(Topic ID: 183206)

American Pinball Houdini thread

By lllvjr

7 years ago


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#5701 5 years ago
Quoted from WW2GURU:

I wonder if a buck boost converter...

I suspect not many know the meaning of 'buck-boost'...do you design power supplies?

#5702 5 years ago

I'm back from the Holiday..

Any problems needing attention?? [email protected] or 224.422.3191 voice or text.

#5703 5 years ago
Quoted from Yelobird:

Because my family nor my guests didn't enjoy the game doesn't mean I can't appreciate how hard they are working or respect the enjoyment others have for the game? Yes, for us it was not a keeper and not all games can stay. I don't lie about our enjoyment of a title but I certainly don't tell others what they should enjoy either. Owning a pinball machine doesn't have to be a democracy. I do hope you enjoy it though!

You might want to revisit your review since the last or next code update.

The game is really coming together now.

#5704 5 years ago
Quoted from WW2GURU:

I wonder if a buck boost converter could stabilize the games power?

Buck boost is a great idea but can be a little pricey for pinball.

It's better to build/design around nominal voltages of 110v.

This way you can shrug off anything higher and adjust accordingly within a 110v parameter.

#5705 5 years ago
Quoted from pinballinreno:

You might want to revisit your review since the last or next code update.
The game is really coming together now.

It has but bottom line the game while pretty was not Fun specifically the shots nor the mechanics. The flippers were hit or miss dropping no matter what I adjusted Constantly, the key features only worked on perfect days when no power on my block was in use so coupled with that it just wasn't fun for us. That doesn't mean others shouldn't enjoy it just not for us. I traded both machines for an HUO SS clear-coated and a CFTBL also HUO and cc'd. No buyers remorse for me granted I did feel bad when the buyer later asked me to sell it for him also. Many have said it, this game is love or hate. I appreciate what they are doing just had To many Special requirements (specific level, power, laser like shot precision, etc. etc) for us to enjoy. I have 15 other games of varying years and never needed so many special needs to have fun. We moved on to games we enjoy playing and when API creates another title we will Absolutely consider that game also. I am truly happy others enjoy this title as the company and team are doing all they can to improve their product.

-1
#5706 5 years ago

My power over the weekend ranged from 114v to 122v.

I was adjusting coils every couple hours.

I ordered the 2000w variac and it will be here in a couple days.

I'll post the results.

#5707 5 years ago
Quoted from pinballinreno:

My power over the weekend ranged from 114v to 122v.
I was adjusting coils every couple hours.
I ordered the 2000w variac and it will be here in a couple days.
I'll post the results.

Ok, I'll ask. It appears you have 11 Other games in your collection. How many of those games do you have to do a pre-flight electrical evaluation on and how often? Do you have a Variac on Any of those game or have you ever Considered needed one to play them? That's the kind of not so fun I was talking about. Every time we would start the game with guests it was always the same "Hold on I need to get my voltage meter and calibrate all the coils so we can play". But Don't turn on any of the other machines or I'll have to start over!! Not fun nor should it be a requirement to enjoy a game. Remember you asked...

#5708 5 years ago
Quoted from Yelobird:

It has but bottom line the game while pretty was not Fun specifically the shots nor the mechanics. The flippers were hit or miss dropping no matter what I adjusted Constantly, the key features only worked on perfect days when no power on my block was in use so coupled with that it just wasn't fun for us. That doesn't mean others shouldn't enjoy it just not for us. I traded both machines for an HUO SS clear-coated and a CFTBL also HUO and cc'd. No buyers remorse for me granted I did feel bad when the buyer later asked me to sell it for him also. Many have said it, this game is love or hate. I appreciate what they are doing just had To many Special requirements (specific level, power, laser like shot precision, etc. etc) for us to enjoy. I have 15 other games of varying years and never needed so many special needs to have fun. We moved on to games we enjoy playing and when API creates another title we will Absolutely consider that game also. I am truly happy others enjoy this title as the company and team are doing all they can to improve their product.

I absolutely agree that the game seems rushed and needs some more refinement hardware wise.

The code is coming along nicely.

For me it's fun to be a part of a startup company! And interesting to see what they do to resolve the issues at hand.

I think in the end Houdini will be a much loved game as much as TZ or any of the tough games.

