(Topic ID: 256187)

Black Knight trouble with Solenoid 01

By chaskett

4 years ago



Topic Stats

  • 7 posts
  • 5 Pinsiders participating
  • Latest reply 4 years ago by PINTEC
  • No one calls this topic a favorite

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#1 4 years ago

Hi all! I recently moved and had the movers move my pins. Black Knight worked fine before the move but when i reset the head at the new house, It wouldn’t start a new game. I quickly realized that the third ball was not being kicked over to the shooter lane kicker under the apron. When i pushed the ball over to ball ramp thrower, the game starts! Plunge ball 1. Ball 1 drains. Game does not register the drain and does not kick ball over to ramp thrower. I Push the ball over again and ball 2 kicks out into shooter lane. Ball 2 drains and doesn’t recognize the drain... you get the gist. I clean the contacts of the outhole switch. That doesn’t fix it. Solenoid test reveals 01 Ball Release is not activating. It looks fine. Switch test reveals no locked switches with no balls loaded. Test also reveals Switch 20 outhole is registering when ball drains. What do i do next?

Thanks in advance!

#3 4 years ago
Quoted from Black_Knight:

Have you made sure there is power to the coil.
Can you ground the coil to make it activate?
If so then ground the corresponding transistor on the driver board.

No. Not sure how to do that. Do you know of a video tutorial or repair manual that describes what to do?

#5 4 years ago

Thank you so much! My fellow leaguer and all around great guy, nateluke85 Nate Luke of indianapolispinball.com , called me up and walked me through everything. Now i know how to use my multimeter. I had a ground wire that lost continuity. Reconnected a loose head connector and the Black Knight rides again just in time for family visiting for Thanksgiving! Nate is the man!

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