit the board.
The fourth improvement (advice from PER) is to replace the socket on the jaw-board to be able to connect spare servo-drives with their standard plug.

What would happen when we inevitably have a microswitch fault again on the tongue when it is half way out? ... the jaw can not close and the tongue gets caught and then can't retract either? ... the servo sits there trying to close all day onsite while I'm at work, and kills the servo board again.

I've designed the redundant system (linear servo saver and tongue mod) so that such a random and always possible fault can not cause damage from being left in the jam state and powered on.

I understand what I am doing here does not necessarily apply to everyone the same way as it does myself, since I need the game to be safe and reliable in tournaments and on location. It will be powered for more than 12 hours at a time on some days, and I can not be there all the time.

I have other improvements for the Xeno that will come together with the new jaw operation arrangement.

The servo will be re-located, to a more appropriate and functional position. The jaw will have more clearance from the standup targets. The jaw will have more travel so that it can be able to close fully (with some overbite) yet still open far enough to well clear the ball being eaten. The tongue will not be able to get caught on the jaw as the tongue is retracting. That is most of the major improvements I am implementing for the head.

It all must be done!

#27799 3 years ago
Quoted from Averell:

Maybe you have to ask Brian for some information how the system will react if the xeno jaw or tongue have malfunction?
I'm not sure if there was something improved in the latest software to prevent, but I remember that he said that the xeno-assy and it's software environemt are not part of the software he programmed for the entire game.
Of course you're right in your assumption to make the machine bullet proof while leaving "outside".

Well, I was watching how the current code reacted. I'm not sure there is much really that code could do to help this anyway WITHOUT doing a reset/power cycle? ... remembering we are considering a fault with say, a switch failure on the tongue.?

If there was anything in new code (which I installed day 1) it doesn't stop the intermittent jam up that has happened here 3 times in about 200 games. I test and fiddle and search for faults. Find possibilities and think I solved it but still it happens again, rarely. Power cycle does not correct the Xeno (not that it matters because nobody onsite is going to do that anyway) as the tongue gets caught on the jaw during bootup jaw servo homing, and the test doesn't carry out properly (at all).

The first time it happened I powered off the machine immediately, then powered back on to see if it could self correct. It didn't, the jaw was first trying to home up against the tongue, tongue wanted to retract to home but it couldn't because it was hooked on the jaw which was homing "up". In the end the only way was to power off, remove the glass, free the jaw from the tongue tip, and push the tongue back into the microswitch. Works fine again then. The first time it happened we played for 5 hours waiting for it to re-occur, but it did not. There is still something going on, and I will find it.

Changing the code might be able to make the Xeno recover better *maybe*, but it will not make the jaw have full travel or work properly still anyway.

Changing the mechanics slightly can enable the recovery, make the jaw have more functional appearance (aesthetic), and protect the servo circuitry from homing jams. All without needing to alter any code. I think the mechanical fixes I have cover alot more significant improvements than code possibly could. Another 3 birds with one stone trick, like the cabinet cable/PC entanglement issue that can be corrected with the same upgrade for correcting the convection. A couple of pieces of 5mm perspex and the fixings.

When I have some pics to easily describe all that I will put them up.

The point I return to on the Xeno, is that any of these faults or failures can and will occur at any time, probably when I am not there as well. It is imperative for me that the game can look after itself, and not cause self destruction just because some two bob switch has failed.

To answer your question about jaw servo link length/room, yes the servo will move back quite a bit to allow for several aspects. There are other changes to the jaw itself I will make that alleviate several issues simultaneously. I can say that the control rod will operate Outside the framework instead of inside, and the servo horn/crank will be longer than it possibly can be when situated Inside the frame. This means more stroke, and more jaw travel from fully closed to fully open (meaning the Xeno Jaw will finally be able to Close Fully and still open enough to allow the ball to pass. The jaw will also require some counterweight, to allow the servo saver to be effective (less Load). That Jaw is F'ing Heavy man!!!

#27800 3 years ago
Quoted from Averell:

A third check is necessary for the heat sink on the IC of the jaw-board, this should be glued to prevent that the heat sink will move and short circuit the board.

Do you mean the tongue board there? . On my games the board with the heatsink stuck onto it controls the tongue. The control board for the jaw servo that blew, and the new replacement from Mr Pinball, do not have any heatsinks on them at all, but the tongue board does. I have spare controller chips for that tongue board complete with the heatsinks attached.

Also do you have any idea on the Jaw board when it is fried, which component/s need to be replaced for it to work again? ... or is it un-repairable? (no parts/IC's)?

#27803 3 years ago
Quoted from Faust:

Actually I have this problem too that once every x games the tongue goes out half and the jaw closes.
I saw the same now twice alsomat my friend’s game.
You can replicate this behavior by going in the test menu xeno test and put it on loop.
If you stop when its half way it remains in this position and the jaw keeps trying to close.
My advise would be for any game on location to have xeno disabled in the menu

This will be the purpose for "what is that?"

When I have something to share and demonstrate I will.

Any of my ideas are open source for Alien community. Welcome to be reproduced.

#27806 3 years ago
Quoted from Averell:

I think you're right, there's two holes in the cabinet bottom, but no channel in the cabinet backpanel. There should be made like WPC-Cabs have had. Some holes in the Backbox similar to B/W and it's done.

Yes now you are pickin' up what I'm puttin' down!

Elevation is everything to encourage convection. More elevation to the outlet will mean more "draw" or "draughting".

If the upper cabinet holes are left open, it is allowing warm air to interchange with outside ambient (cooler) air, and the new backbox path is then Less Effective due to the tempered air, instead of all of the hot air just entering the backbox so that it can be a stronger rising heat column, as it tries to rise and exit the top backbox holes (added/cut). So, leaving those "half way" vents there (open) sort of gives you two different weaker convection systems that are connected. Closing them will make one stronger convection path having maximum potential heat within the backbox column, and therefore more draw and airflow.

The backbox does not need to generate heat to act as a convective heat column, it just needs to Not Cool the air. The display makes sure of that. Same principle as a pot belly flue. The flue does not create any heat, but yet still extending the flue height Increases Draw or convective forces. Increasing airflow potential.

It is more of a calculation and not a guess, that these three changes (Baffle, block upper cab vents, add backbox vents) will at least double airflow through the cabinet.

The baffle will add the most though, as it allows the air to soak up heat from the front regions of the cab. More heat soaking into the air is Good, and means more flow, added convective potential (remembering Restrictions go the other direction of Restricting the potential flow). Like Mk6Pins vacuum cleaner hose upgrade, same effect as baffle just more flow restrictive than a baffle would be. Anyone not sure which way to go, and wanting something very easy... Do MK6Pins cabinet cooling mod with the tubes. I think it is sufficient enough for home, but also is the Minimum improvment that I would be doing.

Another awesome thing about convective cooling, it is inherently Dynamic! ... meaning it regulates itself (more heat conducted into the cooling air means increase to convective flow), so long as you provide the right conditions for sufficient convection and thermal transfer.

That last line ... that is what Heighway missed. Very Poor conditions in that cabinet.

#27807 3 years ago
Quoted from Starscream:

New owner here!
Picked up a late build LE w black trim, Fun game!
Like most owners I intend to keep this game around for the foreseeable future, but being a little late to the party I'm on the backfoot for spare parts to keep the game alive.
I noticed a few LED's out on the game, (or at least misbehaving) that need to be changed, a couple of the inductive switches are a bit touchy too and only register 50% of the time,
The stand up bash target switches could do with an overhaul too,
I have a couple of the LED's for the GI spare, but I need to source some extra of the longer switch boards with LED's for behind the sling's
(they look like this but without the black button for the target)
https://www.free-play.se/en/electronics/circuit-boards/alien-full-throttle-target-switch-board-w-led.html
Does anyone have spares they could sell me or point to a vendor (preferably in the states) that might have some?
On the subject I could use a few of those switch boards WITH with the target switch for the standups as the one in front of the xeno is flaky
Also would like to source a few other spares if anyone has anything surplus, a few plastics could do with replacing too

I'm about to document my LED and Switch playfield board repairs, main tip in advance for the switches, I found the sensors to be sitting down (inserted all the way) which meant a gap between top of eddy switch and bottom of playfield in the recess. They can come up and out of the socket a bit to close this gap. To stop them working their way back down from vibration and gravity, a block of anti-static foam between the switch and the board to support it up against the wood in the playfield recess. I have a playfield protector installed which makes this even more critical.

Also you can use the standup switch/LED board in the place of the sling boards without the switches. Everywhere seems to be out of stock for even those now though.

We are all tentatively waiting for Timebandit to produce more of his Awesome dual LED sling boards!!

With the bash switches on the Xeno, I'm planning to look into retrofitting old faithful leaf switches to those, so that they are connected and operate more like the sling switches. This will be a much more durable setup. Ties in with Xeno Jaw mods to allow plenty of clearance between jaw and target support frames.

#27811 3 years ago
Quoted from Averell:

Just for a better understanding - yesterday I took a closer look to the cabinet.
In the rear left and right the bottom has holes and two bigger vents like the B/W-cabinets have in the backside, so this is correct.
But the backbox doesn't have any ventilation, the heated air raises up into the backbox through the cable channel in the middle and is trapped.
This is the reason why the temperature still grows up and up.
My suggetion is to dismantle the backbox and drill the same holes like B/W-backboxes have. This should solve the problem?

Yes this is what I've been saying. They were mad to close the backbox and not use it to assist convection. Having high heat components in there or not is irrelevant really. It's about making the tallest possible closed "pipe", or path.

Upper cabinet vents (middle height overall) need to be closed/blocked if you add backbox vents.

In fact you could make these new vents exactly that same shape and size X2, and re-use those grills there in the cabinet. Then put some black plastic sheet in their place to cover/seal those middle vents there. That would be the arrangement Highway aught to have gone with.

Backbox vents of course go as High As Possible, that is, laterally and above the top of the display frame. Basically right below the beacons.

#27819 3 years ago
Quoted from MK6PIN:

Hate to be the negative Nancy here, but until holes are put under the front of the electronics at cabinet bottom, the air wall has only worsened.
The problem in design is the INLET( bottom) holes positioned incorrectly, NOT the chimney.
If the air doesn't naturally draw over the components ( from to back) instead of behind them, then bed=0.
Adding holes in the backbox doesn't really do anything. Looks cool though...
I think maybe dung had nailed it early, drilling holes in the bottom of the cab speaker in proper location (?)
Anyway...onward...

You're right that without a means of directing air to front of cab, the air wall is stronger, worse. Worse because the additional elevation creates more potential difference, for elevation to increase convection effect (now pushing More air Straight Up, with no baffle). This is why either one alone is ineffective. Both baffle And BB vents are required to work together. Increase draw, and correct air path.

The tubes you came up with will do that job as the baffle does. Blocking upper cabinet vents also works together with the other two, essentially supporting the desired outcome. I think your tubes do the job sufficiently, but I would describe it still as the base minimum upgrade... just some concern for the big display perhaps, which will still build some heat. At least even that will still reduce some of course (turbulence/flow will help), but only a slight little bit without the top outlet.

I would suggest one small cpu fan, offset to one side in the BB hole, transferring air THROUGH (back/forth both ways simultaneous) the transition between cabinet and backbox. That would be a pretty worthwhile use of a fan if you specifically did not want backbox holes for any reason. This would destroy the air block and at leas allow cabinet ambient temperature to be shared inside the backbox.