People hated TZ when it came out and it was considered a failure for some.

I also hated TZ but over time learned to appreciate it, and finally bought one. I had it for many years. I guess I became a better player? Lol.

Houdini is a player/shooters game that's for sure!

I love mine and it's not leaving for a long while.

#5709 5 years ago
Quoted from Yelobird:

Ok, I'll ask. It appears you have 11 Other games in your collection. How many of those games do you have to do a pre-flight electrical evaluation on and how often? Do you have a Variac on Any of those game or have you ever Considered needed one to play them? That's the kind of not so fun I was talking about. Every time we would start the game with guests it was always the same "Hold on I need to get my voltage meter and calibrate all the coils so we can play". But Don't turn on any of the other machines or I'll have to start over!! Not fun nor should it be a requirement to enjoy a game. Remember you asked...

I have a little voltmeter plugged into a wall outlet I can easily see on the same 20a circuit.

We have learned what to expect before we play based on current wall power and adjust our play accordingly.

Over the last weekend 4 of my games needed attention due to the power fluctuations.

WOZ
AFMLE
HOBBIT
HOUDINI

I ordered 4 variac to help stabilise the power vs the settings.

At 122v afm was unplayable.
Hobbit was all over the place.
WOZ kept shooting SDTM off the throne room.

Houdini was hitting the glass and missing on the catapult.

I'm going to set the variacs to 117v.

This is about the mid point of my power fluctuations.

I'll adjust settings to that and everything should even out.

I am looking for a more controlled environment in my gameroom and wanted to address voltage spikes a bit also.

#5710 5 years ago
Quoted from pinballinreno:

You might want to revisit your review since the last or next code update.
The game is really coming together now.

After properly leveling the game at about 6.2 pitch, and raising my flipper power back to the defaults, I am finally kicking some butt on this game. My only complaint remains that I think it’s a bit too hard to get to the wizard modes. I can not start a SINGLE one, even on 2+ million games that are lasting 15/20 minutes

#5711 5 years ago
Quoted from pinballinreno:

Over the last weekend 4 of my games needed attention due to the power fluctuations.
WOZ
AFMLE
HOBBIT
HOUDINI
I ordered 4 variac to help stabilise the power vs the settings.
At 122v afm was unplayable.
Hobbit was all over the place.
WOZ kept shooting SDTM off the throne room.
Houdini was hitting the glass and missing on the catapult.
I'm going to set the variacs to 117v.
This is about the mid point of my power fluctuations.
I'll adjust settings to that and everything should even out.

That is craziness, man. I live in an 80 year old house with wiring from the late 50s, and I don’t have near these issues. Do you have all your games on one breaker , and being played simultaneously? You shouldn’t have to adjust ANY game like that

#5712 5 years ago
Quoted from Rdoyle1978:

After properly leveling the game at about 6.2 pitch, and raising my flipper power back to the defaults, I am finally kicking some butt on this game. My only complaint remains that I think it’s a bit too hard to get to the wizard modes. I can not start a SINGLE one, even on 2+ million games that are lasting 15/20 minutes

Try lowering the sling power 1 notch.

I had to do this over the weekend as they were so active the balls were draining before you could flip them!

#5713 5 years ago
Quoted from Rdoyle1978:

That is craziness, man. I live in an 80 year old house with wiring from the late 50s, and I don’t have near these issues. Do you have all your games on one breaker , and being played simultaneously? You shouldn’t have to adjust ANY game like that

From what I understand, electricity in Nevada is still considered a luxury as well as having a car.

The state feels we dont need them I guess?

It's a little free and loose here for most things.

I lose power at least once a day no matter the season.

I guess it's part of the charm of living out in the wild west.

Plus the entire state has barely 4 million permanent residents.

So not a lot of money for infrastructure after the elected officials get their share.

#5714 5 years ago
Quoted from pinballinreno:

From what I understand, electricity in Nevada is still considered a luxury as well as having a car.
The state feels we dont need them I guess?
It's a little free and loose here for most things.
I lose power at least once a day no matter the season.
I guess it's part of the charm of living out west.
Plus the entire state has barely 4 million permanent residents.
So not a lot of money for infrastructure after the elected officials get their share.

