(Topic ID: 183206)

American Pinball Houdini thread


By lllvjr

2 years ago



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#7501 12 months ago
Quoted from LTG:

Are they using Titan silicone rings ?
https://www.titanpinball.com/
LTG : )

I meant to ask Barryj that question multiple times at Pincinnati but we were always talking Ocktoberfest and I forgot. Based on the color I think they are actually the Perfect Play ones from Pinball Life: https://www.pinballlife.com/perfectplay-silicone-flipper-rubber-standard-size.html

I have purple ones from Titan on my MM and their purple is much darker, which happens to match MM extremely well but is too dark for Houdini's purples.

#7502 12 months ago
Quoted from pinballinreno:

Tool use is only a matter of experience.
If you can feed yourself with knife and fork, those are tools.
That being said, if you are alive and fed, you can use tools.
Go slow at first and be careful.
Get a set of quick clamps from harbor freight or home depot.
They are very handy.
Get paint stirring sticks for free form a paint store or home depot.
They are also very handy and you can break them up or cut them to size. They work good as shims under furnature etc.
And they are free.

Quoted from pinballinreno:

I have a couple clamped and a couple unclamped.
in a non-routed environment they haven't moved, for what its worth.

Would this work?

https://m.harborfreight.com/hand-tools/clamps/6-in-quick-release-bar-clamp-62239.html

So does the clamp allow it to be pressed into the wood of the shooter rail more firmly? Does not clamping it allow it to jostle?

And I assume the Cliffy protects from the ball chipping away at the wood over time?

#7503 12 months ago
Quoted from wesman:

Would this work?
https://m.harborfreight.com/hand-tools/clamps/6-in-quick-release-bar-clamp-62239.html
So does the clamp allow it to be pressed into the wood of the shooter rail more firmly? Does not clamping it allow it to jostle?
And I assume the Cliffy protects from the ball chipping away at the wood over time?

Not much precision required. I use one like this since it's quick on and quick off.

https://www.harborfreight.com/12-in-Ratcheting-Bar-ClampSpreader-62123.html

#7504 12 months ago

The 18.12.12 release is now available for all to enjoy.

https://www.american-pinball.com/support/updates/

A ton of improvements and fixes in this release. If you were on one of the test releases you will want to update to this. Below are the release notes, possible I missed a few items along the way.

18.12.12
New — adjustment for right lock if it is having trouble releasing the ball to the scoop or if two balls are being released. The double release can occur if the machine is set very steep. This adjustment can also be used if you find that sometimes the ball does not feed to the scoop from the subway every time. If you need guidance on adjusting this, contact support.
New — high score will automatically exit after 30 seconds of no activity

Modified — The “Encore bonus”, awarded for performing all stage modes, now requires a shot to the stage, after the last stage mode ends, to collect the bonus. Added lights and sounds to the sequence.
Modified — adding a player now shows a score of 0 vs score being blank
Modified — elephant animations
Modified — pricing schemes
Modified — light show improvements throughout
Modified — pressing start during match sequence will start a new game, assuming credits or free play
Modified — bonus sequence wraps up faster on flipper escape
Modified — hit both flippers in attract will go to last scores screen
Modified — playfield lights turn on quicker after a trunk throw
Modified — various animation tweaks
Modified — Jail escapes will award at least 5K if completed
Modified — Trunk MB will now re-light jackpots once the ball reaches the VUK when super jackpot is lit, vs waiting until the super was awarded
Modified — the timer will no longer pause when the ball is going through catapult sequence if a multiball is active
Modified — Trunk Multiball super jackpot will be awarded even if ball misses both trunk and upper catapult
Modified — sequence of reporting a mission completion, extra ball and Houdini letter being earned when all three occur at the same time
Modified — Houdini letter voice calls
Modified — handling of Houdini letter for stage modes that end by draining