Venting at the highest point is a no brainer, and also venting the backbox is a no brainer to get rid of the elevated heat that currently Collects There from the cabinet components (and can not escape).

#27820 3 years ago
Quoted from Averell:

Read razoredge's posts above then you understand, why this is the ultimate solution.
And I'm sure this will work.

I will say I generally get a bit uneasy at the term "ultimate" ... lol

It is what I am doing for myself, and have my own confidence that only improvements will come from what I am implementing.

However also, I am building for extreme operating conditions... some of what I will undertake may well be overkill for home environment.

Having said that, the cooler electronics run, the longer their functional lifespan can be.

#27821 3 years ago
Quoted from skyknight320:

but I personally did NOT want to heat up the backbox display as a earlier than normal heat induced failure of it is not a desireable result.
Drilling holes anywhere was a last resort if NO other options were available. Your design would work well but mrk6pins tube approach was sufficent for me in its simplicity and needed results of directing cool airflow, In and Out.

A couple of points here...

I totally agree about backbox display lifespan and having the 27" display running cooler, for longer life.

One of the side reasons for my needing to vent the backbox is in fact so that the display can run cooler. Currently it COOKS in there, focused at the bottom... check those thermal images again, and that is just an hour from startup.

What seems to be happening at the moment in stock form, is that High Cabinet Heat collects within the backbox and hangs there mostly. It has to be cooled very inefficiently by the back wall of the backbox before it can very gradually drop, and fight the hot rising cabinet air for a flow path (as it needs to go back out through the same vertical path, a no-no). As MK6PIN pointed out many posts ago it creates an air block there, but still gets high heat introduced by the cabinet. By nature the hottest air will go to highest point and collect, because the middle cabinet vents are lower, the hot air will kinda overflow upside down (if that makes sense) leaving the hottest air mostly inside the backbox, highest point like an upside down dam. Hot air can not really escape from backbox well at all. It builds excessively, same as front of cabinet.

This cabinet ambient heat level, which is high at the playfield and glass level, naturally goes to the backbox/cabinet port first, effectivelly adding excess heat to the back display and backbox. The setup is undermining cooling in more than one or two aspects. They did not understand convection, thermal transfer, or fluid dynamics. Which they should have, and any engineer worth their weight designing a cabinet would not have let it come out this way.

My claim is that venting the backbox will also dramatically reduce the running temperature of the backbox display (from the 45 deg celcius it is currently reading some spots ). Because then it will get constant 25-35 degree flow instead of building up stagnant heat, which it does.

#27824 3 years ago
Quoted from skyknight320:

OK you two, no reason to get " HOLIER than thou! " with me...lol

Let me just say I steer clear on giving lectures about topics I can not demonstrate competency around. lol

There are more than a few topics that I tend not to speak about too much, for that reason.

That's when it is time to ask questions, instead. Asking Questions is something I highly recommend, for anyone.

#27826 3 years ago
Quoted from skyknight320:

Nothing meant, just joking about making holes in the backbox........Holier.... get it? Naw, it's all good, I agree with you 100%. For me I found another way.
Like I said before, you know your stuff! and I'm NOT demeaning your findings in ANY way. Keep the faith and looking forward to more of your postings.

... you just about put me in tears of laughter with that! Pmsl

I might have been quicker off the mark if you spelled it "holy-er"

A bit slow this morning it's Sunday...

#27827 3 years ago

FLIR0070 (resized).jpgFLIR0070 (resized).jpgFLIR0081 (resized).jpgFLIR0081 (resized).jpg
FLIR0083 (resized).jpgFLIR0083 (resized).jpgFLIR0085 (resized).jpgFLIR0085 (resized).jpg
FLIR0090 (resized).jpgFLIR0090 (resized).jpgFLIR0075 (resized).jpgFLIR0075 (resized).jpg

The first pic there is from during the week, noticing the heat build up at the bottom of the display. Game was only on and in attract for an hour there, then played 2 games for 10-15 mins.

All the other 5 are from last night, after game turned on for 12 hours and with the final 4 hours being solid constant gameplay by 3 players. A bit like what could happen onsite.

Fair to say that chips operating at 50-60 degrees (at the core) is reasonably normal. The issue I see is that this high heat level spreads Far beyond that. Not limited to chip cores. Just look at some of these temperatures and nowhere near any chip cores. Besides, I did find a point where temperature reading was in excess of 70c.

The bottom of the playfield and backbox displays is running around 50c. This will mean a shorter lifespan than if the temperature there was say, 35c.

#27830 3 years ago
Quoted from Averell:

The last one... looks like the machine is already burning... this is too much!

That is up in the back around I/O board 1. The heat from front and lower areas of playfield seeps up and congregates there and adds to that I/O boards heat output underneath the Xeno. Then the heat goes up and settles under the large backbox display, and it can't get out too well.

#27831 3 years ago
Quoted from MK6PIN:

Sorry pinbud..thought I'd drained the post quick enough. You're efforts are definitely awesome, and theory spot on.
I couldn't put holes in the cab, and got an incredible win w a simple solution. She runs nice and cool ( in line w my other games) now..so it's all the energy I could expend on that project for now.
Anxious to see the before and after readings....

I updated post a bit there, because to be honest I have been on the fence about cutting holes... originality or whatever, but I've resolved to do it. I will keep with the theme though, and go with two oval holes.

If I had decided to go with keeping the backbox closed (for originality sake), I would have put a small cpu fan in one end of the neck hole to circulate the air. Trying to keep that display from holding any concentrated heat around/under it.

Fighting convection, but with the display generating only a minimal amount of heat, the one little fan should still be able to do enough to have a noticable reduction in temperature in there, and have a tangible benefit for display life.

Here's a way to picture, for if anyone is perhaps having a little trouble to see how this operates. Not a perfect analogy, but imagine like "reverse gravity". Picture the whole machine Upside Down. Now, instead of hot air there is a heavy gas. Instead of air gathering heat, we have a gas that gathers Density (or heavy-ness lol). Goes in the vents at the top (bottom of cab), sucked in (not so heavy yet), by the heavier gasses descending within the upside down cabinet. With a baffle, or MK6pin hoses, the gasses make their way to the front cabinet board get heavier (hotter) from that board and drop (rise) more strongly now to the front of the playfield... where the gasses run the slope of the playfield assembly, getting heavier (hotter) as they go, from the boards it passes. Then the heavy gasses collect in the upside down backbox (they would have to go uphill (decend) now to get to the middle vents), so they fill the trough (backbox) like a gutter or dam. Then when it is full of accumulated heavy (hot) gasses falling (rising), with the Heaviest (hottest/lightest) gas settling right at the bottom (top)... then the extra just overflows past and exits the middle vents leaving the hottest gasses building in the backbox. This way anyone can maybe picture the fluid dynamics at work (or hindered) by the trap that is created by the sealed backbox. It just can concentrate and build there is the issue.

Just like drainage with gutters; flow paths or restrictions, and elevations, make dramatic difference. Dams. Liquids or gasses both are fluids, many shared principles hence them being grouped into fluid dynamics and fluid mechanics etc.. Temperature is one of the core aspects in this field, as well. Temperature affects density, gasses and liquids. Increasing or adding temperature reduces density for most matter. Less dense (hotter) means rising, relatively speaking. Denser (cooler) means descending, relatively. The "descending" in this scenario should essentially all be happening Outside the machine, the "rising" should be all happening Inside the cabinet (as heat is added). The backbox does not follow this principle. Air is trying to descend while getting hotter, and has a roadblock called physics.

The CPU fan solution should help pump some of that heat build up out from remaining in the backbox so that it can be expelled out the middle vents with the other lower cabinet heat. Mixing it if you will, not ideal, but I can picture it being enough given the displays own relatively low heat output levels. Key would be getting the fan air, or at least a bit of turbulence, to the top of the backbox. The sufficient amount of power and ducting (if any) to Disrupt the stagnant Laminar heat levels that would be existing in there right up the top, with the standard closed setup.

https://www.pinballlife.com/corrugated-slit-hose-sleeve-black.html

Idk, but maybe one of these in 1-1/4" on the fan to transfer ambient cabinet air to the top of the backbox? ... just a thought. Still be fighting convection though, but should blast enough out.

#27838 3 years ago
Quoted from fossmin:It was the I/O board at the top of the playfield.
Thanks

Skyknight320 right on! ...

... and also because some games have had the socket pull right off of the board, then you have an I/O board in need of repairs.

#27844 3 years ago
Quoted from Starscream:

Make sure you flick the switch on the power supply box too!
I missed it on mine last week and only flicked the 110v switch on the main board and same issues came up,
Weak flippers/coils etc,
Totally missed that tiny red switch at the back of the silver power supply box

Yep you certainly know/learn not to neglect checking All of these when the switching is required in the opposite direction.

Neglecting or snoozing on the job around firing up imports leads to a plume of smoke here, and requiring new power supplies... not just a temporary minor issue of weak coils.

#27857 3 years ago

Been on a cleanup rampage, and trying to get to some uploads/updates .... but there's a spanner in the works now since my RaM #500 is arriving at my very place this evening!! ... it has had a hard trip, there's going to be alot of stuff and things to do! ... got a heap of interesting Alien stuff to cover from previous and new. Next day or two I hope to get caught up with posts, when the dust settles! Lol

:3

**See, so distracted/excited I neglected what I was going to post about... L.E.D.'s. Cleanup rampage LED to a pile ( Lol ) of "questionable" but possibly ok or flowable condition.... I thought geez we really could use a simple test rig to confirm these as "OK".... ?

Takes someone way smarter than me with electronics to create something like this... thought I'd raise it as a question. Is there an easier way than lifting the playfield and using the game? . Been doing that, but some of the cable connections (in/out leads) seem iffy, need to work out how to replace those too, make them I suppose? . But anyway, would a test board for these LED's be an easy to create tool?

I seem to recall they aren't merely LED in there but serial circuitry that can fail as well. I could understand a reliable test rig being a bit complicated.

Cheers!

#27864 3 years ago
Quoted from skyknight320:

Just out of curiousity has anyone had any different shot rebound results from loosening the posts. This was an old trick when there was only rubber for post and rings used, now with different materials some rebound differently. The post in front of the right upper flipper is a perfect example, make it tight and you get airball, loosen and it comes back easier. When replacing with silicones, I was just wondering on changing shot dynamics. I would appreciate any experiences with keeping any slighty loose or tight. Some like different flipper rubbers from different manufacterers for rebound. Rebound/airballs can be affected the same way.
Game shots can be adjusted positively or negatively depending on the tightening setup, and if anyone has used this for wanted results I would like to hear.

Core problem here is that the loose hardware will damage your playfield over time.

If you want less rebound use Superbands or something on post sleeves.

Better option (for machine longevity) is completely remove that flipper post so the ball strikes nose of flipper. My flipper bands are all superbands so they can handle this torture no worries.

#27866 3 years ago
Quoted from skyknight320:

Never went "Floppy Loose" just spinnable to a degree for shock absorption decreasing airballs, playfield damage was non-existent. Removing that flipper post is like having your fly open in a fight!, not my cup of tea. Why do it? And how does it change shot dynamics , if any?
I went with Titans when switching my IJTPA and liked them, but they were more lively.
It's like shock absorbers on motorcycles, everyone has a setup they like for a reason and I'm just curious on ALIEN.

