(Topic ID: 105360)

PotC owners club: "Dead men tell no tales..."

By rai

9 years ago


Topic Heartbeat

Topic Stats

  • 3,772 posts
  • 339 Pinsiders participating
  • Latest reply 4 days ago by northvibe
  • Topic is favorited by 146 Pinsiders

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Topic poll

“Are you a Pirate?”

  • Arrg, I'm a Pirate 235 votes
    62%
  • I wish I were a Pirate 79 votes
    21%
  • I have no interest in Pirates 25 votes
    7%
  • I was a Pirate in the past but not at present. 43 votes
    11%

(382 votes)

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#1950 5 years ago

Is this one of the most PITA games to rubber or no? I really don't want to take the entire ramp, and all the plastics under it... and then the other ramp, and spinner area out to replace all that rubber. Been there already on another example.. except trying to get to all the rubbers in the spinning disk area.

#1956 5 years ago
Quoted from weaverj:

titan is silicone.

everyone knows this... we use the term 'rubber' not as a literal, but as a functional term.

No one says "hey, that slingshot silicon band is broken"

And no, replacing bands on all games is not a PITA... there are degrees of pain depending on how intertwined things are on a game or how much needs to really come offf.

3 years later
#3094 2 years ago
Quoted from Da-Shaker:

I love this game, but she’s a dirty girl and always needs a good cleaning.

I addressed this by putting silicon everywhere and I mylared all the areas at the top of the playfield that aren't reachable without taking out major mechs. The game also didn't have factory mylar in the pop bumper area.

The game has been staying very clean so far on location (compared to both modern sterns and older games with black rubber).

#3095 2 years ago
Quoted from Markharris2000:

I plan to remove the main ramp to replace a post underneath it which appears to be a bit too long (from the factory). The main ramp now sits just a hint tilted to the left because of the length of the post. Manual makes it look easy, just 7 mounting points. Anyone have direct experience, disassembly suggestions or things I should be careful with when removing the ramp?

Ramp is really easy.. with the exception of fitting the tab in the backboard. That takes some fiddling. Just remove the connectors, and all the screws are pretty obvious. Just know the ramp is very floppy due to the long return legs. Make sure you support the long returns when handling it and keep them supported when storing flat.

#3099 2 years ago
Quoted from midcoastsurf:

Any pics of your playfield with the silicone rings? I'm also a big fan and love to get ideas from other game pics.

https://www.titanpinball.com/kits/index.php/view/id/2012

I don’t claim any artistic breakthrough just went with blue in the lower, red in tortuga, and black in hidden areas.

Beware doing all the posts in this game is a major pita. The post near the liars die saucer requires taking basically everything off to reach. Ship, ramp, etc. the chest was the only mech that didn’t need to be touched

#3101 2 years ago
Quoted from dtrimberger:

I see you have the white "dandruff" of a new compass decal as well.

Just slop from the wax job i think

I’m bad about reusing dirty rags way too much

2 weeks later
#3117 2 years ago
Quoted from volkdrive:

So replaced motor relay. Motor foe ship still constantly runs one direction. Tried spare motor as well, am I left with something on CPU? Anyone have this happen? Clutch is all good as well.

Did you test it manually?

The relay is what flips the motor direction- just ground the relay input from the cpu (q27)and you are doing what the cpu would.

By using clips to simulate the motor on and motor reverse transistors you should be able to drive the motor manually at the relay’s inputs.

If your motor only runs one dir it has to be the q27 input to the relay or a stuck relay. You should be able to hear the relay through in a test mode or jumpering it.

Check for 20v at brown pin 8… then jumper pin 7 black-orange to grojnd and listen for click. If that works… you can turn the motor on by grounding pin 3 vio-green.

If you correctly replaced thd relay its going to br the connection between the driver and relay on the black-org wite or q27 is actually bad on the cpu.

Again should be easy to isolate by playing the role of ghe transistor and just grounding yhe pin.

Use the diagram in the manual on pg97 to help locate the right colors and pins.

It could be ad simple as bad wire path to the relays input

2 months later
#3258 1 year ago

.

Quoted from TheNecromancer:

Also wanted to ask why these post are here in front of the chest? Unless it is to protect from airballs, they aren't in the field of play. Also they don't match and which is the correct style?
[quoted image]

To prevent ball traps

3 weeks later
#3288 1 year ago
Quoted from Squizz:

Q: I'm guessing that you guy's that are now using Led's on your Pirates playfield and GI are also using LED OCD?
Or is there something new now that can remove the flicker and ghosting?

Game flickers badly without non-ghosting LEDs or OCD board. I prefer the OCD board as personal choice as I then keep cheaper common LEDs everywhere.

4 weeks later
#3319 1 year ago
Quoted from Markharris2000:

I totally forgot about your scrolled protector plastic. (Sorry)
It's funny how the sneeze guard was Stern's 'elegant' solution to airballs instead of a much more sane approach.

stern's solution was simply the most bullet proof brute force - where as newer concepts can accept a far greater risk because home owners can just stop without issue.

I will say the airball plastic has been successful for my game on location though.

2 months later
#3391 1 year ago
Quoted from Ricbec:

Looking at new balls.....PotC doesn't have any magnets does it?, still learning the game

No magnets

8 months later
#3652 8 months ago
Quoted from Pinchild:

How about that large plastic Shield protector for ship.
I noticed many folks removed it?
Perhaps there is a flying ball mod I missed?
An opinion on removal vs keeping?

Yes people use the airball deflector plastic over the standups near the ship

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