Fixed — In secret missions, behavior of lamps when it would show the next shot, when the previous shot was not fully completed.
Fixed — bug in Master Magician that could result in a reboot
Fixed — bug in master magician where it would both prompt for initials and continue on in game play for the last player, in certain multiplayer scenarios.
Fixed — Bullet catch not properly diverting the ball to trunk in some scenarios
Fixed — issue where the scoop would sometimes fire extra hard when doing things in service mode
Fixed — Elephant mode would score extra points on a ball drain
Fixed — issue with match not firing knocker for each match and in some cases not awarding more than one credit on multiple matches.
Fixed — issues with starting a new game by holding start button for a few seconds while a one player game is in progress. Also a setting added, that must be set to On for this feature to work, defaults to ‘Off’
Fixed — bug where count of multiplayer game in audits was being updated incorrectly, this change will correct existing data, but historical data may still not be 100% accurate
Fixed — after selecting an illusion during magicians choice, the displayed illusion would change if a flipper button was hit, the player would still get the selected illusion.
Fixed — Trunk MB sometimes being a four ball multiball when it should not be
Fixed — a trunk miss on Trunk MB super jackpot shot would put another ball into play
Fixed — bug that would crash system if king of cards timed out and no flipper was hit
Fixed — bug on Haldane where a spinner switch hit before the intro completed would cause a crash
Fixed — film master mystery was not awarding 10,000 points for starting it
Fixed —the ‘you have earned a Houdini letter’ would play more than once
Fixed — stage alley arrow being lit during séance MB for no reason
Fixed — fourth ball being put into play at start of séance if a ball was not ejecting cleanly from the scoop
Fixed — if a multiball was running and séance letters were hit the display would not properly show that, and if the spelling of séance was completed, any letters hit during the MB would not be displayed when the display would show séance multiball as being ready
Fixed — voice calls on ball save won’t repeat if the ball fails to make it to the shooter lane and falls back into the trough
Fixed — issues were master magician would start when other modes or items were still running. The player must finish any modes, escapes or multiballs that are in progress
Fixed — when earning a Houdini letter, sometimes only the letter would be seen, not the whole status screen
Fixed — return from beyond and escape death were allowing magic standup targets to still assist a paused stage or movie mode
Fixed — bug where visit to Escape Death would resume from where any previously failed attempt failed vs properly resetting things.
Fixed — bug where a left orbit shot was not awarding a hurry up when jail escapes set to easy
Fixed — lock 2 insert would not always turning off after MB runs
Fixed — bug where when in séance MB, shooting a ball to the trunk to start trunk MB, while also draining the other ball still in play, could result in the ball ending, not getting the trunk MB and not being able to get that MB for the rest of the game.
Fixed — bug where shots to the magic shop hole, depending on various game states and behavior of the subway switches, would put more than one ball back into play.
Fixed — bug on Master Mystery when using a flipper escape with halt sounds on flipper escape set to off, that could sometimes result in the mode not fully starting.

#7505 12 months ago

What are y'all using to remove the nuts that hold down the play field pieces? 1/4" is too small, 5/16" is too big, 8mm is too small and 9mm would probably do it, but it feels loose. I checked with my digital caliper and they come out to 1/3" or 8.5mm. Is there some standardized pinball nut driver that I'm not aware of? I'm trying to install my cliffy set and am getting stumped at what I thought would be the easiest part...

p.s. I'm sure this has been covered, but I searching came up with nothing, so my apologies for the duplication.

nut_size (resized).jpg
#7506 12 months ago
Quoted from vireland:

Not much precision required. I use one like this since it's quick on and quick off.
https://www.harborfreight.com/12-in-Ratcheting-Bar-ClampSpreader-62123.html

Oh that looks great!! Thanks for the tip!

Quoted from rosh:

