Stream was great, looks like some tight shots. Can't wait for our NZ shipment!
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Quoted from jbigdoggf:I am on 9.28 this wanted to see if anyone else is having similar issues.
I'm also getting a fair bit of freezing with the latest code.
I finally cracked 20m and the game started to freeze (stuttering sound & video), loss of power to flippers and when the ball drained the game didn't recognise it, and didn't go onto ball search mode for about 2-3 minutes. When it finally did spit out a ball the game came back to life and I ended with 37m.
Has anyone had issues with the right turnaround not registering shots? I've gone though switch test and it seems fine but when I use a ball to test it doesn't seem to be hitting the second switch properly to register going round the loop, which means collecting megaseeds and meeseeks is super hard on that shot.
I've tried repositioning the switch but there isn't much give, and its still (intermittently) not registering.
Any advice is appreciated.
20201006_201225 (resized).jpgQuoted from bjsilverballs:I got #245 today! It's great except I left it on for about 4 hours and during Pickle Rick mode + multiball it started to stutter and wouldn't respond to flippers or service buttons. Had to power cycle it. Build 2020-9-28 I think? I'm gonna download the latest code and see if that helps.
Latest code will help for sure!
Quoted from MrCliftron:I just ran into another game where I hit this shot twice and the megaseed on it didn't collect. I did see the loop light get triggered, so I grabbed the audit logs off the game and will send those along to epthegeek.
I adjusted the switch to be more sensitive, which helped but I was still getting unregistered shots. So I bent the end bit of the guide towards the switch and that has fixed it.
20201019_215806 (resized).jpgQuoted from sandersj:So my stand up targets on the left side were pretty unresponsive and I try to avoid adjusting leaf switches if I can avoid it. (I can never find my damn leaf switch adjustment tool usually) So I just removed the foam pads behind the switches and they are working as I would expect now. I did a little googling on the foam pads and it appears that they are a common thing but I've never seen one before. I'm assuming that they are there to provide a cushion for the target to keep the target from breaking over time. However, those three targets on the left aren't getting a lot of abuse so I'm guessing removing the foam should not be catastrophic for a HUO machine.
I'm the second owner of my machine and I'm assuming the foam pads were in there from the factory.
Anybody have thoughts or experiences on this topic?
I had very unresponsive standups too but after adjusting the leaf switches it sorted them.
Quoted from FuryosJustin:That pic I posted is my game, the u turn has been perfect from day 1. My friends r&m (he posted here looking for solutions) would only register u turn less then 50%. We took slow mo vid of both our u turns, and saw that his hugged the outer guide all the way around, and missed the switch. Slow-mo of mine showed it hug the rail, until it got to the two creases I highlighted in red in my pic, those creases kick the ball back in towards the switch. My mate then made tweaks from what he saw in the videos.
My understanding is that he grabbed the end of the outer rail with long nose pliers, and put similar bends in the very end of his rail, plus tweaked the switch, now he registers 100%. It was done in place without removing any guides, altho this is based off his description, I didn't do the tweaks
[quoted image]
Yep that's exactly what I did to fix the issue.
Quoted from jonesjb:Does anyone have a recommended fix for getting the mini loop on the right side to register more reliably? I'm only getting about 30%-40% of the shots registering (on the second switch on the shot).
Prediction... this shot will be Rick and Morty's equivalent to the lower ramp shot to the right ring!
I adjusted the switch to be more sensitive, which helped but I was still getting unregistered shots. So I bent the end bit of the guide towards the switch and that has fixed it.
20201019_215806 (resized).jpgQuoted from FuryosJustin:Reference pic of my flap lol
600 games, never had an air all
39 flipper power, med hold approx 6.7 degs[quoted image][quoted image]
Haven't you been warned about putting your flaps online?
Quoted from RobF:epthegeek - I think I have another new bug to report. I still am not sure if this is the right place to report these, so I will also send this info to your email which I think is in this thread somewhere. Also, I am not sure if debug logs help at all when the game doesn't crash.
Summary:
During gromofolite MB, the scoop switch becomes inoperative and the scoop stops ejecting. There is no ball search and the game essentially is stuck.
How to reproduce:
I am not sure. I have seen this two times now and only on the latest code. In both cases I was running a mode (moonmen the first time, total rickall the second) and the MB simultaneously. For the most recent example, I started the MB and the mode at the same time (can't remember if this was true for the other time, but I think it was). The MB/mode started while in a dimension. In the recent example, I changed dimensions during as well. Sometime during play a ball would go into the scoop and then just never come out. The game continues to run otherwise. It's hard to remember exactly what's going on when it stops working, but it seems to me the ball getting stuck in the scoop coincides with draining a ball down the middle (no outlane switch triggers). So perhaps there is a scenario when both happen simultaneously, some kind of race condition is exposed. I can imagine this will be tricky to find.
Other Notes;
Since I had seen this before, I was a little more prepared to run a few experiments. While the game was stuck in this state, I pulled the glass off and tested a few other switches. They all worked fine. Thinking about it more, I probably should have confirmed that I was testing switches that share the same switch board to see if it was a serial communication loss with the whole board. I then pulled all the balls out of the game (this time I had managed to get 3 balls trapped in the scoop) and manually manipulated the scoop switch. It did not trigger. I then lifted the playfield and manipulated the switch from below, it didn't trigger. I went directly from game stuck to switch test and without changing anything, I confirmed that triggering the switch in the same way showed correct behavior in the switch test. I also went into switch test immediately after my first time seeing this bug and also confirmed the switch was registering as expected. To me this rules out flaky hardware.
I've had this happen a few times now, the only way to remedy is to tilt the game, and the ball will finally eject itself out of the scoop. Definitely related to the latest code.
Quoted from Lounge:Has anyone had the entire right side go dead on them?
No right flipper, no sling, no launch, no ball feed.....
I think Iām about done with this game.
Yep it's happened a fair bit on ours. Bottom right fuse (4A slow blow 20mm) on the board in back box.
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