Any movement will equal opportunity for wear. "Less loose" will not always mean less damage either. Firm but still moving will affect more surface. Mega loose will affect more around the hole. Same as with people whom wierdly leave leg bolts loose. It creates damage.

How players like rubbers to "feel" is pretty subjective. I use superbands in half the applications because of value. Function and durability. I dont use superbands for baggatelle spike posts, or lanes, they're just too dead. Those places I just have OG rubber or silicone.

I still have the post in front of the flipper, although been meaning to pull it out to see. Decided I needed to make a "flat top" bolt to fill the hole level though. Some have done it I think. Just makes the chestburster shot more achievable/wider afaik. As far as a ball hitting the end of flipper, it will be much more dead than your tightened post, and the mech can handle it no worries.

#27870 3 years ago
Quoted from MK6PIN:

We think alike Pinbud...never had to do it on Alien, but that right @#!& post off the pops on my TWDLE was killing me ( thought about setting it on fire one night). Tapered Titan and slight loosen of the post..spins w some resistance, doesn't wobble, did the trick.

The playfield in this Alien I got has nice damage and/or wear around most posts. It's had a few games over it. Most posts firm, but none really tight. Could move them with fingers. Posts not tight, this is no good. Anyway, just saying, you know.

Preference maybe in some ways, but solve with tapered rubbers or etc. not by leaving loose. All I'm trying to say.

#27875 3 years ago
Quoted from razorsedge:

...
I still have the post in front of the flipper, although been meaning to pull it out to see. Decided I needed to make a "flat top" bolt to fill the hole level though. Some have done it I think. Just makes the chestburster shot more achievable/wider afaik. As far as a ball hitting the end of flipper, it will be much more dead than your tightened post, and the mech can handle it no worries.

Quoted from skyknight320:

... You still didn't say why you removed that flipper post, and what were the results of doing it? ...

So to clarify, no I haven't tried without the flipper nose post... yet.

Thought it might be interesting to see the effects on entries to that "vent 2" ... like underhanded flipper movements, and also the chestburster shot.

It's intended to have the post there. It goes good and is challenging with it there. Cool. Just thought it could be interesting... but need to make that bolt to do it really.

#27877 3 years ago
Quoted from MK6PIN:

Does this mean we can all start on the Bourbon now (hope so, as I've already started)?.....

Oooooowwwwwweeeee.... Bourbon....

That was about 10 hours ago for us Lol, it's Sunday lunchtime and a little seedy maybe here now.... Jeeebus there was some funny pinball s#it last night!

20201121_213514 (resized).jpg20201121_213514 (resized).jpg

20201121_215534 (resized).jpg20201121_215534 (resized).jpg

2020-11-22 09.51.03 (resized).png2020-11-22 09.51.03 (resized).png

#27927 3 years ago

Tid bits, some from what will go into my "Xeno Head" post chapter bit ... as soon as I get some larger blocks of free time...

20201120_182415 (resized).jpg20201120_182415 (resized).jpg

20201121_010817 (resized).jpg20201121_010817 (resized).jpg

20201123_001849 (resized).jpg20201123_001849 (resized).jpg

20201123_001902 (resized).jpg20201123_001902 (resized).jpg

20201123_001953 (resized).jpg20201123_001953 (resized).jpg

Servo saver and geometry changes... preliminary tests. This is developed and in the game some time since this vid. Just need to collate for the in depth post, and write stuff and things...

.

Counterweight, just because that jaw is so heavy and unbalanced...

.

Really happy with the result. The servo horn can now go to wherever it likes if the jaw is under resistance or jammed under the tounge.

20201123_021805 (resized).jpg20201123_021805 (resized).jpg

#27929 3 years ago
Quoted from Faust:

What was this magnet supposed to do?

Chestburster... hold. I recall something about Andrew wanting some falic looking chestburster to rise up out of the playfield from behind the target... in a somewhat cringeworthy way?

#27935 3 years ago
Quoted from Starscream:

Is there some trick to getting the jaw to close like that upon its "rest" setting during the game?
My game the mouth is always open significantly when powered up but I can close it totally when its off.
The jaw opens completely when it sticks it tongue out to collect the ball but I would prefer it if there was a way to close it after its done, Would look better and the xeno would need less dental work from airballs.

This was a part of the reason I modified the jaw operation so drastically. Now my jaw opens well far enough to clear the tounge, but also still closes all the way. It always bugged me how the "closed" mouth needed to hang half open for it all to work. Now it works as I believe it aught to have worked in production.

#27936 3 years ago

Scream 1:02

Ambush 1:30

**Also need to install Averells Mod in Scoop 2:30 for the times there's one more ball in there. It only hesitated because I have the power attenuated (maybe one too far) so just enough for two balls, since I know 3 never come out again anyway until the mod is done. It doesn't happen too often, but still needs to be done for siting, certainly.

#27938 3 years ago
Quoted from Averell:

At 2:30 the balls get stuck in the Airlock, didn't you improve that part of the game?
Got the same issue until I put in a part of plastic to prevent that the ball will roll back the small support ramp.
That's the reason two or more balls make problems while playing ambush mission.
But your Xeno works very well.

Yes I meant to say I need to install Averells Xeno drain mod!!!

That is with just the two balls. When three get in there it is Game Over Man, Game Over Lol

Implementing your little plastic mod part in the scoop is on the to do list there!

#27940 3 years ago
Quoted from Averell:

That's good and it really works, even when three balls are in the scoop.

Yeah I'll put the power back up once I know 3 balls will stack and not fire randomly sideways hard, possibly damaging things. That's why power is low. 3 balls in there, glass off, until your mod is done anyway. Soon! . Like within 2 weeks, onsite. But if not finished will just be there for a show. It is close by, no drama either way. This scoop is high priority so will be done, and convection ducts, and flipper coil cooling ( which is where my choice to use a fan).

These are the two plastic pieces cut for my baffles. Need to set up a strip heater to fold them, then move the PC so I can install them, and also cut headbox holes...

20201117_205148 (resized).jpg20201117_205148 (resized).jpg

#27950 3 years ago
Quoted from MK6PIN:

Did you happen to look at the only known unsolved problem w the Xeno (Herg mentioned several times)....on rare occasions, the tongue will not retract fully to static state, causing the cycle to appear like it's binding (confuses itself)?

This is the other main reason for modding. I solved this for my game Mechanically/Physically, with the servo saver. If this should occur now, the servo can operate to it's desired position and the jaw can remain stuck under tongue without frying the servo or servo board. Mine was dead on arrival when I got this game and jaw jammed on targets at full drop. By the way, the servo saver also solves this situation where the jaw gets stuck on the switches and blows the jaw servo equipment.

I have also seen before the tongue get stuck pressing the tongue magnet against the inside of the jaw (fault). This can jam the servo when it wants to open. This potential situation also covered as the servo saver is Bi-directional.

So, solved, but in a more retro-active way. Since the presumed code? tongue issue is not the only way the jaw could become jammed, I went for a redundant system (the servo saver), which only ever comes into play if something goes wrong, like a switch fails, or the bug happens. In this way it is just a "physical protection" mechanism. The extra jaw travel comes from a longer horn. That longer horn in following, requires the cushion of the saver, and the assistance of the counterweight. The whole three becomes a system that works together now, to operate well, and be protected from malfunction or mech misadventure.

Except for the new holes and a slot in the Xeno main frame, this modification is entirely reversible back to stock Heighway configuration (but, why would I want to?).

#27951 3 years ago
Quoted from dts:

Back on the Xeno jaw, is this the correct resting position? Closes more during breathing.[quoted image]

That is pretty close to how mine was before mods, although I did have it a little more closed and the ball brushed the bottom teeth when eating. That also meant less likely to get jammed by coincidental target fouling on jaw (lip), it didn't go down far enough to do that now. With the mod I also moved the pivot bolt hole in the head frame, giving more clearance to the target backs where the jaw used to get stuck sometimes.

Here I went into the Xeno Test menu and went through that...

Here a short vid just shows where the counterweight has room to operate. Funnily enough it also half fixes a deep but obscure hang up point, and also tested as not jamming up with a ball stuck sitting in behind there.

So, I caused a foul-up there for you all by pressing "Reset", which immediately stopped the tongue mid way through "Loop". Correcting this hang up evidently does not require removing the glass either, just go to tests and run "Shot", which is what I did in the video.

Oh and, the world according to Rick, "Weddings are basically Funerals with Cake!" Pmsl

#27982 3 years ago
Quoted from Averell:

I have received the small grills today to cover the 9 holes in the BB for ventilation with 35 mm diameter.
This looks like factory made.
Now I have to wait for the new pair of belt driven beacons, hope to get them end of this week.
[quoted image]
[quoted image]

Is there a reason you did not follow with the games cabinet theme and go with the two oblong holes, reuse the original grilles from the two holes that get blocked over in the cabinet?

You know, so that the whole lot would blend and match well?

Do those vent grills stick out proud and not leave a flush flat surface? . They appear like the same as the plastic inserts that are in some of my kitchen cupboards?

#27985 3 years ago
Quoted from dts:

Motherboard question. After a problem free couple of weeks, the I/O board goes missing sometimes during multiball and balls stay in the trough until I restart the game. It says I/O board 1 isn't recognized. Ordered the harness ladders from Pinball Life, to connect the usb cables more securely into the I/O boards. But after messing around with the connections, it looks more like a usb port on the motherboard was the issue. When I reconnected to other ports, it works fine. A similar issue came up on my Lebowski, the motherboard usb connectors were faulty. Barry send me a new motherboard, after thinking the P-roc boards were the issue, and it was fixed.
My question for you guys is this: should I pick up another motherboard? I have one backup I/O board. Everything has been otherwise perfect so far. Thanks for your input!
Edit: back to I/O board 1 missing, will try securing the usb connection.

Also I found when I was having this issue... it went away when I used each Motherboard USB device adapter/chipset exclusively.

Where there are two ports one atop another, those 2 USB slots are sharing or multitasking the one USB channel on the motherboard.

So I made sure to have only one I/O board connected to any one motherboard USB device/channel. That means only one I/O on the Ethernet port block, one on the USB3 block, one on the USB2 block, and then I utilised the USB that has no sockets by adding the 9pin cable (with female USB2 other end) to the motherboard which gives access to "front panel" USB2 device.

In this way each I/O board now has it's own dedicated USB controller/channel, and no boards are sharing/switching USB communication channels.

USB hubs will tend to complicate comunications and create conflicts, lag, or dropouts as well. Same reason, multitasking the one split up USB, switching between, instead of dedicated and uninterupted comms.

#27987 3 years ago
Quoted from dts:

This makes sense to me, I'll give it a try! Thanks!

But also yes, USB for pinball was a bad idea. All the other issues as stated everywhere too, support etc. .... just that I think that one about providing dedicated port accest for I/O boards, and repurposing a PC "front panel USB" cord/plug, can't recall seeing that bit posted anywhere yet.

#27989 3 years ago
Quoted from skyknight320:

Ditto on razorsedge's solution
Here's a plug-in schematic................
Don't forget everytime you POP the hood recheck your cable connections.
[quoted image]

Where it says there "2x USB" on the USB3 stack, I only have one I/O board in there to prevent the Sharing. Same for the Ethenet stack, only One I/O board plugged into there. Third is around the corner on the other edge, another bank of shared USB sockets, that is the third one. For the final unshared USB access is a connector (9pin 10 position, 2 row) on the motherboard, you need an adaptor cord to use it.