The 18.12.12 release is now available for all to enjoy.
https://www.american-pinball.com/support/updates/
A ton of improvements and fixes in this release. If you were on one of the test releases you will want to update to this. Below are the release notes, possible I missed a few items along the way.
18.12.12
New — adjustment for right lock if it is having trouble releasing the ball to the scoop or if two balls are being released. The double release can occur if the machine is set very steep. This adjustment can also be used if you find that sometimes the ball does not feed to the scoop from the subway every time. If you need guidance on adjusting this, contact support.
New — high score will automatically exit after 30 seconds of no activity
Modified — The “Encore bonus”, awarded for performing all stage modes, now requires a shot to the stage, after the last stage mode ends, to collect the bonus. Added lights and sounds to the sequence.
Modified — adding a player now shows a score of 0 vs score being blank
Modified — elephant animations
Modified — pricing schemes
Modified — light show improvements throughout
Modified — pressing start during match sequence will start a new game, assuming credits or free play
Modified — bonus sequence wraps up faster on flipper escape
Modified — hit both flippers in attract will go to last scores screen
Modified — playfield lights turn on quicker after a trunk throw
Modified — various animation tweaks
Modified — Jail escapes will award at least 5K if completed
Modified — Trunk MB will now re-light jackpots once the ball reaches the VUK when super jackpot is lit, vs waiting until the super was awarded
Modified — the timer will no longer pause when the ball is going through catapult sequence if a multiball is active
Modified — Trunk Multiball super jackpot will be awarded even if ball misses both trunk and upper catapult
Modified — sequence of reporting a mission completion, extra ball and Houdini letter being earned when all three occur at the same time
Modified — Houdini letter voice calls
Modified — handling of Houdini letter for stage modes that end by draining
Fixed — In secret missions, behavior of lamps when it would show the next shot, when the previous shot was not fully completed.
Fixed — bug in Master Magician that could result in a reboot
Fixed — bug in master magician where it would both prompt for initials and continue on in game play for the last player, in certain multiplayer scenarios.
Fixed — Bullet catch not properly diverting the ball to trunk in some scenarios
Fixed — issue where the scoop would sometimes fire extra hard when doing things in service mode
Fixed — Elephant mode would score extra points on a ball drain
Fixed — issue with match not firing knocker for each match and in some cases not awarding more than one credit on multiple matches.
Fixed — issues with starting a new game by holding start button for a few seconds while a one player game is in progress. Also a setting added, that must be set to On for this feature to work, defaults to ‘Off’
Fixed — bug where count of multiplayer game in audits was being updated incorrectly, this change will correct existing data, but historical data may still not be 100% accurate
Fixed — after selecting an illusion during magicians choice, the displayed illusion would change if a flipper button was hit, the player would still get the selected illusion.
Fixed — Trunk MB sometimes being a four ball multiball when it should not be
Fixed — a trunk miss on Trunk MB super jackpot shot would put another ball into play
Fixed — bug that would crash system if king of cards timed out and no flipper was hit
Fixed — bug on Haldane where a spinner switch hit before the intro completed would cause a crash
Fixed — film master mystery was not awarding 10,000 points for starting it
Fixed —the ‘you have earned a Houdini letter’ would play more than once
Fixed — stage alley arrow being lit during séance MB for no reason
Fixed — fourth ball being put into play at start of séance if a ball was not ejecting cleanly from the scoop
Fixed — if a multiball was running and séance letters were hit the display would not properly show that, and if the spelling of séance was completed, any letters hit during the MB would not be displayed when the display would show séance multiball as being ready
Fixed — voice calls on ball save won’t repeat if the ball fails to make it to the shooter lane and falls back into the trough
Fixed — issues were master magician would start when other modes or items were still running. The player must finish any modes, escapes or multiballs that are in progress
Fixed — when earning a Houdini letter, sometimes only the letter would be seen, not the whole status screen
Fixed — return from beyond and escape death were allowing magic standup targets to still assist a paused stage or movie mode
Fixed — bug where visit to Escape Death would resume from where any previously failed attempt failed vs properly resetting things.
Fixed — bug where a left orbit shot was not awarding a hurry up when jail escapes set to easy
Fixed — lock 2 insert would not always turning off after MB runs
Fixed — bug where when in séance MB, shooting a ball to the trunk to start trunk MB, while also draining the other ball still in play, could result in the ball ending, not getting the trunk MB and not being able to get that MB for the rest of the game.
Fixed — bug where shots to the magic shop hole, depending on various game states and behavior of the subway switches, would put more than one ball back into play.
Fixed — bug on Master Mystery when using a flipper escape with halt sounds on flipper escape set to off, that could sometimes result in the mode not fully starting.

Nice work Josh! Definitely looking forward to the changes. Thanks for all your hard work!

#7507 12 months ago
Quoted from rosh:

The 18.12.12 release is now available for all to enjoy.
https://www.american-pinball.com/support/updates/
A ton of improvements and fixes in this release. If you were on one of the test releases you will want to update to this. ...

Cool - can't wait to try this out! Thank you Josh and all beta code testers!

#7508 12 months ago
Quoted from Osro:

1/4" is too small, 5/16" is too big,

I'd try a 9/32nds nut driver.

LTG : )

#7509 12 months ago
Quoted from rosh:

