Quoted from epthegeek:Brushing the dust off this old thread ... whew.
Now and then, a CCC user will mention that they've got issues where the bad guy drop targets don't reset properly. Most recently pinsider mal7887 brought it up in relation to the MM tribute mode.
In the past, whenever someone brought this up, I'd check the way the code worked on my machine and things seemed fine - but I didn't really investigate very far. Today, I spent a bit more time trying to figure out what's going on. It turns out that it's likely a friction problem between the drop target and the lifting mech in most cases.
When testing it, if I carefully pushed back the drop target just enough to get it to fall, even though the coil disabled, the lifting mech wouldn't drop. The pressure from the drop target holds up the un-powered lifting portion. If I'd push back the target to give it a bit of space, the mech would fall and the target would reset normally. The CC targets don't have a 'reset' coil, they're just controlled in an upward motion. The 'reset' is controlled by springs and gravity.
Mine reset fine most of the time -- but I can definitely replicate the poor resetting some people have reported, and I can't find any way to help this situation with code, since there's nothing about the reset I can really control.
I'm not really sure what the best way to mitigate this is. Weaker spring forcing the drop target forward? Stronger spring pushing the drop mech down?
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In other news, I'll package up a code update here soon for everybody. The only big change is the new voice samples for Betty Bart. Other than that, It'll just be bug fixes -- so, not real exciting.
Hey Eric.
Interesting issue with the drops. My thoughts on this would be possible fatigue/age in all 3 mechanism springs, plus possible magnetising/wear of the coil stop/lift arm over time. Maybe change all of them for new exact spec ones and see if any better. Its certainly one of the challenges we face for code rewrites on games that are ageing and with an unknown on the restoration level/depth etc I've seen a few similar things on indy where no amount of code can really solve a physical issue.
Just a thought anyway