4 separate USB motherboard devices, all utilised, not 2 cords in the same stack sharing a USB interface (same stack is common or "shared", basically an onboard USB "hub" is what each "stack pair" is).

#27991 3 years ago
Quoted from dts:

Ok, is that female 9 pin two row (4 on 5 pin) to female usb connector?

Yep, one key pin. 2x5. I used one out of an old desktop PC.

There are two aux. USB sockets on the motherboard. I'd guess the one closest to the Side USB port stack is piggybacked with them, use the one farthest from the side USB ports. (Edit: Use "F_USB1", which is in fact Closer, but doesn't seem to be sharing with "side USB" stack)

From memory it says "Front USB" on the board next to the header.

I know it works without splitting up like this, but I've had zero I/o board dropouts or laggyness since I did this.

#27993 3 years ago
Quoted from Axl:does anyone have a picture on the front side of the board, same as the picture skyknight320 shared?

It was easier to pull a few cables out the drawer and the spare computer to take a pic of how I have it, probably clearer too.

Looking from the coin door, I also remember I ended up at "F_USB1" ... since "F_USB2" seemed no different/no better, I guessed that must be the one piggybacked with the Side USB ports on the motherboard.

So this should give each I/O board its own dedicated USB interface/adapter (onboard hardware). No sharing comms channels.

20201204_210404.jpg20201204_210404.jpg
#27995 3 years ago
Quoted from Averell:

Could this be a reason why some IO-Boards are unable to update... connected on shared USB?
So could this be a solution in that case, too?

Despite my posts I'm not a computer engineer or anything. Just built many a gaming PC back before pinball, and worked on getting various finikey USB devices functioning properly in the past. Sensitive or high demand devices being forced to share USB interfaces/adapters on a motherboard I have always found as a no-no if you want best performance. For obvious reasons, it seems to me.

I would suggest it can't hurt, and very likely helps with Continuous Uninterrupted communication for Every I/O board, including Cabinet I/O which is responsible for Buttons! .... Easily as Important as any of the other three boards. You hit a flipper button, that I/O board is called upon.

The "random" (?) order and sockets into which various games have their I/O boards connected, may be an explanation for why some owners have flickery LED's and others don't. Like, which specific I/O boards have been randomly paired together? Are some owners using the Side USB stack for one cable? (meaning there are only 2 I/O boards sharing then?)

I did have intermittently flickering (and also lagging) LED's, alot. .... since connecting this way it became barely noticable.

If you have to choose an adapter to share two boards, you would choose the special USB3.0 sockets (blue ones). This is inherently superior adapter, and even though it is dealing with USB2.0 only (and no drivers installed for 3.0) it is going to be better at multitasking the two I/O boards "simultaneously" (not really simultaneous, actually "switching" 50/50, this then that). Even though there are Two sockets, there is only one USB3 adapter serving both, which is the issue I have been getting at for the other USB2 "stacks", multiplexing or multitasking. Alternatively, dedicated 100% attention to an I/O board is much more desirable.

The 2 pinball I/O boards I think best to double up and share the USB3 controller or "stack" (assuming we have no remote cable) would have to be "middle playfield" and "top playfield" mixed together, giving "bottom playfield" and "cabinet" each their own dedicated full time USB2 adapter (one in the ethernet stack, and one at the side stack). This is probably the way the cards have fallen for those owners having very few issues, just my guess. Obviously flipper buttons and main flippers are Most critical to the game experience, so those two I/O boards should have the greatest priority for Dedicated 100% PC access.

#27996 3 years ago
Quoted from dts:

Motherboard question. After a problem free couple of weeks, the I/O board goes missing sometimes during multiball and balls stay in the trough until I restart the game. It says I/O board 1 isn't recognized. Ordered the harness ladders from Pinball Life, to connect the usb cables more securely into the I/O boards. But after messing around with the connections, it looks more like a usb port on the motherboard was the issue. When I reconnected to other ports, it works fine. A similar issue came up on my Lebowski, the motherboard usb connectors were faulty. Barry send me a new motherboard, after thinking the P-roc boards were the issue, and it was fixed.
My question for you guys is this: should I pick up another motherboard? I have one backup I/O board. Everything has been otherwise perfect so far. Thanks for your input!
Edit: back to I/O board 1 missing, will try securing the usb connection.

Of course even still, you could have a flaky USB cable or connection causing this severe behavior.

#27999 3 years ago
Quoted from chrishoyle99:

I have a weird issue with an jntermittent 30% of the time upper right flipper problem where the flipper after activating stays on for about 5 seconds before releasing ! Any ideas? This is the first time this has happened in 18 months ownership but happens consistently now after zero previous issues on a late build LE.

Maybe mech is getting dirty / worn and binding a bit?

If you power off and the flipper stays up it is mechanical.

#28007 3 years ago
Quoted from Llabnip1972:

Awesome. Thx. Lifting the door worked in the past but now it's no bueno. I'm going to try the graphite next. You guys rock! I appreciate the advice.
J

Quoted from dung:

I need a lock for my full throttle. It is missing one completely.

https://www.amazon.com/gp/product/B000KZXGQU/ref=oh_aui_search_detailpage

418U1YkbeoL._AC_ (resized).jpg418U1YkbeoL._AC_ (resized).jpg

https://pinside.com/pinball/forum/topic/alien-pinball-official-game-thread/page/460#post-4558073

Use Google to quickly filter through hundreds of pages of pinside, that's what I do ....

While I'm there it can be interesting to compare the eventualities of today, with old posts ... lol

#28014 3 years ago
Quoted from Faust:

I have been tweaking the flippers a bit and was wondering what was supposed to be the normal way to shoot ‘vent 2’. That’s the loop behind the drop targets.
If I attempt with left upper flipper to make the shot directly it bounced back out.
I can make it by ‘luck’ with right bottom flipper, hitting the right upper flipper or post and magically letting it roll through
With left flipper this seems impossible, but i an play around with settings to dial it in

This shot can be performed as you say by backhand with right flipper to just miss the upper flipper post, then timing the backwards flip well so that it flicks it backward down the vent. A unique, but probably unintentional method to make the shot, by the designers. I can get it Way better than 1 in 10 this way I'm sure...

Might be worth a rail tweak to see if it cant be made from the upper left as well....

#28016 3 years ago
Quoted from Maurice:

Rail cannot be tweaked. ...

You Gone done Did It now!! Lol

It's always pissed me off a bit too, not right. So I took it on myself to fix it today. Thanks largely to your irresistible challenge!

Here some pics and a video of the antics, should describe well enough what I did and the results.

Before
20201207_124907 (resized).jpg20201207_124907 (resized).jpg

During
20201207_130715 (resized).jpg20201207_130715 (resized).jpg

20201207_132717 (resized).jpg20201207_132717 (resized).jpg

20201207_134028 (resized).jpg20201207_134028 (resized).jpg

Here is the summary diagram, not perfect guide but I think fairly accurate. Red is the old geometry, green is the new. Just look at it like billiards, angles of deflection. You can see ricochets now end up heading inward instead of outward.

1b8fecdd79034e3c570cea8a61263c0460f6 (resized).jpg1b8fecdd79034e3c570cea8a61263c0460f6 (resized).jpg

After
20201207_153227 (resized).jpg20201207_153227 (resized).jpg

So, the tough bit was working out how to bend safely and nicely. Ended up as in the pic with a Zip Tie and my thumb firm on the inner wall right at the stud/post behind in the playfield. Don't go too far, or the metal edge/end of the ball guide can interfere too much with the weapon target!. How I have this now, you will either get the weapon target or it will go in the vent if any lower. Until you get so low it ricochets upwards off the top APC post.

I also kinked the lower guide up angle just slightly, where it didn't need to be so horizontal.

2 ball guide tweaks. It worked a treat really!

**A few days ago I also pulled the Upper Right flipper post as well as adjust the nose down just slightly. This has no impact really on these ball guide tweaks, but it makes the chestburster and vent 2 both easier, though. My failing I should have maybe banged a new screw hole in that position straight up, but I just screwed at the edge in the OG hole because, well .... I wasn't sure yet. Lol

I'll have to pull it apart again really to put the screw in the new place properly. But have to trim the PF protector now too!

It never ends

#28018 3 years ago
Quoted from Maurice:

Sometimes people need to be challenged. Great effort and fantastic result. I will do this too in my Alien LE.

Comment : What a bi+ch of a thing to have to pull apart!!!

#28019 3 years ago

Also found what seems to be a new bug tonight... Xeno Jaw stuck looping "scream" ...

When I pressed "scream" in test, no change, but pressing "breathe" after that jogged the servo into a breathe cycle, then it came to rest once complete.

#28021 3 years ago
Quoted from Maurice:

Can you still properly hit the weapon target?

The same chances for activating. It does give the standup some protection though... from being overextended, forced back hard, on strong shots. If you can't hit the target anymore then definately gone way too far.

Have fairly close gap so that it registers easily.

#28023 3 years ago
Quoted from dts:

I had to do something like that on Iron Maiden to make the loop. Maybe it's beginner's luck, and this is a hard shot regardless, but adjusting the left eject and left upper flipper to 10 percent weaker seemed to do the trick on my machine. It doesn't pop out at those settings.

My upper flippers are on 15%weaker, since my first setting up basically. I could hit the opening, the shot, but it still would bounce back out almost every time.

Maybe your power supply coil voltage is set a bit lower or something?

I can see how less power may let it "drop in" easier rather than bouncing back out.

Those 70v power supplies are adjustable, and so I guess potentially variable as well ...

The guide tweak, still pretty happy with the outcome anyhow.

#28025 3 years ago
Quoted from dts:

I think the power is full, judging from my thumb...never been whacked so hard by a slingshot on any other game!

Lol's

#28027 3 years ago
Quoted from Faust:

Nice work razorsedge I will do the same.
Nice technique with the piece of wood.

Piece of wood?

Do you mean in the vid? .... the post-it note pad ball prop?

#28040 3 years ago
Quoted from Faust:

prevent the bounce back

Maybe, but only makes sense if you want a bolt on alternative to bending your ball guide.

If the ball guides top and bottom (must tweak both, bottom side as well to work fully) are corrected, a gate is redundant.

#28042 3 years ago
Quoted from Faust:

I’ve been trying to get Razorsedge tweak done...
While doing I changed the left flipper angle a little bit, now the chestburster shot is a super easy shot all of a sudden!
I changed it a bit to the outside, so that when a ball is kicked out it smoothly rolls into the inlane.
While trying the shot I try to make it when it rolls down from the scoop; most realistic aproach.
Now where it keeps mostly bouncing back is a ricochet via the bottom side guide of the vent 2 that should be round in its best case to reduce this.
Maybe I’ll make a small 3D printed clip that makes the shape better; saves this job I’ve been busy with now for 1.5 hours..

I like the printed clip idea better than the gate. Like a tongue. Slips over the guide to correct the curve (fills in space). Retained by the plastic post nut and the plastic, so it can't creep up. Would also deaden the clunking noise. Do the same for the lower guide maybe if it still bounces alot outward off of that. With what I did, bending the lower guide was important to achieve it fully 100% as in video. The shot only ever missed deliberately, I'll record 100 shots off the flipper going in there if we're not sure?