I would disagree, I left enough money in Vegas of the years to buy (2) power plants! lol

#5715 5 years ago
Quoted from Yelobird:

I would disagree, I left enough money in Vegas of the years to buy (2) power plants! lol

Yep, been there done that

#5716 5 years ago
Quoted from Yelobird:

I would disagree, I left enough money in Vegas of the years to buy (2) power plants! lol

Inflows into Lake Powell & Mead are at 37% of normal now. Big problems next year if nothing changes.

Also if Mead drops much more they will have to start shutting down hydro generators due to cavitation. You can bet there will be restrictions on pinball power before they start turning off any of those nice casino lights & games...

#5717 5 years ago
Quoted from mcbPalisade:

Inflows into Lake Powell & Mead are at 37% of normal now. Big problems next year if nothing changes.
Also if Mead drops much more they will have to start shutting down hydro generators due to cavitation. You can bet there will be restrictions on pinball power before they start turning off any of those nice casino lights & games...

Bet they're regretting chasing Solar industry out of their state 2 year or so ago. They should have been going like gangbusters to get as much solar as possible in the state. It's the perfect location for large and residential installations.

#5718 5 years ago
Quoted from PinMonk:

Bet they're regretting chasing Solar industry out of their state 2 year or so ago. They should have been going like gangbusters to get as much solar as possible in the state. It's the perfect location for large and residential installations.

It was smart for the politicians to take the payola for killing solar.

Then taking more payola to bring it back...

It's the wild west still lol.

#5719 5 years ago
Quoted from pinballinreno:

It was smart for the politicians to take the payola for killing solar.
Then taking more payola to bring it back...
It's the wild west still lol.

Yes, but the Sneetches play cost them 2 years of installation time.

#5720 5 years ago
Quoted from PinMonk:

Yes, but the Sneetches play cost them 2 years of installation time.

Absolutely.

Oh well, now they want to deregulate the power to raise the rates in case people make their own power via solar.

#5721 5 years ago

Made my first call to Barry at AP for support today. My problem was solved in less than 10 minutes and and was due to something that I overlooked. A connector was disconnected and a light wasn't working. He texted me pictures of where to look and was totally cool about it. I am very pleased with this game and company.

-1
#5722 5 years ago

I LOVE my Houdini. Only bad thing is the video game. It’s not really fun. Looks like the one in FIsh tales without de instinctive gameplay. Hard to understand at first.
I hope for next updates with more enjoyable video games

51D8CE45-CFEA-4D74-ADAD-70567F01419E (resized).jpeg51D8CE45-CFEA-4D74-ADAD-70567F01419E (resized).jpeg
#5723 5 years ago

Card throwing is a revered mode for me. I have it set pretty easy but when I score an extra ball it makes me cuss for joy.

#5724 5 years ago

Houdini playfield seconds available in limited quantities at the Clevend Pinball show. $200 each or $250 for one signed by Joe Balcer. PM for any interest.

#5725 5 years ago
Quoted from abelelectronics:

Houdini playfield seconds available in limited quantities at the Clevend Pinball show. $200 each or $250 for one signed by Joe Balcer. PM for any interest.

How many do you think you will have at the show?

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#5726 5 years ago
Quoted from abelelectronics:

Houdini playfield seconds available in limited quantities at the Clevend Pinball show. $200 each or $250 for one signed by Joe Balcer. PM for any interest.

Humm- Not going to the show. Nice opportunity. If after show you have leftovers , please let me know.

#5727 5 years ago
Quoted from Rdoyle1978:

After properly leveling the game at about 6.2 pitch, and raising my flipper power back to the defaults, I am finally kicking some butt on this game. My only complaint remains that I think it’s a bit too hard to get to the wizard modes. I can not start a SINGLE one, even on 2+ million games that are lasting 15/20 minutes

You can set the game up to award Houdini letters more liberally - you can get 2 letters for performing enough stage modes, and 2 letters for another set of modes (escapes, trunk jackpots or magic shop visits, I can't recall). The hardest letter to get is for the combo shots (mission). But you don't need it if you get two letters for other modes. No matter how you get the 7 Houdini letters, you will get master magician mode. I've had 5-7 letters and barely 2 million points. It's how I set it up for easier achievement.

