Hi Dick
great, You made progress.
In this post I do not write about "Captain Fantastic problems". Some general thoughts:
Now and then I see a switch drawn in the schema and I ask myself "Why / what for" is this switch drawn here ? Most of the time the former game has ended regular - all players have played all balls, (also) on the last ball the Bonus has been counted down (the ball therefore is in the Outhole between the flippers), the pin moved the Game-Over-Relay to "position Game-Over" (we see the "Game-Over-Light" in the backbox).
Hmm, the switch in the schema ? I think of "Thunderstorm and lightning" - the local Power-Station was hit (lightning) - a complete Blackout. The pin is stopped, player-3 was playing ball-2, he has made some Bonus and the ball is in an Eject-Hole on the playfield (see here on top of the playfield: http://www.ipdb.org/showpic.pl?id=820&picno=38007 ). - Blackout -
After the "Blackout" is fixed we want to start the pin. The ball must be kicked-out off the Eject-Hole (and roll into the Outhole). The Bonus must be set to Zero (but not counted), the Game-Over-Relay must be brought into "State Game-Over", other features must be reset.
THEN, after that - the "regular Start-up Procedure" can take place ...
Hmm, the switch in the schema ? Most likely mounted "because of the written above".
So when I have a pin with "Start-up problems" I am nice and friendly and helpful: (I unplug the Line-cord) I manually reset the Bonus-Counter, I put some points on the Score-Reels, (maybe) I move the Ball-Count-Unit to "Position Last Ball" (maybe also the Player-Unit), I move the Game-Over-Relay into "State Game-Over". (((On a Gottlieb I might fumble at the Relay-Bank))) I put some credits on the Replay-Counter. I do everything I can think of to bring the pin into "State - former game has ended REGULAR".
Faults: I see "at given time in the Start-up Procedure" the Relay-D is faulty-pulling (right now it should not be pulling). I check the "Self-Hold-Switch mounted on the Relay" - I unplug the Line-cord -> Relay-D is not pulling -> question: Is a blade on that Self-Hold-Switch bent and makes "faulty-contact" (switch is closed when relay is inactive) ?
No, the "Self-Hold-Switch on Relay-D" is good -> I look in the schema for "What causes Relay-D pulling" - maybe it is only Relay-C, maybe Relay-C and/or Relay-B. I look at all these relays: Pulling / not pulling / a bent "Self-Hold-Switch" ? When Relay-C (-B) is NOT pulling: I look at the "Switch on Relay-C (for to activate Relay-D)" - blade bent ?, making faulty-contact (closed even when Relay-C is not pulling) ?.
I might end with "a Switch-A on the playfield is faulty-always closed" (because I have put on new rubbers and the rubber is thicker than the old one and so this switch is faulty-closed / I have bent a blade being shoddy, shoddy work).
I look in the pin -> I look in the schema -> I look in the pin -> -> -> . And it is very helpful to have a Manual for the Start-up Procedure - I do step by step (checking pin / schema / manual).
WHEN I HAVE A LOOK AT A SWITCH: I do not only clean the switch (some cardboard, rough / raw is fine), I do not only look at the blades / contact-points - I also look at the lugs where the wires are soldered-on - IT CAN BE BENT HERE. I do not only look at - I grab every wire and gently pull a bit (wire solderd-on ?)
"Jumper-Wires": I like them, I have several Jumper-Wires, some are three feet long, some are up to 10 (15) feet long - I might want to jumper a "switch in the Backbox" to a "Coil mounted in the Cabinet", I want my Jumper-Wire coming out of the backbox -> -> -> through the open Cash-Door into the Cabinet to the Coil. I now can lower the playfield and play having the Jumper-Wire mounted.
I might say "At some time there should be a connection between "Point-A in the pin" and "Point-B in the pin". (I unplug the Line-Cord) I clip-on one long Jumper-Wire onto Point-A, lead the wire carefully around (away from) Relays / Units through the Cash-Door into the open. A second Jumper-Wire I clip-on at Point-B ... into the open. I lower the playfield, a friend helps, he activates features on the playfield (simulates playing) and I put together the ends of the two Jumper-Wires "at the right moment".
I like Jumper-Wires - I ONLY use Jumper-Wires when I have a schema AND I KNOW what I am jumpering.
(((Bally pins have 48 / 50 Volts !!! Another useful tool: The "Test-Light". In another "Topic" / "other problems" Steve Fury shows a wonderful "Test-Light for testing 24 Volt (Relays) Circuitry,
HERE: https://pinside.com/pinball/forum/topic/reading-gottlieb-schematics post-12. In post-10 he writes about testing (I also made myself this handy tool).)))
Dick, want to get some "Test-Lite" (mounting four 12-Volt Bulbs in a chain / row to sum up to 48 Volts) ? Some Jumper-Wires ? K-Mart and such sell cheap "Gator-Clips, no insulation of the clips", Radio-Shack and such sell "more expensive Gator-Clips, the clips have insulation". There are places You need insulated Gator-Clips (Relay-Bank, Score-Motor) - most of my Jumper-Wires have the "cheap Gator-Clips" ...
There is much more to write "in general", I end this post, I hope You can use my writing, next post will be "concrete / specific Captain Fantastic problems".
Greetings Rolf