Printed plastic slip on. Easier and cheaper to make, plus less clunk and maybe less bounce (more absorbtion).

#28043 3 years ago

Unprepared, worth the try.

Yes Dion is Banned! Lol

#28047 3 years ago
Quoted from Maurice:

Where can I buy these better Ss leds?

+1

#28049 3 years ago

Obviously there were some tongue issues going on there still, however that has now been Identified as mechanical. The tongue had lubricant which had gone very gummy and was binding quite tight at full extension and the stepper just not strong enough. I've already pulled the head, stripped and cleaned out the slide and rack (tongue). Will be all good now. I'll post some pics after. It was Bad man! .... should have stripped it right down and cleaned it out when I done the jaw. Looks like factory lube (a *nylon* grease?). Use No Lube (other than a Dry lube very sparingly). Also nylon burrs/dags helped build up the sticky goo into a locked in dirty wedge point.

Also we can play spot the bug!

Pick the bugs apart from the mechanically caused issues.

As well people are making the vent 2 shot from the upper left flipper now that it's ball guide failings are fixed.

#28050 3 years ago
Quoted from Twister:

I made the LEDs, but I don´t write often here, because my english is not the best, sorry for that.
My Alien was a early prototype, so I needed spare parts. I remade the slingshot LED, the normal Insert and GI LED, the target switches with LED and the bumper LED.
I made them mainly for my private use. But I know, other Alien owner will also need it.
For the slingshot LEDs I made a batch with 100 pieces full assembled and soldered PCBs, they are all sold. They are with two front and one rear LED.
I am also working on a tester for Alien components. You can make different tests on LEDs, Switches, JAW servo, stepper motor....but more info when it is done, if there is interest.
I don´t have the time to manage orders, shipping etc. And I have no commercial interest, I do this for a price that only covers my cost. For example the Slingleds were 4$/piece.
Also at the moment, the shipping cost to US is very high.
My suggestion would be , that I can order one batch of all my PCBs (fully assembled and soldered), when I have also finished my tester, and if there is also interest. Then we can make one group-buy, and one package to every country/continent. The distribution in every country/continent have to make a Alien owner.
Sascha

Definately in on this, several owners here. It seems I might have to be the receiver for Australia. We have very few in Oz, I'm in contact with most owners...

#28059 3 years ago

What's this then, aye ?

20201214_134551.jpg20201214_134551.jpg

I had some downtime today at work, made a start on something I had planned some time ago...

10
#28061 3 years ago

2020-12-15 21.43.13.png2020-12-15 21.43.13.png

#28063 3 years ago
Quoted from Manny65:

The open egg with the facehugger looks great - wish they done something like that on the new PB machine but the photo they shared the other day had none open

They're also the same price as the standard closed egg, and the same supplier. I don't see a reason that they wouldn't include them in production...

They also aught to put a jaw on the tounge, even if it's plastic instead of the Ni-Cr Steel that I used...

For benifit of new buyers hopefully they also had the foresight to fix the vent 2 shot.

Shame about the screen, as it seems it was a key part of the game to most, especially the players of the game.

#28067 3 years ago

It would work well with Averells magnet upgrade. In it's austenitic (annealed) form the 316 is non magnetic so does not interfere. 316 is also relatively quite soft and tough (malleable), so the teeth would be unable to damage the hard pinballs. The teeth will eventually "form" to cradle the ball at multiple (teeth) points around. It can feasibly replace the rubber, as a rest to hold the ball from being too close to the magnet (held too strongly), and can be adjustable using a grub/set screw holding the desired position/distance. I had to cut away a fair bit of rubber to put it where I needed. This one has no grub screw yet but is held firmly along with the old rubber using super-glue, but this is just for testing atm.

The tongue jaw also protects the magnets from being struck and broken, it is locked to the gear rack (tongue).

#28070 3 years ago

The downfall to produce as an item is that it won't fit a standard head. I took the arch in the nylon recess out to a square shape, gave it much smaller radius corners. Not much material really. Otherwise the top jaw had to almost not exist. So there's that. Looks like it's only an arch due to cutter shape, simplicity of production, need. I should filter through and post some more pics ...

I done it using a cordless drill and regular drill bits. Having said that, I am a machinist by trade so it isn't something for everyone.

It is made from 5x25mm flat bar, and 3x20mm flat bar, 316ss. Crafted, then polished. Teeth first. Then TIG welded together to form a box having a 12x6mm orifice. I used the actual tongue rack to jig and carefully weld this. Then the middle teeth were formed around to shape (they were welded in sticking up at about 30 degrees from the tongue line, bent down later), and then some more TIG welding. Then finish shaping and fitting (grinding down the out side faces to give my desired clearance), followed by a final cut/smooth, electro-polish and buff over.

I was going to use a grub screw in the side from the start, but turned out it glued on there solid with the rougher surface finishes inside... like crazy glue. When I finished trimming the rubber down it was basically falling off, so I put it back in place with "super glue". I slid the jaw up for a test fit when this glue was half set, and did not intend for the jaw to stick there. With the tiny amount for it to stick to, I needed a hammer to get it off again!. So I figured, jeez, might as well just go with the super glue and see what happens for now.

Ultimately I think I will end up with a locking grub screw as well as super glue... and no rubber, with Averells magnets setup. Adjust to good position with grub screw (ball to magnet gap), then lock in that place with super glue ... bare magnets and bolt visible like a little inner tongue.

#28071 3 years ago

The reason my tongue was jamming up....

20201213_192053 (resized).jpg20201213_192053 (resized).jpg

Cleaned everything. De-burred all the sloppy nylon burrs that had clogged up with grease. Cleaned some more. Brushed on small amount of graphite powder to the upper portion of the rack (top and bottom) before installing. Good to go!

More on Main jaw counterweight...

20201213_175111 (resized).jpg20201213_175111 (resized).jpg

20201213_175207 (resized).jpg20201213_175207 (resized).jpg

20201213_175227 (resized).jpg20201213_175227 (resized).jpg

In the first pic is seen the original arch shape of the top of the tongue recess, re. tongue. The jaw counterweight plate slots in between the jaw frame and sculpt there, can go in just far enough (on the jaw I have) to get a hole in it to locate with pivot bolt. I had to thin the plate to a slight wedge shape around the hole to get it in far enough though. It has a little slop as shown in the pic where I push it up, but rests well with gravity. It is 4 layers of lead sheet with the carrier being 1.6mm ss sheet material. I know right it's a bit hard to spot with the black cammo effect Lol ... soz

The tongue jaw other pics....

20201214_141432 (resized).jpg20201214_141432 (resized).jpg

20201214_160217 (resized).jpg20201214_160217 (resized).jpg

20201214_161654 (resized).jpg20201214_161654 (resized).jpg

20201214_180448 (resized).jpg20201214_180448 (resized).jpg

I guess those are all kinda self explanatory....

Back a couple of pages is more details on the jaw; the servo-saver, crank, and relocation mods.

https://pinside.com/pinball/forum/topic/alien-pinball-official-game-thread/page/559#post-5981359

#28074 3 years ago
Quoted from fossmin:

Can someone please post some pics of the top left corner of the playfield? I took the hyper chamber plastics off and the plastic with the ramp switch and like and idiot didn't take any.
Thanks

Here you go

20201217_170617.jpg20201217_170617.jpg

#28088 3 years ago
Quoted from Averell:

These are not for me alone, I keep one in spare and all the others will be sent to other ALIEN owners who ordered them, too.

Yes indeed here too we ordered a group batch for aussie owners. Good to think ahead.

#28090 3 years ago

Funny ... to me the art eliminated by the display is actually profoundly dull. Subjective thing though of course.

#28114 3 years ago

1.4 code I have discovered still has alot of bugs, many visual display related. Many of these seem multiplayer related that might not have been picked up previously, and/or related to score display alterations.

Black screen with a running system though?? but all working in bootup...? ... might go as far as having to start anew putting the 1.02 image freshly onto the SSD. ?

#28117 3 years ago

You use a bootable flash drive to boot a USB active Linux Operating System on the games PC, then use that off-board operating system to write the .iso file (entire hard drive contents for Alien) to the game PC SSD. This can not be done at the same time as running From the SSD on the PC. Hence a bootable flash drive to execute the procedure. When I done it the .iso was 1.02, then I ran the updates onward from there. There may be a 1.2 - 1.4 .iso available?

I would have to search for the exact detailed command line parameters that makes this .iso write process easy in one step basically, using the Terminal in Linux (from running on the USB drive). Maybe someone has the instruction line easily on hand?

Making a bootable Linux USB drive is probably as much of a challenge as the actual installation, but still not too hard if you can search the web and follow step by step instructions. They are in this thread somewhere. Need more Key Posts!!

When I did it I removed the PC and put it on the desktop with keyboard, display and mouse. But you can also just plug in a keyboard and mouse and do it in the machine. I was also setting up spare PC's for some aussies at the time.

#28132 3 years ago
Quoted from waywinn:

I have to say that I'm glad the remake is happening as it looks like some hard to find parts will be usable on some of the original machines. This is just based on me looking at the pictures. That being said, I would not trade my machine for one of the new ones. The combination of the old cabinet with the lit blades, larger backbox screen, and the playfield LCD is superior imo. I do however think the apron is better than the stock apron on the original machines. It's nice that more people will be able to experience the pin. It will be nice when some videos are released. I'm also curious to see what is similar under the playfield.

Indestructible Wobbly Super Silicone Facehuggers!!!!!

With better mounting!!!!!

Keen to see if they made the new boards to work on OG code, or if the (new?) code was "changed" somehow throughout to suit some incompatible new hardware systems. I'm guessing the former is the most likely at this stage.

#28144 3 years ago

Trolls are hungry and I know it's tempting to feed, but try not to ....

#28156 3 years ago
Quoted from dts:

Not a bad idea, my PCBs have “Pinball Brothers” printed on them. Looks like their product by the time mine was manufactured.

afaik they took on support responsibility for the heighway games... hence our spare parts supplied by Daniel at Freeplay. (PB)

As well as approving code updates.

You can also order your Alien SV there. Already checked for SV Parts like Facehugger slings.... not as yet.

#28170 3 years ago
Quoted from Faust:

They have the parts, yes, but what I understood from Brian is that they were difficult about the 1.4 code being released.
Also Freeplay was not an ‘official’ Pinballbrothers supplier, they advertised it more as ‘new old stock’ left over from Heighway.

Seems logical to be difficult about 1.4 code update at That Time, considering, and their need/business in getting the updated game to the market .... USING THAT VERY CODE. You see?

Patience mate! . Brian has been asking about bugs, I am sure given time things are going to get additional polish

Daniel is one of the PB. Yes a PB supplier. Check the website. Also as you say, they supply Updated PB parts there as well (for more than a Year now)... for the Old Heighway games!.

Yes originally it was just leftover HP parts only. But that changed a Long Time ago.

I think some may have missed the newsflash about support from about 2 years ago.

This to me is simple over-reaction, a molehill made into a mountain.

Are you not seeing!!?? .... NEW UNBREAKING FACEHUGGERS!!

I am not at all concerned about support for Heighway Alien games. What Would be nice to see is code support for Full Throttle owners.

How many FT are there? .... like, 7 or 11 or something?

#28178 3 years ago
Quoted from dpeck3:

Pinball Brothers interview answers a lot of the questions that you have. Link below. Starts around the 1:20 mark
https://directory.libsyn.com/episode/index/show/superawesomepinballshow/id/17248715

OMG Really?? .... you still here??