The 18.12.12 release is now available for all to enjoy.
https://www.american-pinball.com/support/updates/
A ton of improvements and fixes in this release. If you were on one of the test releases you will want to update to this. Below are the release notes, possible I missed a few items along the way.
18.12.12
New — adjustment for right lock if it is having trouble releasing the ball to the scoop or if two balls are being released. The double release can occur if the machine is set very steep. This adjustment can also be used if you find that sometimes the ball does not feed to the scoop from the subway every time. If you need guidance on adjusting this, contact support.
New — high score will automatically exit after 30 seconds of no activity
Modified — The “Encore bonus”, awarded for performing all stage modes, now requires a shot to the stage, after the last stage mode ends, to collect the bonus. Added lights and sounds to the sequence.
Modified — adding a player now shows a score of 0 vs score being blank
Modified — elephant animations
Modified — pricing schemes
Modified — light show improvements throughout
Modified — pressing start during match sequence will start a new game, assuming credits or free play
Modified — bonus sequence wraps up faster on flipper escape
Modified — hit both flippers in attract will go to last scores screen
Modified — playfield lights turn on quicker after a trunk throw
Modified — various animation tweaks
Modified — Jail escapes will award at least 5K if completed
Modified — Trunk MB will now re-light jackpots once the ball reaches the VUK when super jackpot is lit, vs waiting until the super was awarded
Modified — the timer will no longer pause when the ball is going through catapult sequence if a multiball is active
Modified — Trunk Multiball super jackpot will be awarded even if ball misses both trunk and upper catapult
Modified — sequence of reporting a mission completion, extra ball and Houdini letter being earned when all three occur at the same time
Modified — Houdini letter voice calls
Modified — handling of Houdini letter for stage modes that end by draining
Fixed — In secret missions, behavior of lamps when it would show the next shot, when the previous shot was not fully completed.
Fixed — bug in Master Magician that could result in a reboot
Fixed — bug in master magician where it would both prompt for initials and continue on in game play for the last player, in certain multiplayer scenarios.
Fixed — Bullet catch not properly diverting the ball to trunk in some scenarios
Fixed — issue where the scoop would sometimes fire extra hard when doing things in service mode
Fixed — Elephant mode would score extra points on a ball drain
Fixed — issue with match not firing knocker for each match and in some cases not awarding more than one credit on multiple matches.
Fixed — issues with starting a new game by holding start button for a few seconds while a one player game is in progress. Also a setting added, that must be set to On for this feature to work, defaults to ‘Off’
Fixed — bug where count of multiplayer game in audits was being updated incorrectly, this change will correct existing data, but historical data may still not be 100% accurate
Fixed — after selecting an illusion during magicians choice, the displayed illusion would change if a flipper button was hit, the player would still get the selected illusion.
Fixed — Trunk MB sometimes being a four ball multiball when it should not be
Fixed — a trunk miss on Trunk MB super jackpot shot would put another ball into play
Fixed — bug that would crash system if king of cards timed out and no flipper was hit
Fixed — bug on Haldane where a spinner switch hit before the intro completed would cause a crash
Fixed — film master mystery was not awarding 10,000 points for starting it
Fixed —the ‘you have earned a Houdini letter’ would play more than once
Fixed — stage alley arrow being lit during séance MB for no reason
Fixed — fourth ball being put into play at start of séance if a ball was not ejecting cleanly from the scoop
Fixed — if a multiball was running and séance letters were hit the display would not properly show that, and if the spelling of séance was completed, any letters hit during the MB would not be displayed when the display would show séance multiball as being ready
Fixed — voice calls on ball save won’t repeat if the ball fails to make it to the shooter lane and falls back into the trough
Fixed — issues were master magician would start when other modes or items were still running. The player must finish any modes, escapes or multiballs that are in progress
Fixed — when earning a Houdini letter, sometimes only the letter would be seen, not the whole status screen
Fixed — return from beyond and escape death were allowing magic standup targets to still assist a paused stage or movie mode
Fixed — bug where visit to Escape Death would resume from where any previously failed attempt failed vs properly resetting things.
Fixed — bug where a left orbit shot was not awarding a hurry up when jail escapes set to easy
Fixed — lock 2 insert would not always turning off after MB runs
Fixed — bug where when in séance MB, shooting a ball to the trunk to start trunk MB, while also draining the other ball still in play, could result in the ball ending, not getting the trunk MB and not being able to get that MB for the rest of the game.
Fixed — bug where shots to the magic shop hole, depending on various game states and behavior of the subway switches, would put more than one ball back into play.
Fixed — bug on Master Mystery when using a flipper escape with halt sounds on flipper escape set to off, that could sometimes result in the mode not fully starting.

Holy bocce balls!

#7510 12 months ago

New software is installed and seems to run great. Once again, I like that the old settings including the coil strengths are saved and still there.

This game is a lot of fun and keeps getting better. Thanks.

#7511 12 months ago
Quoted from LTG:

I'd try a 9/32nds nut driver.
LTG : )

Oh shit! Would you need one of these for installing plastic protectors, I'm guessing? (I haven't looked at how the plastics are installed yet....)

#7512 12 months ago
Quoted from John_I:

I like that the old settings including the coil strengths are saved and still there.

When I first heard that most games lose settings, including pricing, when updating I didn't believe it. What I have heard, is that some operators don't update code on their machines, since they don't want to set back up pricing, etc. I guess it is possible that we could have some update that would for some reason require that, but we already have support for saving settings to a usb stick and then re-importing them, so hopefully that would minimize the pain.

As a side note, you can also just save your settings on the machine and then restore them back. So for example if you decided to change a bunch of settings, for a party or league event, you could first save your current settings, switch over for the event, and then load your original settings back.

#7513 12 months ago

My idea of a cool feature for a home use pinball is a game save feature - like in a PS2 video game. Say you are on ball 2 and you get the fourth call to dinner but this is now an epic game - you are this close to the best game ever. So rather than having to pick either finishing the game or getting a divorce, it would be great to be able to activate [maybe hold the left flipper and the start button or something] a feature that when ball two finally drains, the game stops and your epic game is saved as an option when you return. On your return you are given the option of the saved game or a new game. If you chose the saved game, your score and achievements are retrieved and you start on ball 3 and finish the game. Well...? Been done? If not, a new pinball innovation for American Pinball Inc? No one can say it's sick - we spent $7K on a pinball machine, that's pretty sick to begin with.

#7514 12 months ago
Quoted from wesman:

Would you need one of these for installing plastic protectors, I'm guessing?