Oh, and thought you might appreciate my Larry Talbot mask....

talbot (resized).jpgtalbot (resized).jpg
#5728 5 years ago

My trunk catapult shot was pretty consistently veering to the left, deflecting off the clear plastic ramp. I had a 72% success ratio. So I decided to move the ramp to the right, out of the way. The alternative was to shift the catapult, but that seemed risky because the playfield cutout for the catapult arm is so precise. I unscrewed the ramp at the two posts closest to its exit, and the ramp naturally shifted to the right without me pushing on it. I tested this location and the trunk shot immediately worked 100% fine. So I carefully drilled two new screw holes to the left of the originals and reinstalled the ramp. The trunk shots are now 90% accurate. A power modulation solution may make this drastic mod unnecessary, but I went ahead and am comfortable with it, though I dislike defacing playfield plastics. I will order a mint ramp to save for future use if needed.

ramp (resized).jpgramp (resized).jpg
#5729 5 years ago
Quoted from PhantomO:

You can set the game up to award Houdini letters more liberally - you can get 2 letters for performing enough stage modes, and 2 letters for another set of modes (escapes, trunk jackpots or magic shop visits, I can't recall). The hardest letter to get is for the combo shots (mission). But you don't need it if you get two letters for other modes. No matter how you get the 7 Houdini letters, you will get master magician mode. I've had 5-7 letters and barely 2 million points. It's how I set it up for easier achievement.
Oh, and thought you might appreciate my Larry Talbot mask....
[quoted image]

that mask is outstanding!

I have absolutely gotten 7+ Houdini letters and not started the mode. how do you actually start it? scoop shot?

I think i've been playing Dialed in too much, where you have those pre-determined multiballs and the Chaos in Quantum City mode before Showdown/armageddon.

#5730 5 years ago
Quoted from abelelectronics:

Houdini playfield seconds available in limited quantities at the Clevend Pinball show. $200 each or $250 for one signed by Joe Balcer. PM for any interest.

Your charging $50 more for a signature LOL

#5731 5 years ago

I beleive there will be just a handful of playfields available.

#5732 5 years ago
Quoted from PhantomO:

My trunk catapult shot was pretty consistently veering to the left, deflecting off the clear plastic ramp. I had a 72% success ratio. So I decided to move the ramp to the right, out of the way. The alternative was to shift the catapult, but that seemed risky because the playfield cutout for the catapult arm is so precise. I unscrewed the ramp at the two posts closest to its exit, and the ramp naturally shifted to the right without me pushing on it. I tested this location and the trunk shot immediately worked 100% fine. So I carefully drilled two new screw holes to the left of the originals and reinstalled the ramp. The trunk shots are now 90% accurate. A power modulation solution may make this drastic mod unnecessary, but I went ahead and am comfortable with it, though I dislike defacing playfield plastics. I will order a mint ramp to save for future use if needed.
[quoted image]

I've been considering this modification as well. My catapult has been missing to the left and I believe part of the problem is the ball hitting the edge of the ramp when launched. There was also a post a while back about the catapult scoop hitting the edge of the playfield cutout (on the upper left edge of the scoop). The poster trimmed of a little bit of the scoop to allow more clearance between it and the cutout. I don't recall if this totally fixed his problem but this may also be a contributing factor.

#5733 5 years ago

I was getting too many SDTM drains off the keylane.

It seemed unfair.

There is a deflection tab on the left side of the ball guide within the keylane.

I bent it outwards 1.5mm more.

It still hides behind the narrow standup target. There is room to bend it maybe 1/2mm more if necessary.

Now on an anemic shot I have a chance to hit the ball with the very tip of the right flipper.

It seems to me, looking at the layout, that balls from the keylane should return to the right flipper.

They do mostly, after raising the pop bumper power a couple notches.

#5734 5 years ago

I had a pretty good game last night 2.8 mil.

Wall power 119v.

Some observations:

Got a couple 2 ball mb with the playfield lock allowing them through. Should I adjust the time on the white peg?

Weak or anemic Autolaunch sometimes fed the ball into the right outlane but the code didn't serve another ball, So it was lost due to malfunction.
Other times the autolaunch was perfect.

Yes my power was changing during the 35 min game.

Some code needs to be written to address stage rejects that go SDTM possibly.