You know this was last weeks news right? .... and you're still in the wrong thread, dude.

#28189 3 years ago
Quoted from Zablon:

OMG?? Are there really some sitting in boxes? Or is there a story behind this?

Quoted from dpeck3:

Yes it’s the interview from the 18th. Which is only a few days ago. A few ppl were asking questions that they answer in this interview. Just providing information based on the questions that were asked. In this thread mind you. Maybe you and DTS should look a little further up in this thread And read the discussion Instead of insulting or belittling? Seems to be a commonality for some of you. People had questions and I provided an answer. Isn’t that what the threat is about? I wasn’t aware that we had to ask for permission before we post answers to questions. Id suggest that maybe you keep scrolling if it doesn’t apply to you.

Wrong thread guys. You need to find the right thread!

Zablon mate that is a NIB OG Alien.... you only had to read what is written on the box man! . Pinball Brothers thread is a couple of other places but this isn't it.

And dpeck3 you're only reading half and taking junk out of context. People were asked to take it to the appropriate thread. Please do!. Thanks.

#28192 3 years ago
Quoted from Zablon:

I know it's an OG, that's why I asked.

Ok yes I mistook your context sorry.

Yes they were still about, but about gone now since the remake.

This is from final boxed "solid" games no longer being wanted by preorder customers.

A glut of unwanted late run Aliens left in the hands of PB is partly what led to the halt in production.

This is covered in the interview too.

LE 350/426 only recently sold from there.

#28197 3 years ago

Yeah a typo. 3 r & e right next to each other.

Fixed

#28199 3 years ago
Quoted from Llabnip1972:

You Aussies crack me up

If you can't have a larfe at shit you ain't livin' hey!! ... so good for you mate!

Your post there made me LOL! ... so it is both Thank you and you're welcome from me.

#28215 3 years ago
Quoted from skyknight320:

These were going for 400 bucks from Freeplay when you could have got them.
They're excellent quality units. If anyone is selling cheaper................there has to be a reason.
I got one for myself and I recommend.
1.3 had problems and it wasn't finished. 1.4 was last update done.

No middle man. That is basically it. I got 4 for peeps here and for myself. They're the same, and they're fine! 250us.

Two lots of shipping and stuff as well. They aren't running a charity there obviously either.

Do have to put the image on there yourself, that's all.

#28217 3 years ago
Quoted from rai:

Any owners could you say how the rules stack up and compare to (similar) for example Stern Star Trek (or another game that it would be comparable to)?
I said ST as an example because it seems similar in that it has 2 movies and it takes scenes from the movie and makes them into modes you progress through.
ST has 6 movie scenes but each one is divided into 3 so that in a way it's 18 with 3 mini wizards and 3 multiball modes. I like ST has a lot of modes but the mini wizards are not super interesting more like collect jackpots.
Alien has 4+1 each movie plus 5 multiball modes. On the surface it seems like Alien is not as deep (not as many missions as ST mainly because ST has scenes broken into 3 levels so that gives ST 18 rather than 8 or 10 for Alien).
If ST is not a good comparison could you give a better game that compares to Alien.

I don't know Star Trek at all, but each Alien or Aliens mode has several steps to progress through it (some more some less), if that's what you mean, similar with RaM Adventures.

Multi ball modes loop through several phases and either loop back repeat until multiball ends (like Sentry Guns or Hypersleep), or until complete for mode type multiballs (like Newt).

Sentry Guns can be Stacked onto the other multiballs but not other way round.

#28219 3 years ago
Quoted from rai:

I see.
On ST each mode continues so if you don't finish and you drain, you start back where you were on the next ball. Alien the mode is satisfied when you drain (like R&M) I think that's what it said in the rules.

https://pinside.com/pinball/forum/topic/alien-pinball-official-game-thread/page/564#post-6025440

It is Very Detailed in this post and Way more info than I could remember off hand!!

Worth checking out to learn if you want to know!!

https://images.pinside.com/c/ab/5c/cab5c32522b34745a9e3370ca6aa0745b9296d62.pdf

cab5c32522b34745a9e3370ca6aa0745b9296d62.pdfcab5c32522b34745a9e3370ca6aa0745b9296d62.pdf

#28221 3 years ago
Quoted from Manny65:

Have you ever gone all the way through and completed All Out War? From what I recall it wasn't a game you'd master easily, then again I'm not the best player and I only got to put a few games on it at Flip Out in Melbourne.

Nope

Closest I seen really is the rough 15 min vid of Dion blowing up my machine Lol

1/3 of the way in we mount the camera after a ball drain*
Also the tongue was full of gummy old grease and jamming up, which since has been fixed*

All he had left to go was Derelict Ship and Self Destruct... then All Out War would have been lit.

This is about the same as the best I have ever done for progression, but I'd never had 2 of basically every multiball as well like he did

#28243 3 years ago
Quoted from adamross:

Strange new issue where the game is automatically triggering points.. see vid. Anyone know what may be causing this?

I had a Xeno lit standup SMD button switch that had been bashed to a blivion, little button bit went all floppy. Still worked kind of, but would often settle in "flake" position and start ambush instantly from Xeno hits....

Looks similar, or maybe just a borderline regular leaf switch on a weapons target or something. Had a chestburster on the screen there, check the lit burster SUT too maybe. Look in tests switch edges for what switch is triggering.

#28259 3 years ago
Quoted from skyknight320:

Happy New Year everyone.
OK, I'm just installing my complete playfield protector and found that the playfield capture MAGNET hole is NOT cutout. I sent an email to Frank at Playfield Protector who informed me this is an intentional oversight so as to completely protect and prevent dimples and deformation of the magnet and the magnet will continue to work as expected!
Does anyone have this same construct from Playfield Protectors with the MAGNET (NOT) cut out, and does it work normally capturing the ball?
I've always have good relations with them but this seems a little counter-intuitive, and IF their wrong, cause quite a bit of needless work and effort to fix it!
Any advice on this situation would be greatly appreciated because I'm chomping at the bit to get back up and running, but always been obsessive in my rebuilds.

Yep it works just fine on my machine mate!

It's a great idea for protecting clearcoat edges at the magnet, and stops the core top face from becoming deformed.

Downside is that your protector won't last forever. Protector has clearly been on my machine since long before I got it. Showing minor signs that it is beginning to distort.

Don't notice any difference between my mates game which does not have a protector. That game is mothballed until we get a protector on it though now, to prevent any more damage, which has proven to be a certainty without a protector, a few places besides the magnet.

Playing (even home use as my mates is) this game, OG Alien, with no protector is madness imho.

#28264 3 years ago
Quoted from dts:

I’ve done protectors over time but the scratches on petg dull the shine, and debris seems to get under the protectors, and some areas often stick more, creating some distortion. So I’m just doing Cliffies these days and also put Mylar over the screen/playfield edge after leveling it better. Can still buy another playfield as well... I used to like them and even made my own for a couple of games, but after you cut the thing off and the game plays better, that kind of did it for me.

If the playfield is not flat like glass, or the protector not fitted well (they need to be drawn by capiliary action with air as the medium) then yep they are a waste of time. There Needs to be No Gap at all between protector and playfield or else they play like crap.

The difference is Extremely noticable between well fitted and badly fitted. In my experience a well fitted playfield protector plays the same or better (by that I mean faster/smoother) than a new flat cleared playfield. If you like wax finish then wax your protector (carefully without going to the edges). Well fitted also means crap does not get underneath so much. Ratty playfields with raised or sunk inserts and inconsistency aren't made magically new with a protector either.

If you see reflection distortion as a ball rolls over a protector then it is not fitted very well, acts like a energy absorber, and plays awful!. I've made plenty of protector mistakes. Got it worked out now though and swear by them.

I've also made my own for games where they are unavailable. Cutting without distortion is the biggest challenge with that, you need to pick the right method to cut or it will not sit flat and solid. Springy and squishy is what makes for bad protector experience.

*btw: my Alien playfield protector was fitted very badly by one of it's previous owners. You can Not lap playfield protectors over Cliffys or any other obstructions. The entire surface needs to be in contact with the playfield surface. Game plays okay, but it is on the list for me to strip the game and fit playfield protector properly so that the game plays how it should. Example, protector fouls on flipper bushing and/or "filler" so that it is away from playfield, this makes trying to trap on the left flipper really suck. It is still protecting things, so not that fussed just for now, but needs doing. Also with scratching, better than the old PeT-G is Vivac, which these are (better at resisting scratching). Scratching can be controlled a bit too by the waxing, but what ever way make sure you have good ballz.

#28267 3 years ago
Quoted from Manny65:

Any chance you could point out on a PF where you typically see wear marks? And would mylar work in those areas or do you need the extra protection from a PF protector?

Worst place I see on the playfield I have is around the magnet. I think this is probably what led to the protector being fitted, finally. Not an easy spot for a cliffy or something similar to be effective by the looks.

Scoop kickout, beyond where the cliffy goes, as with so many games.

Screen borders, providing insert is flush/level.

Some might prefer mylar, but mylar not enough to protect fully around the magnet from what I seen, especially once core starts to get mashed up a bit at the top exposed face (mostly the edges splaying out with burrs).

#28269 3 years ago
Quoted from Oneangrymo:

Can someone post more information about the 12volt mouser power supply and capacitors please? I know you guys have done it and I have seen the capacitor diagram a million times and could stare it all day without actually knowing what to do. Anyone have some simple step by step instructions for either one? or both?
Thanks

It's on the 70V ... the Cap mod. ... afaik anyway.

#28274 3 years ago
Quoted from chucky87:

hi somebody have an invisible trigger location diagram? thank you

On this topic as a part 2 ... is everyone else's Airlock Scoop Switch retro wired to some redundant playfield field effect switch? ... I found this a while ago when working on the game, I fitted a connector as the switch wires were soldered both ends. I needed to remove the board.

I think it was an unused switch location in the chestburster lane...

#28277 3 years ago
Quoted from dts:

Question on the hypersleep ramp. It is my most challenging shot in the game so far. Is there a way to make it easier? Getting hypersleep multiball is challenging, which is good on the reward side, but getting it more than once in a game has been difficult. Loving the game, thanks to this club for getting me there! Alien is on another level.

I'll often make it when trying to shoot the upper orbit.... and then it tells me "complete APC targets to light lock"

I tend to make a point now of getting those drops knocked out in short order... just in case

More you practice better it becomes, like the garage on RaM.

#28279 3 years ago
Quoted from Oneangrymo:

Hey guys for many months my machine was just fine launching balls, now it once again hits the right wall and bounces back into the trough, then gets all messed up and then spits out two balls. I thought I had it figured out because it was simple leveling issue, and that fixed it right away again for many months. I just measured my pitch its about 6.3 in between flippers.. what number are u guys using as the pitch?
Thanks

Has your kickout plate been corrected at all?

#28282 3 years ago
Quoted from Oneangrymo:

Can u elaborate please. Thanks man.

I'd have to search back through the thread posts, not enough key posts and I don't believe I remembered to bookmark... plus it is tough atm on mobile device... and not at the game.

My game has not had any problems with double ball launches or bouncing back into the trough. I believe the bend/tweak is already done to my game before I got it.

It's about bending the striker plate at the kickout point to the lane, so that the ball deflects more down the shooter lane, rather than straight against the wood rail.