I'm sorry, I don't have a game to check.

I suggested the 9/32nds nut driver because it is between a 1/4 that the poster said was too small and the 5/16ths that the poster said was too large.

Locknuts you usually run into are 5/16ths ( smaller ) or 11/32nds ( larger like on a lot of later Williams pins ).

I don't know if the poster is correct, if American Pinball used that size, or if an odd locknut got mixed into what American Pinball normally uses.

LTG : )

#7515 12 months ago
Quoted from LTG:

I'm sorry, I don't have a game to check.
I suggested the 9/32nds nut driver because it is between a 1/4 that the poster said was too small and the 5/16ths that the poster said was too large.
Locknuts you usually run into are 5/16ths ( smaller ) or 11/32nds ( larger like on a lot of later Williams pins ).
I don't know if the poster is correct, if American Pinball used that size, or if an odd locknut got mixed into what American Pinball normally uses.
LTG : )

LTG,

A sidebar question about the plastic: Should the nut be tightened such that the plastic doesn't move? Or should the plastic be loose to help absorb any ball hits?

#7516 12 months ago
Quoted from mbwalker:

A sidebar question about the plastic:

I like them snug, not tight. Closer to loose.

LTG : )

#7517 12 months ago
Quoted from zahner:

My idea of a cool feature for a home use pinball is a game save feature - like in a PS2 video game. Say you are on ball 2 and you get the fourth call to dinner but this is now an epic game - you are this close to the best game ever. So rather than having to pick either finishing the game or getting a divorce, it would be great to be able to activate [maybe hold the left flipper and the start button or something] a feature that when ball two finally drains, the game stops and your epic game is saved as an option when you return. On your return you are given the option of the saved game or a new game. If you chose the saved game, your score and achievements are retrieved and you start on ball 3 and finish the game. Well...? Been done? If not, a new pinball innovation for American Pinball Inc? No one can say it's sick - we spent $7K on a pinball machine, that's pretty sick to begin with.

That's a great idea! I'd a also like to see them copy the team / co-op modes from TNA.

#7518 12 months ago
Quoted from LTG:

I'm sorry, I don't have a game to check.
I suggested the 9/32nds nut driver because it is between a 1/4 that the poster said was too small and the 5/16ths that the poster said was too large.
Locknuts you usually run into are 5/16ths ( smaller ) or 11/32nds ( larger like on a lot of later Williams pins ).
I don't know if the poster is correct, if American Pinball used that size, or if an odd locknut got mixed into what American Pinball normally uses.
LTG : )

No worries! I just meant in general, when using plastic protectors.

My experience level with all of this stuff, is quarter inserting.

#7519 12 months ago

Had a ball get stuck UNDER the upper catapult (resting on the coil below) again tonight. Not sure how it's happening, but that's twice now. It's rare, but irritating when it happens.

#7520 12 months ago
Quoted from vireland:

Had a ball get stuck UNDER the upper catapult (resting on the coil below) again tonight. Not sure how it's happening, but that's twice now. It's rare, but irritating when it happens.

I have had this happen 1 time in 500 plays.

Its possible that a mini post is needed there to block the ball.

#7521 12 months ago
Quoted from Osro:

What are y'all using to remove the nuts that hold down the play field pieces? 1/4" is too small, 5/16" is too big, 8mm is too small and 9mm would probably do it, but it feels loose. I checked with my digital caliper and they come out to 1/3" or 8.5mm. Is there some standardized pinball nut driver that I'm not aware of? I'm trying to install my cliffy set and am getting stumped at what I thought would be the easiest part...
p.s. I'm sure this has been covered, but I searching came up with nothing, so my apologies for the duplication.
[quoted image]

Regular Klein hollow shaft nut drivers work perfectly in all cases.

Klein magnetic nut drivers work perfectly in cases where you dont need the hollow shaft.

My advice, get the regular set of hollow Klein nut drivers and also a set of extended length magnetic Klein nut drivers.

So, 2 sets of nut drivers.

#7522 12 months ago
Quoted from LTG:

I'm sorry, I don't have a game to check.
I suggested the 9/32nds nut driver because it is between a 1/4 that the poster said was too small and the 5/16ths that the poster said was too large.
Locknuts you usually run into are 5/16ths ( smaller ) or 11/32nds ( larger like on a lot of later Williams pins ).
I don't know if the poster is correct, if American Pinball used that size, or if an odd locknut got mixed into what American Pinball normally uses.
LTG : )

All of the hardware in Houdini is standard every day, regular pinball stuff.

#7523 12 months ago

Just installed the 1.45gb 18.12.12 update.

Went perfectly, easy peazy.

One question:

I read a couple posts back that I can backup my settings and restore them.

This is great!

How exactly is this done?

