Quoted from Pin_Guy:
I use an 8" long piece aluminum and hold it against ball guide rail; then, I just move the flipper paddle up to it and lock it down.
AFM has always had that little droop in the flippers. Its part of the design, hence the alignment holes being where they are.
The flippers arent actually drooping they are just centered.
A lot of games are set that way, its part of the game.
If you un-center the flippers it makes it harder to hit the side martian targets which is a big part of the game, "killing martians"?
Im leaving my flippers set at the factory angle (droop) and having a blast!
Yes the outlanes are brutal, Yes the ramps reject bad shots and yes the game is tough with shorter ball times most of the time.
But the joy is that not all games are brutal.
Every so often I have a game that lasts forever and everything just "clicks". Followed by a sense of euphoria and accomplishment.
If I want long ball times I can play my Hobbit or WOZ.
AFMr is such a rush there really isnt any reason to fix it or simplify it or make it easier.
As far as the slings are concerned the adjustment isnt fine enough.
Max is just dumb, +1 is too strong, default is too strong and min is too weak.
Im hoping this can be addressed in future code updates.
Give is a few more increments of control on all of the coils.
I guess Im just spoiled with JJP giving us 32 levels of control on the coils to dial them in perfectly.
Oh well JMHO...now its time to "Return to battle soldier"...