Extra ball announcement is weak or non existant sometimes, maybe add a shake to it if it isn't there.

Work could be done on light shows when completing stage acts to differentiate them or a couple random "well dones" or amazings, in the applause depending in the difficulty.

I'm sure there are more ideas.

This is just off the top of my head as minor annoyances.
Hoping for a code update or partial fix soon!

#5735 5 years ago
Quoted from Rdoyle1978:

that mask is outstanding!
I have absolutely gotten 7+ Houdini letters and not started the mode. how do you actually start it? scoop shot?
I think i've been playing Dialed in too much, where you have those pre-determined multiballs and the Chaos in Quantum City mode before Showdown/armageddon.

Thanks. It was made by former Don Post master painters a few years ago. I completed the 7 letters and got a scrolling screen of instructions for phase 1 and phase 2, which went by way too fast. I then got a multiball (6), so I must have made the triggering shot by luck. Perhaps it was the scoop, which seems logical. I hope someone posts a screen shot of the instructions.

#5736 5 years ago
Quoted from GSones:

I've been considering this modification as well. My catapult has been missing to the left and I believe part of the problem is the ball hitting the edge of the ramp when launched. There was also a post a while back about the catapult scoop hitting the edge of the playfield cutout (on the upper left edge of the scoop). The poster trimmed of a little bit of the scoop to allow more clearance between it and the cutout. I don't recall if this totally fixed his problem but this may also be a contributing factor.

In the post, he tried a number of changes that all helped a bit, but didn't get it to 100%. He saw some wear from the cat saucer hitting the edge of the cut-out, which I didn't see. If you can shoot a video clip and watch it in slow motion, you maybe able to see the ball hit the ramp or not. At higher coil strengths, the ball never goes left, it goes way off to the right consistently. So that led me to suspect ramp interference at the lower coil strength. So far, working ok. I hate having to put holes in things, though.

#5737 5 years ago

Autolaunch.

I like the autolaunch to feed to the pops.

If its set too strong the ball rattles around in the shooter lane a tiny bit off the rubbers, and drains in the right outlane.
If set too weak it hits the escape targets and mostly goes SDTM.

There is plenty of adjustment in the coil settings, but the shooter lane is a little finicky with all the rubber rings on the mini posts.

Im thinking of replacing the end rubber ring posts with narrower silicone sleeved posts.

Im also thinking of opening up the gap in the right outlane to the maximum for a little more nudging fun to escape the outlane a little easier. Has anyone else done this?

Any other fixes that have been imagined or tried?

Inner loop.

On my game I moved the left narrow standup to the left 1/8". this opened up the lane quite a bit.
This does not impede the ramp shot as there is an exposed metal protector there that should be covered anyway.

Flipper setup/angle.

Looking at the shot geometry there are 4 shots off the tip of the left flipper.
They are pretty close together on the flipper tip and end up on the curved tip a lot. This is pretty uncontrollable and challenging to repeat.

Drooping the flippers 2mm, Ala AFM, moves the shots up the flipper to the left quite a bit, and makes them more manageable/repeatable.

This also makes the shots closer to 90 degrees off the flat surface of the flipper bat.

This also makes the scoop more accessible and makes the milkcan shot more accessible.

Trapping the ball is unaffected.

After making the above adjustments the game play is vastly improved!

I can chain ramps and loops and make the milkcan consistantly as well as the scoop.

The game is just a joy to play.

#5738 5 years ago
Quoted from pinballinreno:

Anyone have thoughts on this?

You seem to spend all your time adjusting this thing. Have another machine near by you can actually play.

#5739 5 years ago
Quoted from CUJO:

Yes, Mr Kugler has been absent here for quite some time...
Hope all is well and just busy!

Sorry I have been MIA, between being sick and being locked away working on game 2, have not had much time to breathe, let alone be on pinside. Did not see anything urgent. I will ask again about the knocker kit, not sure why those are not yet available.

I will post a bug fix release early next week.

#5740 5 years ago
Quoted from rosh:

Sorry I have been MIA, between being sick and being locked away working on game 2, have not had much time to breathe, let alone be on pinside. Did not see anything urgent. I will ask again about the knocker kit, not sure why those are not yet available.
I will post a bug fix release early next week.

Great to see you back to the Land Of The Living Rosh!