#7524 12 months ago
Quoted from Osro:

What are y'all using to remove the nuts that hold down the play field pieces? 1/4" is too small, 5/16" is too big, 8mm is too small and 9mm would probably do it, but it feels loose. I checked with my digital caliper and they come out to 1/3" or 8.5mm. Is there some standardized pinball nut driver that I'm not aware of? I'm trying to install my cliffy set and am getting stumped at what I thought would be the easiest part...
p.s. I'm sure this has been covered, but I searching came up with nothing, so my apologies for the duplication.
[quoted image]

I feel like you aren't doing something correctly maybe?

You said 5/16 is too big, but 5/16 is only .3125". Your measurement shows that 5/16" would be too small, right?

#7525 12 months ago
Quoted from Osro:

What are y'all using to remove the nuts that hold down the play field pieces?

pretty sure they are 11/32, pretty standard in pinball machines. As others have said, you need a good nut driver set (magnetic tipped is nice), since standard spanner/box wrench sets don't include that size, some socket sets that just have small sizes will sometimes have it, the set I have, also has long sockets, that work for posts, otherwise as others have said, if you ever start taking playfield apart it is nice to have some hollow drivers for removing things like posts.

#7526 12 months ago

I've been noticing the ball hopping in front of the left sling the last few games.

On close inspection of that playfield area, I found this tiny plastic piece adhered to the playfield just to the right of the left sling (by the playfield lock graphic).

It was stuck there by some type of glue on the backside and needed to be pulled off the playfield with care.

I've looked in the high impact areas and haven't found where this broke off from yet.

Any ideas?

Houdinipart (resized).jpg
#7527 12 months ago

Flipper topper

#7529 12 months ago
Quoted from wesman:

Would this work?
https://m.harborfreight.com/hand-tools/clamps/6-in-quick-release-bar-clamp-62239.html
So does the clamp allow it to be pressed into the wood of the shooter rail more firmly? Does not clamping it allow it to jostle?
And I assume the Cliffy protects from the ball chipping away at the wood over time?

As was explained to me, the Cliffy shooter lane protector protects the wood channel from being eroded and widened out by the friction of the ball over time, and also blackening of the wood. The ball rides on the Cliffy metal edges on both sides of the channel instead of ridong on wood and wearing it down. It is a long term damage preventer. I put them on more machines even though I already had channel erosion on those. the scoop protector avoids the ball damaging the playfield lip as it is propelled out of the hole. Thise two are the most important to install on houdini.

#7530 12 months ago
Quoted from CUJO:

I've been noticing the ball hopping in front of the left sling the last few games.
On close inspection of that playfield area, I found this tiny plastic piece adhered to the playfield just to the right of the left sling (by the playfield lock graphic).
It was stuck there by some type of glue on the backside and needed to be pulled off the playfield with care.
I've looked in the high impact areas and haven't found where this broke off from yet.
Any ideas?
[quoted image]

API sells replacement toppers in their store if your warranty is over. I bought a set as a backup, though mine haven't broken in 300 games.

#7531 12 months ago
Quoted from Jgaltr56:

Flipper topper

Yep. It was off the right flipper tip.
Thanks!

#7532 12 months ago
Quoted from pinballinreno:

I read a couple posts back that I can backup my settings and restore them.
This is great!
How exactly is this done?

Go to settings, and navigate to the settings mini-icon and hit the start button or enter. This where you can install pre-sets, but you will see options in the second column (I believe) to save and import settings. When saving the copy of the settings it is stored locally on the hard drive. So, save it, change things for your event or whatever, then go back and import them.

Settings can also be exported off the machine and re-imported. In theory an operator could set up the settings they want and then apply it to multiple machines at different locations. Anytime you pull logs, it also pulls a copy of your current settings. These can then be re-installed by changing the name of the desired file to settings.yaml, and then pulling logs again, but in this case, it will then replace any saved settings with these settings (so you can only have one saved set on the system at a time). You can then go back to the settings page and import those. HOWEVER, messing up the settings file and re-importing it, can hose up your machine big time, so, not something you should be doing unless you have a real need to do so.

#7533 12 months ago
Quoted from rosh:

Go to settings, and navigate to the settings mini-icon and hit the start button or enter. This where you can install pre-sets, but you will see options in the second column (I believe) to save and import settings. When saving the copy of the settings it is stored locally on the hard drive. So, save it, change things for your event or whatever, then go back and import them.
Settings can also be exported off the machine and re-imported. In theory an operator could set up the settings they want and then apply it to multiple machines at different locations. Anytime you pull logs, it also pulls a copy of your current settings. These can then be re-installed by changing the name of the desired file to settings.yaml, and then pulling logs again, but in this case, it will then replace any saved settings with these settings (so you can only have one saved set on the system at a time). You can then go back to the settings page and import those. HOWEVER, messing up the settings file and re-importing it, can hose up your machine big time, so, not something you should be doing unless you have a real need to do so.