I hope someone else can elaborate whom has actually carried out this mod/adjustment.

#28294 3 years ago
Quoted from Buthamburg:

Welcome.
Here we are showing that our Digital Printed Playfields have Balls.
In this video we show that it is possible to digital print playfields without pooling, cracking and chipping. We were ask to produce Alien playfields for the Pinball Brothers, they didnt want to go cheap, they wanted quality playfields. In this video we tried extremly to achive pooling, chipping and cracking. The only thing we could destroy is our solid work bench.
Enjoy the video.
Leon and Peter
Buthamburg Team

Yep, that ink is Definitely well stuck to the wood!!

1 week later
#28338 3 years ago
Quoted from Averell:

Ah damned, I realize we forgot to check this before the latest release... that sucks.

I'm on 1.4 code and my beacons go regularly and periodically during attract mode, and also at the end of each game. No problems at all here. I love them they look fantastic!

Quoted from Oneangrymo:

Everything has been going great with my Alien but occasionally , rarely the Alien mouth just keeps opening and closing until I turn off and on the machine again. Just a software bug?
....

Issues I have with 1.4:

-The Xeno jaw "scream" cycling bug mentioned above (which can be corrected in the test menu, alternatively to power cycle, even mid game without interruption to the game) . Seemed to happen when insta draining off third to last xeno hits, when the callout "2 xenos remaining" and the jaw is instructed to scream. I posted a video of it a couple of months ago. BCD even asked about it.

-Player number video clip usually the wrong player number for the player that is actually up. For multiplayer games with 3 or more players.

-Launch button does not flash to indicate "Weapon Ready". Works fine in lamp tests, but not for weapons. During the game. Only the "extra ball" flashes once I have multiple weapons, but the Launch Button is Never flashing to indicate how to USE weapons. The flashing Lanch button Really needs to work, as a cue to newer players!

.

We're in dire need of some well indexed key posts in this thread. It's almost pointless when some lazy folk mark a key post but put no description so we have to go through Each and Every one, just to work out what they're for. ...

#28342 3 years ago
Quoted from MK6PIN:

Makes sense...I only turn the machine on to play it, so wouldn't have caught that. I live for loader battle, lol...can't imagine the need to ever add mini strobes after experiencing that lighting effect.
Flashing launch button definitely works once weapons are collected..of that I'm certain.
Is there truly an issue w the Xeno jaw in this code(?) It's been ridiculously stable for quite some time and the game is played alot. Truly haven't given that thing much thought as it has the keyed, metal servo gear, and I swapped out the plastic stepper motor to the cool, all metal one during preventative maintenance a long time ago. The thing just eats, breathes and taunts fine.
My only wish/ hope up there had always been some sort of Hall effect sensor to detect the ball, keeping the tongue safe from errant multiball strikes if it came out during that period.
As always, appreciate your efforts/ insight (along w Joe's).....mark

Here is the video I decided to take of it when it happened on my game again. I should really be having a good go at trying to reproduce it. I mentioned it again now as another owner recently encountered it as well. I think it happens when you drain straight off the xeno, as it is screaming still .... sometimes.

https://pinside.com/pinball/forum/topic/alien-pinball-official-game-thread/page/561#post-5999969

So, on the Launch button lamp... what reason would it work fine and lite/flash no worries in tests, but not lite during gameplay? That one has me kinda baffled.
I got used to it and just wrote it of as a side effect of the last update curing the weapons cycling fault. Just another bug.

Then again I haven't had any problems at all with attract mode beacons, where others are having problems.

Could this be board hardware revision or firmware version differences maybe??

#28355 3 years ago
Quoted from Vimtoman:

The mods were for routing 12v for switching the new external mains relay to switch the 70VDC PSU on/off.
The fuses were for the AC input to the now redundant Bridge recitfier.
Mine no longer has the bridge etc. Ive just used a stock photo.
The shorting of the relay does not make sense as all its doing is connecting the discharge resistors all the time.

Perhaps their idea was to provide some load stability for the PSU?

It shouldn't need it though...

2 months later
#28516 3 years ago
Quoted from dung:

After sorting mine out I haven't experienced anymore issues than what I experience on full throttle. Mine is supposedly the first production game.
Induction switches settle into their sockets and stop detecting. LEDs fail or work their way up in their sockets and fail to make contact.
The weird one is that mine still has a transformer. I have heard that the transformer was gotten rid of as it would blow a fuse. It has not been an issue on mine. I also get he added benefit of my flippers being strong.
Delt loves to post about how the later build games are superior like it is some mystical badge of honor. It isn't. A well sorted game will work as well as a late build. They still won't be as reliable as a new stern due to various design flaws.

With the switch sensors, I put an earplug under each switch, between it and the board. No more falling down switches.

#28518 3 years ago
Quoted from dung:

That is a good idea. I was thinking of making a 3d printed spacer, but just havent gotten to it.

The squashy cylindrical ear plugs work great. Squash them up and they grow up under to keep the switch pressed gently against the underside of the playfield wood, in the recess. They retro-fit themselves to a perfect size, and prevent the switch from wriggling down into the socket from that optimal height (contacting the wood).

1 month later
#28593 2 years ago

I plan to retrofit some leaf switch blades in place of those SMD switches, which simply can not handle the abuse.

#28597 2 years ago
Quoted from Syco54645:

Does anyone know if a BW magnet core will fit an alien?

I'm gonna wager yes.

This ...

https://www.pinballlife.com/magnet-core-plug.html

#28598 2 years ago
Quoted from MK6PIN:

Mind reader you are...OG uses plain W/B leaf switches for all targets except the Xeno's where the RGB comes into play...
Haven't really opened mine in some time after all the apron build stuff as I've just been playing it, but want to address that at some point.
Shoot some pics if you sort before I get to it...
Kind of surprising the remake is using them throughout, as they certainly aren't as robust and don't have the massive " backstop" steel the Xeno area has.

Also the Chestburster and Recharge targets on the OG. Dumb idea to add 5 more. I suppose they're going with the blown lightbulb and ford doorhandle theory, selling cheap shorter life parts to make the money.

#28601 2 years ago
Quoted from flynnibus:

Probably more like 'use same parts everywhere' - and hadn't really considered these parts high failure. This is where their inexperience haunted them prior, and looks like some problems persist. Good news is, it's at least a stand-alone component that maybe could be retrofitted in the future.

Why couldn't "use same parts everywhere" be more suitable leaf blade type setup on the lit standups? . 9 in total now they have. . Robust, tried, and true. Some of the targets they have now lit take More of a pounding than the Xeno targets! . That green one to the left of the right ramp sure takes a solid pounding!

These tiny SMD buttons are for the front of your friken DVR or the old telly. Not meant for a heavy steel ball to pound on at velocity, repeatedly. Some of those been lucky to make a couple of hundred games. I'd even speculate this turns into a bit of a warranty/recall issue for Pb. The leaf setup may cost slightly more, but at least they will work for a reasonable time. False economy. I guess they only need them to work until warranty runs out.

They could have very efficiently just added leaf switches to the regular slingshot RGB PCB post, stack in front and connect to it's header, done. All the same around the board, works better, more reliable, more durable, cost effective. Happy customer.

Sure smells a bit like the pantyhose principle to me.

I have a collection here in a box with blown out switches from getting smashed. I'll be trying some things out with those. The RGB's were all still working fine. The lit standups switch choice, by heighway and Pb, would have to be one of the stand out worst things about these games. S#itty fu@#en switches?!?!. :3

1 week later
#28623 2 years ago
Quoted from Averell:

If there's an ALIEN to be resurrected somewhere outside... here are the redesigned rating plates.
Find PDF file attached...
[quoted image]
[quoted image]

Mine is half destroyed by sack trolley moving, before I acquired it

The choice for placement was bad.

#28640 2 years ago

Captured some skilled use of the revive area by my mate there, also goes through all the regular "Alien" modes on his way to a 183M game.

#28641 2 years ago
Quoted from Averell:

Sure... this is the most important improvement at the PC-Mainboard.
Don't use that wimpy plug anymore, use that Molex-Connector directly on the board.
And use both terminals plus and minus to decrease the current on the terminals.
Remember, double cross sections cause in half of the current on each terminal!
And use wiring with cross section of 1.5 mm.
[quoted image]

The original barrel connector on mine turned out it was causing resets on my game, bad connection. I replaced with more generous gauge of wire and a proper connector from an ATX power supply as you have here. Resets solved!

#28642 2 years ago

2021-05-23 12.00.21.png2021-05-23 12.00.21.png

2021-05-23 12.01.43.png2021-05-23 12.01.43.png

2021-05-23 12.01.00.png2021-05-23 12.01.00.png

8ffe07e868b280cd48d51bb4bc18ebce8a242f0c (resized).png8ffe07e868b280cd48d51bb4bc18ebce8a242f0c (resized).png

Cable managment and convection path also been sorted. A 120mm fan helps keep the flipper coils and that bottom i/o a bit cooler with more circulation there.

3 hours constant playing last night and no fade or flipper issues.

Do have a pesky intermittent "launch all my trough balls in regular play" fault that presents iself Very rarely, I still have to try and pinpoint the problem that is causing it to happen.

#28648 2 years ago
Quoted from Averell:

The main problem is the accumulation heat that rises to the top and can not leave. Then the circulation in the cabinet fails.
With the ventilation in the BB convection occurs as in a fireplace.

For best efficiency the vents at the back of the main cabinet are blocked off. This has the effect of increasing head and potential pressure difference.

When vents are added to the backbox, they are replacing the rear cabinet vents as the upper (or exit) vents. Leaving the old upper vents open will reduce convective effect for the same heat dissipation.

Only block the rear cabinet vents if new vents are added to the backbox.

#28650 2 years ago
Quoted from MK6PIN:

... but not much heat up there except the monitor....

Every bit counts

The path to the front was why I moved the PC to the side, so that it could be within the duct, and then also leaving the clear channel up the middle for the cable management. So now for my cabinet the air coming in the back at the bottom vents must come all the way forward to the front boards laterally, and then it can move upward once it gets to the cover piece over the Cabinet Power Board and Power supplies. This is similar in effect to the hose duct upgrade but with a duct of much larger volume and a little less resistance to flow.

My choice for where to put a fan for most usefulness was right behind the coin door pointing at the lower flipper coils. Helping to shed heat from flipper coils and that hot lower I/O board. Went through a 3 hour Flip Frenzy the other weekend without flipper fade or heat issues.

The only issue was one instance of regular play launching all of the balls onto the playfield. I reset the game, wiggled connectors on the ball trough, and it didn't happen again.

I still have to put vents in the backbox and close the vents in the back of the cabinet. That is about to happen now as well. It is time to strip it down to sort out the wobly playfield protector, a thorough clean, and apply some mods that have been waiting.

#28656 2 years ago
Quoted from Averell:

An new challenge for me... these plastic parts for the Xeno.
I try to redesign them...
[quoted image]
[quoted image]

b93981fc6a0522e322f6cdfecff95816ebb88a7b (resized).jpgb93981fc6a0522e322f6cdfecff95816ebb88a7b (resized).jpg

In red there, the profile that I trimmed out in that void so that there could be clearance for the tongue jaw mod that I made.

#28658 2 years ago

I also relocated the jaw pivot about 4mm rearward, so that now the Xeno has more under-bite, and this mainly solves the lower jaw fouling with the S/U targets issue.

