(Topic ID: 208252)

BSD - autoplunging and two balls? that didn't sound right...or did it?


By Colsond3

2 years ago



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  • 37 posts
  • 10 Pinsiders participating
  • Latest reply 2 years ago by Colsond3
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#1 2 years ago

Last issue after the LED job on BSD...plunger is auto firing and after it launches it will load another ball into the shooter lane, but that one doesn't fire. Just sits there until I hit the plunger button. And if the existing ball drains, it doesn't read end of ball until the second one is launched and drains. This happens for all 3 balls during a game.

I had a Switch 17 error, and that went away but the game is still doing the issue above. I checked the shooter lane and trough switches and engagement of the actuators, and everything seems fine. I did change the bulb in the plunger button, but even if the issue was emanating from there, I don't think that would cause another ball to kick out of the trough into the shooter lane...different switch. Either way, all the wires and actuator on the plunger button look fine. I did a switch edge test, and everything came up ok for the shooter lane

Any help or suggestions?

#3 2 years ago
Quoted from Colsond3:

I checked the shooter lane and trough switches and engagement of the actuators, and everything seems fine.

Haha...already did, smart ass.

That's what irritating...the game had zero issues before I started tinkering. Iatrogenic injury.

#6 2 years ago
Quoted from LTG:

A couple thoughts. The arm that kicks the ball to the shooter lane, if it's anywhere near the arm of the last switch, bend the kicker over a little so it isn't hitting the switch.

Thanks Lloyd. Done. It was close, but didn't fix the issue. Still bent it over a little.

What area is the micro switch in? I was looking in the rear left corner, which I took as the bottom of the pf when it's lifted.

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#7 2 years ago
Quoted from o-din:

Sorry dude. I kept looking for the word trough in your original post but must have been blinded by the LEDs.

LOL...go post it in the puke thread. You'll be a hero...even though I think the game looks pretty damn good. Lots of cool white.

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#8 2 years ago

Weaver in the BSD thread said it could be a long Opto issue. Guess I'll have to pull out the manual.

#13 2 years ago
Quoted from YeOldPinPlayer:

Do you maybe have an extra ball in the game? Should have four.

No, it has four. But I've made that simpleton mistake before. I wish any issue with BSD was that simple.

Quoted from dudah:

Ignore the haters - your game looks sweet

Thanks...fight the power.

Quoted from dudah:

Mine was doing that and the long opto was a little dirty.

Where is the long opto before I get back to the manual?

#14 2 years ago
Quoted from LTG:

With playfield up and leaned back. Lower left area. Switch #16 L. Drop Score. Look for two Green wires with a brown stripe into one connector plugged onto middle post of that micro mini switch.
LTG : )

That seems like it's OK physically (checking the wires), but now I'm getting a switch 16 L. Drop Score error when I boot up. And a left flipper EOS error....ugh

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#16 2 years ago

Magnet checking out fine.

Quoted from dudah:

Go into switch test mode and trip the drop target, see if it trips the switch.

It tripped the switch. This is why you don't tinker with a perfectly working gameā€¦

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#20 2 years ago
Quoted from Turtle:

I seem to remember there can be an issue with BSDs and LEDs. I can't remember if it had to do with too much light at the driver side (bouncing off the ball) or too much light and the receiver side of the Mist ball long optos.

Someone mentioned that earlier and I remembered hearing something about it before when I had my first BSD. The optos are always a bit of a pain in the ass in this game. If that's it...I'll pop an incan back in there. Like I said, it was working perfectly before I bulbed the rest of the game (LED'd it a while ago, but never replaced a few incans, some of which were near the mist gates).

Quoted from barakandl:

Yeah this is why i suggest the magnet test mode in the diag menus.

I posted a pic above, and it seemed like during the magnet test everything was working ok. But I'll double check it once I check the cable and LED situation near the opto as suggested.

I'll report back later. Thanks for all the input fellas.

#23 2 years ago
Quoted from barakandl:

you have eight faults in that picture. I think that means it counted eight switch errors. pay attention to when that error number increments. The DMD also shows you what switches are opened or closed.

Thanks. By the time I went through the game last night and made some adjustments, that number was down to 1, and it was still the L. Drop Score. I still have it opened up, so I'll jump back into it after work.

#24 2 years ago

Excellent

I changed the LED's near the right opto back to incans. No change. I checked and reseated the 3 connectors on the opto board. No change....actually it did change. Now I have 11 faults in the Magnet test. Still spitting out balls into the trough while one is in play.

And now on boot up, I have 4 switch errors. 16 L. Drop Score still there. F1 right flipper EOS. F2 right flipper button. F6 UR flipper button. All the switches on those things look and test fine. WTF?

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#25 2 years ago

The plot thickens. After some tinkering, all of the errors are gone at start up. Switch 17 was coming up, the shooter lane. But even now that is gone. No errors and no credit dot. But it is still kicking multiple balls out into the shooter lane.

I did notice that the kicker arm in the trough that kicks the balls up to the switches / resting trough spot isn't retracting all the way?

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#27 2 years ago
Quoted from LTG:

Time to tear it apart and clean and fix. Pivot point gummed up, maybe a new coil sleeve.
LTG : )

Could that be causing the issue with multiple balls being put out into the shooter lane?

#29 2 years ago
Quoted from Bryan_Kelly:

Just to clarify, is the switch activated when the ball kicks out then is deactivated when the ball sits against the plunger?

It seems like it...let me do what you said.

And the kicker arm is fixed, and a new sleeve put in. As Lloyd said, it was just gummed up. From what I know, I don't think that would have anything to do with this issue anyway.

#30 2 years ago

The switch is staying activated the whole time it's there.

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#31 2 years ago

Turned it off and booted it back up. Credit dot is back with a switch 17 error.

If I depress the shooter lane switch even with it sitting in the attract mode, the plunger is popping out. Should that be happening?

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#33 2 years ago
Quoted from o-din:

Yeah, it's a bitch on the finger isn't it?

Haha..I learned after the first time and then started using a Q-tip.

#35 2 years ago
Quoted from o-din:

Seriously, how many balls are in this thing. It says load 4 but remember 1 is already in the mist lock.

If you are serious, there are only 4 balls in the game, including the mist. That's a rookie mistake I haven't made in a very long time....well, maybe once in the last few years.

#37 2 years ago
Quoted from dudah:

Maybe the diode on switch 17 is bad. Is your switch matrix on the CPU clean?

I'll have to take a look at that. I can test the diode.

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