Thanks! I'll take a look at it tonight

#7534 12 months ago
Quoted from PhantomO:

I bought a set as a backup, though mine haven't broken in 300 games.

While it is possible a ball hit could break them, the most likely time they will break is when replacing flipper rubber. Very important to pull the rubber away so as not to catch it and break it off when removing a worn rubber. If you just pull the rubber off, once it gets above the bat, it will snap on to the topper and break it.

#7535 12 months ago

Is the scorewheel scrolling animation new or did I just not notice it before. Seems smoother. Love the stage spotlight for mode starts. New magic shop easter eggs as well. With all the new speed up features I'll be over a thousand games before the new year. Also had an amazing slapshot save off of the "A" spot target right into the open stage clean. It flew off the playfield like the catapult right in there. I was hootin' and a hollerin'. Didn't even do the Larry Bird circle the hoop thing where yer sphincter tightens up.

#7536 12 months ago

Getting ready to install the latest code & just purchased a 16GB USB. The American Pinball site recommends a USB w/ at least 4GB + FAT32. What does FAT32 mean & am I able to install successfully w/ a 16GB USB? Would like to download the code ASAP, so any insight would be greatly appreciated. Loving this game & will only get better w/ the code upgrade. Looking very forward to Oktoberfest!

#7537 12 months ago
Quoted from Ockeyhead:

What does FAT32 mean

On a PC if you format a memory USB stick, it usually formats it to a FAT32. Or you can choose that.

Quoted from Ockeyhead:

am I able to install successfully w/ a 16GB USB?

That should work. I wouldn't go crazy and get a larger capacity one.

LTG : )

#7538 12 months ago
Quoted from Ockeyhead:

What does FAT32 mean

FAT32 is one of the most compatible file systems for USB drives. When your USB drive is formatted with the FAT32 file system, you'll be able to read and write to the drive from virtually any computer or device that supports USB drives.

LTG : )

#7539 12 months ago

Thanks so much for the information & education w/ the USB. Though I choose to remain somewhat ignorant in regards to technology, sometimes I am forced to understand to be able to follow through w/ certain tasks. I don't even own a cell phone because it's a distraction & an additive device. Even though most are unaware, these gadgets controls & interrupts our lives in so many ways. JJP should rename their machine Dialed Out, simply because technology has become smarter than us.

#7540 12 months ago

Ok, normally I do not say anything about how I like a game or not, because it can change with the seasons, but I have to say that Houdini is becoming my favorite machine in a hurry. This is against my expectation as I also got my JJPOTC around the same time but Houdini has gotten the most plays from me.

Just wanted to thank AP and especially Josh as his continued support, enthousiasm and communication on this thread and the rest of Pinside actually helped a lot in the decision of buying this machine. Also it helps that the machine is georgeous and quality is good, so actually thanks to the whole team

Looking forward to Oktoberfest.

#7541 12 months ago
Quoted from rosh:

When I first heard that most games lose settings, including pricing, when updating I didn't believe it. What I have heard, is that some operators don't update code on their machines, since they don't want to set back up pricing, etc. I guess it is possible that we could have some update that would for some reason require that, but we already have support for saving settings to a usb stick and then re-importing them, so hopefully that would minimize the pain.
As a side note, you can also just save your settings on the machine and then restore them back. So for example if you decided to change a bunch of settings, for a party or league event, you could first save your current settings, switch over for the event, and then load your original settings back.

Seems to me like the release notes and website where it tells you how to install an update should include instructions on how to save and restore your settings. I think that would go a long way towards making people comfortable to doing the update. Since it isn't mentioned in those notes that it is even possible you aren't making people aware that they could do it. I know with our software, new features don't get used very quickly unless we pop up windows to tout them. Just having them documented isn't enough. I know I would like to see the notes revised with the proper steps included in them so I don't have to hunt for them every time I do an update.

#7542 12 months ago
Quoted from angus:

Seems to me like the release notes and website where it tells you how to install an update should include instructions on how to save and restore your settings. I think that would go a long way towards making people comfortable to doing the update. Since it isn't mentioned in those notes that it is even possible you aren't making people aware that they could do it. I know with our software, new features don't get used very quickly unless we pop up windows to tout them. Just having them documented isn't enough. I know I would like to see the notes revised with the proper steps included in them so I don't have to hunt for them every time I do an update.

Yes.

It would be way cool if settings backup and restore was a built in, easy to use application, that one would just follow the prompts and be done with it.

Its really nice that any backup and restore feature exists at all, Thanks!, but a simpler utility would be on my Christmas list for sure.

That and allowing the flippers to kill the next magician shoot again screen for extra balls.

#7543 12 months ago

I played a Houdini on location last night and it was horrible, the flippers had to have been set to maximum so any missed shot turned into an airborne missile that was uncontrollable. This is in a place with really well maintained games but it was way too busy to be able to tell anyone about it. I can see people saying the game sucks or is too hard (no problems making the ramp if on target though!) if this is their only experience with the game. I've no idea how long its been on route but there is also considerable wear to the wood on the scoop eject.