Missed your posts here...

#5741 5 years ago
Quoted from rosh:

being locked away working on game 2

Rosh! It's been two hours since you've checked in code for game 2! Get back to work!

#5742 5 years ago
Quoted from Ferret:

Rosh! It's been two hours since you've checked in code for game 2! Get back to work!

And what's this new game??
Looking forward to the Knocker Josh.

#5743 5 years ago
Quoted from rosh:

Sorry I have been MIA, between being sick and being locked away working on game 2, have not had much time to breathe, let alone be on pinside. Did not see anything urgent. I will ask again about the knocker kit, not sure why those are not yet available.
I will post a bug fix release early next week.

When do you think a fix for the collapsing flippers will be out?

I solved my power issues with the variac, so the flipper issue is last on my list. With a few tweaks and adjustments my game is playing near perfectly.

I hope it can be solved with code instead of adding EOS switches.

#5744 5 years ago
Quoted from pinballinreno:

When do you think a fix for the collapsing flippers will be out?
I solved my power issues with the variac, so the flipper issue is last on my list. With a few tweaks and adjustments my game is playing near perfectly.
I hope it can be solved with code instead of adding EOS switches.

rosh This might be stupid but, couldn't you swap in a complete B/W or Stern flipper rebuild kit to get your EOS switch? I don't think that requires any soldering, but if it wouldn't work, could you swap in the complete B/W or Stern flipper assembly and solder the wires providing power to resolve and add redundancy?

#5745 5 years ago
Quoted from pinballinreno:

I hope it can be solved with code instead of adding EOS switches.

Personally I never experience flippers getting knocked down, I think part of it is tied to style of play. The 'hold boost' option in the settings is the only way in software to adjust for it.

Adding EOS switches can help in the rare instances where knock downs occur. Since I don't think anyone has posted it, off the record (e.g. unofficial info), I have added support for them in software. You would need to install them and then wire them up to the appropriate switch board. On the switch board, the left EOS is located between left outlane switch and catapult switch, right EOS is between right outlane and right inlane. The manual should have wire colors so you can spot those, and there obviously will be an empty spot. You also need the common from that switch chain as well. These are the smaller .1 molex plugs. No diodes. They will show up in switch test as unused 14 and unused 58.

Quoted from Ericpinballfan:

And what's this new game??

Come to expo and find out

Quoted from Ferret:

Rosh! It's been two hours since you've checked in code for game 2! Get back to work!

well, you last checked in code at 2:29AM, so that is 6 hours ago, so . . . .

#5746 5 years ago
Quoted from rosh:

Come to expo and find out

WHAT?! This is breaking news!

#5747 5 years ago

Oktober is right around the corner.

#5748 5 years ago
Quoted from mbwalker:

I suspect not many know the meaning of 'buck-boost'...do you design power supplies?

No I don't but I work with on board converters in automotive electronics that often have them to the stabilize the variable voltages that naturally occur in the vehicle environment.

Theyre pretty simple and would be cheap to build. induction Coil, resistor, cap and obviously. for those that don't know It looks like a kind of figure 8 design where the input voltage can be cut back going one direction and boosted in the other. I don't design boards so ive no idea what values of the all the components would need to be. Then where to deploy it? Just the coils, the whole game?

#5749 5 years ago
Quoted from rosh:

Personally I never experience flippers getting knocked down, I think part of it is tied to style of play. The 'hold boost' option in the settings is the only way in software to adjust for it.

I don't see problems with the flippers getting knocked down but I do have problems with the flippers (and usually the left one) losing power and weak or half-flipping during crazy multiballs when the magnets are firing too. It really feels like the coil P.S. gets overloaded and there's not enough there for a flip or two and then it goes back to normal quickly but may do it again during the same MB. I think I have a couple WMS style EOS switches in the parts bin and will try to install them to see if it has any impact on this problem.

Get that bug fix released rosh game two can wait!

#5750 5 years ago

My flippers get knocked down all the time during multiball. They don't have power to hold a cradle when another ball drops on the bat. I tried the hold boost option but it didn't seem to help.

Quoted from rosh:

Personally I never experience flippers getting knocked down, I think part of it is tied to style of play. The 'hold boost' option in the settings is the only way in software to adjust for it.

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