Gonna be joining all you fools soon. Got the email from my Distro last night that my DP Pro arrived in MA and is being delivered Saturday. My new CCr is going to get super jealous that she won't be the new hot chick in school anymore.
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Quoted from theun4gven:Anyone have a problem with their bottom pop bumper not firing when hit from the top? The second photo shows an extremely common occurrence in my games.
Happening to me too when the ball is real slow in that area. But since I commonly have an open beer when I'm playing, it's a "Deadpool Deadball" and I have 8 seconds to drink before ball search kicks it back into play.
I know I can fix it, but I had some other minor issues out of the box and did those all at a whack. Maybe if I need to do a few other things I'll get around to making the switch more sensitive, but for now it's a little "out of bounds" type penalty.
Quoted from latenite04:What did you have to fix? Mine is being delivered in the next few days so I'd like to know what to be on the lookout for.
The biggie was that my Katana ramp was having problems. Start of Ninja MB and the 3 balls would all avalanche out together, collide at the end of the ramp and some would fall into the outlane or shooter lane. To address it, first I noticed the plastic Katana handle wasn't installed correctly. From there I saw that the up post for the lock was installed off-center and the post would be caught on friction to the hole in the PF. Quick realignment of the coil and post fixed that. Then I reinstalled the Katana handle correctly.
From there I noticed more rejects than normal on my Katana lock shot (behind mini-DP). There's 2 posts on the left at the entrance of the Katana ramp. I loosened them and pushed them left more opening the ramp entrance up a smidge. Watching my son play, those rubbers on the posts would sometimes hit the ball killing the momentum (rail guide behind mini-DP is perfectly aligned). It's a lot more easy to make now, especially on the Super Skill shot.
Last thing I did was just some quick adjustments in the settings for the scoop and ball eject powers. I want to be able to catch the ball from the hell house, and I don't want the eject into the shooter lane to be damaging the wood in a week (which will totally happen on factory settings).
Quoted from WeirPinball:Anybody have a pro that the ninja sword lock plunger doesn't come up high enough to hold the ball? Ball tends to hop the stop unless it has very little momentum.
I will say, I thought mine "should" come up more. I do think the ramp design with the tight-turn radii (only time I'll use that word in 2022) kills a lot of the momentum on those I've played so I usually don't see them screaming into the Katana lock... but with how little my post comes up (probably 40% of the total ball height), jumping a conical post is totally plausible to me.
Quoted from PunishersLEMC:Anyone have any ideas why serial ends with a letter? Never seen that before
[quoted image]
Perhaps they're adding it to designate production runs (no idea if this is DP's 3rd or 4th run) so someone in aftermarket support can immediately know the engineering changes between runs...? At a former employer we sold one same product for a decade and the last digit in the S/N signified the year so you could quickly know when it was made and perhaps what things may or may not have changed on their particular unit.
Quoted from Rizmo:I wish I had the room for 6 pins or even the funds to own 6. I have room for 3 maybe 4. Now its just deciding what the other 2 will be. I need to save up for the other 2 but It should be fun seeing what Stern/American/JJP release next. I would really like w Wonka so really room for 1 more lol
Just my $0.02, I think AIQ Pro complements this game amazingly. Completely different layouts, approaches, depths, rules... everything. And I've seen like 4 total Marvel Universe movies.
Some dumb questions on rules/scoring...
- Is Lil DP Multiball just to bash the bobblehead standup over and over? Are there any other objectives?
- Does "Advance Chimichanga Truck" just award a credit towards Quest?
- What qualifies Colossal Jackpot in the game and what builds it up?
Quoted from arcyallen:Well, you and Mr_H got me onto what appears to be the solution. I pulled the coil and post out and it appears to be the correct length at 5.5". But inside the katana it -was- slightly off center (see my katana pic). When I reassembled it I made sure was dead center, and so far it -appears- to have fixed the problem. We'll see!
Mine was the exact same. I just loosened the entire coil bracket and shifted it, and the up post moves far more free now. Mine would sometimes get caught by friction on the hole through the PF and never return fully upright (though like you mentioned, it seemed to be fine and sometimes a ball would roll over it, or 2 balls would come out at once at the beginning of Ninja MB as it got stuck upon moving). I will say though that the post still only extends like 40% of a total pinball's height. Thankfully no more skip overs though.
Oh, and to your other flipper angle question, we often call these "drooped flippers". Same can be found on other games, often Gomez and Trudeau (DP, BM66, Mustang, GB... plus the stupid flipper gap to boot, and TWD though a Borg). Designer choice. Makes forehand shots more powerful, but makes backhands less available and I think a bit weaker as well. But it does make hitting the Hell House scoop very easy from the left flipper on my machine as it never rejects.
Quoted from arcyallen:Two causes that I've found on my own machine:
1) As someone mentioned earlier, the post was rubbing and catching as it actuates. I found I needed to bend the coil mounting bracket a little to align it better
I was in this camp. My katana up-post was rubbing on the drilled hole in the PF. I didn't have to bend anything, just loosen and retighten everything with the post centered on the hole. No issues since.
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