#7544 12 months ago
Quoted from angus:

Seems to me like the release notes and website where it tells you how to install an update should include instructions on how to save and restore your settings.

Quoted from pinballinreno:

It would be way cool if settings backup and restore was a built in, easy to use application, that one would just follow the prompts and be done with it.

Maybe I am mis-understanding, but since settings don't get touched on an update, there is little need to do this, and would just add more steps/confusion to the update process. It would make sense to re-inforce that settings will not be changed during the update as part of the instructions.

The actual process to do the save and restore is quite simple to do, you can check out by just going to service menu ->settings->settings and trying the save and install options.

Main benefit at this point, is being able to save them before changing for an event, party, guests, etc. and then being able to go back to how you had them.

Quoted from kdecgp:

Is the scorewheel scrolling animation new or did I just not notice it before.

Not sure which part of it you are referring to (the flipping numbers or the status stuff at the bottom or the commas or the . . .), but nothing has changed on the main score screen for a long, long time.

#7545 12 months ago

Using the latest code on first game, I noticed the mini screen goes black for a couple of seconds before a stage mode starts. I didnt notice this before. It only happened on first game, not any subsequent.

#7546 12 months ago
Quoted from bobukcat:

I played a Houdini on location last night and it was horrible, the flippers had to have been set to maximum so any missed shot turned into an airborne missile that was uncontrollable. This is in a place with really well maintained games but it was way too busy to be able to tell anyone about it. I can see people saying the game sucks or is too hard (no problems making the ramp if on target though!) if this is their only experience with the game. I've no idea how long its been on route but there is also considerable wear to the wood on the scoop eject.

It was a big mistake for Houdini to ship without a Cliffy there. Jack learned that the hard way with the Dialed In Sim card hole that was chipping within 5 plays on many machines. They did two revisions of their own awful protector before they threw in the towel and used a real cliffy from the factory.

#7547 12 months ago
Quoted from rosh:

Maybe I am mis-understanding, but since settings don't get touched on an update, there is little need to do this, and would just add more steps/confusion to the update process. It would make sense to re-inforce that settings will not be changed during the update as part of the instructions.
The actual process to do the save and restore is quite simple to do, you can check out by just going to service menu ->settings->settings and trying the save and install options.
Main benefit at this point, is being able to save them before changing for an event, party, guests, etc. and then being able to go back to how you had them.

Not sure which part of it you are referring to (the flipping numbers or the status stuff at the bottom or the commas or the . . .), but nothing has changed on the main score screen for a long, long time.

Thank for making it possible to back up and restore settings!

I'm thinking ahead about failed hard drives and compents and a total system rebuild. I replaced a SSD in my woz. It was super easy as I had a recent backup of scores and settings.

The jjp utility is super easy.

A super easy backup and restore utility is nice, but as you mentioned not totally necessary if you know how to do it.

I always have multiple backups on my PC for JJP games and now Houdini.

#7548 12 months ago
Quoted from bobukcat:

I played a Houdini on location last night and it was horrible, the flippers had to have been set to maximum so any missed shot turned into an airborne missile that was uncontrollable. This is in a place with really well maintained games but it was way too busy to be able to tell anyone about it. I can see people saying the game sucks or is too hard (no problems making the ramp if on target though!) if this is their only experience with the game. I've no idea how long its been on route but there is also considerable wear to the wood on the scoop eject.

This is actually one of the biggest problems with location games.

They are often setup poorly, moved around a lot with different power levels at each location.

Rarely tested an dialed in from beginning to end.

Marginally maintained and never leveled.

My experience, they usually play like crap on location around here.

One big exception is the press start arcade. They do a really good job.
I like to go there.

#7549 12 months ago

On the topic of Houdini on route, I’ll give a huge shout out to Mom’s Organic Market in College Park MD. Imamaculately maintained with great flippers, dialed in overall just right — even the trunk launch never failed in the many games I put on it.

Loved it, more than their late model Sterns, TNA, and DI. Made me go and buy my own Houdini for home.

#7550 12 months ago
Quoted from JimFNB:

On the topic of Houdini on route, I’ll give a huge shout out to Mom’s Organic Market in College Park MD. Imamaculately maintained with great flippers, dialed in overall just right — even the trunk launch never failed in the many games I put on it.
Loved it, more than their late model Sterns, TNA, and DI. Made me go and buy my own Houdini for home.

Nice! I’ve only been to MOM’s once, but it was awesome - tucked behind the great grocery store was that huge room filled with great games old and new. At the time I went, Houdini was the ONLY game turned off, although I couldn’t figure out what was wrong with it (and this despite the WOZ being completely off balance, tilted to the right.. lol)

Great place, had a blast!

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