The counterweight on the jaw.
The servo saver linkage, and relocate this servo link to outside of the body. Isn't that an exo-skeleton now? (More funny ideas )
The counterweight on the back of the tounge.

I'm very happy with the way it looks and works now. Most heard comment at the State Pinball Open other weekend, on start Ambush... "THAT's Cool!".

Only thing is the jaw still looks a little out because of the broken upper tooth. I have a new head with all it's teeth for after the teardown. Actually, maybe I'll turn to dentistry, and try a bit of airbrushing!. The head on there since I got it has a big split up it from being over tightened once upon a time. I repaired with heat and pushed back together, but it would still really want a touchup or repaint to cover the split mark.

#28661 2 years ago
Quoted from Averell:

I think you can repair the head.
As you said, cleaning and glueing together, sanding and new painting.... maybe some airbrush and that's it.

Yes I already repaired it. Heat as well was needed, I think the whole side piece would have surely snapped off if I tried to correct the distortion (in the vice) without about 150deg.C of heat. It is very stiff/non-malleable material. It's good now!. But, the crack line remains visible, although barely noticeable. I skipped the sanding and re-painting part due to just focusing on doing what I thought was needed for sorting ALL the problems with this head. And also skipped the dentistry

Done a bit of dabbling in airbrushing, so might as well give it a crack since I have a reasonable quality airbrush.

Btw, I was reluctant at first to drill a new pair of holes for the jaw pivot, to move it back. Could not go "a little bit" very easily, it was basically a full hole diameter + a millimeter as a minimum. I am very glad I did though, now. Same goes alongside that with moving the servo back and adding the "protector" link. This has the counterweight aspect also though (which also partly cures a rare ball hangup behind head lol). Gives the jaw maybe 10-15 degrees extra rotation which means it can park properly closed and still open all the way. AND resist blowing anything when the jaw inevitably gets hung up on the tongue (if (when) it stalls extended eg.). It did this trick at least once on the show weekend, and I didn't see it happen, but a ball search or something and it had corrected itself and continued operating how it should after that, by the time I got there. I'm okay with it being on our little location here now.

#28665 2 years ago
Quoted from Averell:

Very good
Do you have any news regarding shipment of the bracket?
I have the information that all deliveries still remain at IPZ Frankfurt... I cannot believe this!
This is week four and nothing happens?

I put the number you sent me into DHL Aust. website, which gave me this message:

The item was handed over to the International Logistics Center on 26.04.2021 to be forwarded to the country of destination. Unfortunately the tracking and tracing of the destination country does not offer a data interface with the tracking and tracing of Deutsche Post AG. Further information is also provided by the website of the country of destination.
26.04.2021 02:49 Local time

My guess is that it is on it's way, but there is limited tracking offered, therefore your last update might be the last location in origin country. ie. no updates listed.

1 week later
#28671 2 years ago
Quoted from Freedom:

Hi guys
I remember reading sometime back about a solution to fix the buzzing left flipper noise. Am I mistaken ?
Hopefully the people hear can give me some guidance.
Thanks
Alien is still my favorite of all time

In the 1.4 code there is the option to swap left sling and left flipper, as the design mix up of control circuits is the cause of the excessive buzz.

That is, you can swap the wiring of the two items, then select option to swap control of them in the options menu.

#28674 2 years ago
Quoted from Averell:

Here's the first print of the Xeno plastic parts.
Will check next week how the gear will move in it.
[quoted image]

It is no good! ... the relief is not squared to accept the tongue jaw mod?!!

#28675 2 years ago

cf127c09e0930225c08ad198ef3653a55ec8cea5 (resized).pngcf127c09e0930225c08ad198ef3653a55ec8cea5 (resized).png

#28677 2 years ago
Quoted from Averell:

Original part first... we can change that if we know the gear will fit and work properly.

It makes no difference for the original part, no disadvantage, just that tongue jaw can fit, meaning I think All (one) variant should provide the option.

Just saying.

For a Stainless jaw as I used though, also includes a linear counterweight on the back end of the tongue rack. So it wouldn't be for everyone anyway.

I found the weight of the little SS jaw added with a ball on the magnet was too close to borderline and sometimes stalled the tongue retracting. The counterweight I put in a tube behind, made it flow beautifully. Before it would occasionally over-run and extend past the normal full extension which used to cause problems sometimes too.

My stepper motor has had a hard life, and rather noisy, but it still works. Might replace it. This is the experimental hack head anyway, development. I have brand new update heads in box. I will do most of the mods the same repeat.

#28679 2 years ago
Quoted from Averell:

My experience was that the support of the gear is different.
Some ALIEN had to much space and the gear "jumps" over the teeth and then the calibration doesn't work until it's resetted.
The second ALIEN I have here works much better in that case as mine does.
There were ideas to integrate a spring support to ensure the gear always has the same distance, but not so easy due to space in the assembly.

Ahh I see. My gear has not too much clearance and doesn't jump. Although it is plastic gear that is working fine, where the new ones here are metal as per latest version.

I am using a weight not a spring too. Also not in the same way or reason as I think you are describing. I just created a counterweight, to help retract the tongue, up the slope..

I should try to take some pictures I guess (:

#28688 2 years ago

Except the baseplate has a different screw pattern to the playfield*

Lower Left and Right flipper plates conflict with one another, unless you cut a chunk out. Also mounting the stupid filler block.

#28698 2 years ago

The lettering isn't clear. First post earlier was better I rekon.

#28699 2 years ago
Quoted from Averell:

Working on new APC-Decals...
[quoted image]

Black outline around the white letters would go well I think?

#28703 2 years ago

I'm guessing unexpected demand may have left them with some shortcomings in terms of being able to supply.

I wanted indestructible facehuggers .... I get crickets Lol

Freeplay seems reliable, but the same... some parts are very gradually trickling back into stock though in limited volumes.

Gotta remember I think, they are trying to Build games (using alot of these same parts) at the same time as a large chunk of Heighway Alien owners are chasing all these new fangle updated parts. The demand has been well beyond their expectation so they say.

Wait til they catch up, maybe some gameroom price levels could come back to be closer to the freeplay degrees of value too, if they end up with any glutts (which of course freeplay themselves have become pretty dear too, but not as much).

#28705 2 years ago
Quoted from MK6PIN:

I'd agree, but 3 seperate orders when it stated "in stock", took the $$$, then crickets. I reached out for just an update several times. 2 random, unsolicited refunds for the first 2 orders, the third one I hit Paypal for. Freeplay orders blaze, good communication, and roughly the same parts, but cheaper. I bought spare facehuggers a long time ago, but oddly my originals are super rubbery and have yet to have a tail break (should have never said that.. ).
Guess it's hard for me to seperate who is doing what in that world. Aren't they all (PB, Gameroom, Freeplay) tied in some sort of way? IDK...not pissed as the $$$ came back easy, just very confusing to deal with...nothing new I suppose.....it is Alienland after all.. lol....

Well I would note that Freeplay has been doing the storefront thing for years now, where Gameroom seems to have just started up in association with production of PB Alien, and parts supply.

With the current situation I think that about explains everything. Gameroom/PB are juggling a few things at the same time, including manufacturing management, setting up a store for parts supply, and probably a mixed pile of a gazillion emails both enquiring and purchasing.. Freeplay is an established store, associated with the original Heighway investment, and more arms length from production, in a different country too.

I'm not surprised if Gameroom is a bit overwhelmed atm, tbh. Still, we would hope that a basic reply to an email should be high on the priority list, I agree. Even if it's just to say "Sorry, we're totally swamped... we will get back to you as soon as we can."

Also I have some kind of hunch that the seemingly inflated Gameroom prices may be an attempt to drive store traffic Away from gameroom, across to Freeplay. I can think of a few reasons why they might be doing this as a strategy. One of those may be some agreement between the partners, to not take away too much business from Freeplay as a result of setting up Gameroom. After all, for Freeplay, this seems to be their main livelihood. ?

Say Gameroom had 4 pairs of silicone facehuggers in their parts store. 20 people order them within say an hour. That could easily create some technical problems on a new website... as well as generate an additional flow of emails to the inbox to deal with. Then too there might be 16 payments that the website accepted, which now require a refund?. Just picture that upscaled across multiple items for a moment? Lol

"Dammit how am I finding time to manage production of these games!?!"

Mindfulness.

#28707 2 years ago
Quoted from MK6PIN:

Agreed....I don't even need the " Sorry" part...just some sort of communication. They have to know that " under promise, over deliver" is something that should really be a priority this go around...
I've got a different take on the gameroom site though ( you were editing as I was drinking, lol). It was part of the new promises. Think it had to get stood up for perception sake, hence my first comment on it being kind of a vaporware site.
Who knows.....

You are probably right.

The better option they might have had (don't know without knowing everything) would have been to simply designate Freeplay as the one storefront?. Why not?. It seems that would have been every bit as good for "perceptions". Also more functional, less doubling up. Arguably Better for perceptions. Geography doesn't matter much these days, for the selling side of things. Parts can still ship from various countries wherever they are located. Germany, Netherlands, Italy, America.

Struggle to see why this would not have been the go. It is probably more what I would have expected. But something else happened, I guess we're seeing where that goes.

#28711 2 years ago
Quoted from Averell:

Have you changed the setting 34 for the Knocker Sound to Off?
Otherwise the coil won't work!

Yep it's Great! ... Thanks!!

Game volume up loud so maybe didn't pick up well in the mic I guess, but certainly feel the thump in the cabinet!

1 week later
#28719 2 years ago
Quoted from MK6PIN:

I've had it " drift" down a bit on occasion, but very rare...something to always check after popping the hood.....a light, spring loaded retraction assist would have been cool, but hindsight always 20/20

I did this, needed it to assist the tounge retracting with the tongue jaws mod attached. Not a spring though, I created a counterweight to give linear constant load. It sits behind the backboard in a tube.

3 months later
#28840 2 years ago

Seems to me All the HW Aliens are the actuall LE now (with PF screens) and the PB versions all just become like standards, with "LV" just being a tarted up standard.

To me they have now made their choice to not have the playfield video aspect. Could have had broader appeal, and more "complete" Aliens out there, but now it is just the rare HW version that gets to be special and fully immersive.

6 months later
#29265 2 years ago

With Averells piece in the runway from the Xeno head, mine now can eject when 4 balls are in there. Before the bridge piece was installed, more than 2 in there meant taking the glass off.

Promoted items from Pinside Marketplace and Pinside Shops!
From: $ 12.00
Flipper Parts
Precision Pinball prod.
 
$ 1,100.00
Lighting - Interactive
Evolution Mods
 
From: $ 6.50
Playfield - Other
Rocket City Pinball
 
$ 810.00
Flipper Parts
Mircoplayfields
 
12,500 (OBO)
Machine - For Sale
Litchfield Park, AZ
9,799 (OBO)
$ 35.00
Cabinet - Other
Rocket City Pinball
 
$ 19.95
Playfield - Toys/Add-ons
ULEKstore
 
From: $ 5.99
Playfield - Plastics
The Pinball Scientist
 
Hey modders!
Your shop name here
288 posts in this topic match your search for posts by razorsedge. You are on page 1 of 2.

You're currently viewing posts by Pinsider razorsedge.
Click here to go back to viewing the entire thread.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/alien-pinball-official-game-thread?tu=razorsedge and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.