(Topic ID: 177016)

Dialed In Owners and Fans Club


By goren1818

2 years ago



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  • Latest reply 9 hours ago by Lermods
  • Topic is favorited by 175 Pinsiders

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22 key posts have been marked in this topic, showing the first 20 (Show topic index)

There are 9560 posts in this topic. You are on page 174 of 192.
#8651 3 months ago
Quoted from FatPanda:

You mean the mylar directly on top of the magnet? You can remove the round piece directly over the magnet. I will eventually get chewed up anyway,

It feels a little thicker then Mylar . If I cut it or remove it there will be a divet between playfield and magnet ?

#8652 3 months ago
Quoted from Oneangrymo:

It feels a little thicker then Mylar . If I cut it or remove it there will be a divet between playfield and magnet ?

you can remove it. I've done it on my game on both magnets. You can leave it on if you'd like, but eventually, the heat from the magnet and the ball movement over it will eventually chew it up and you'll remove it anyway. The spot over the magnet is already cut out. You just have to get something underneath it. There won't be any impact to ball movement once it's gone.

I removed mine by taking off the magnet and pushing it up from underneath, as it was starting to unstick and fall off, same with the theater.

#8653 3 months ago
Quoted from LTG:

And other boards.
LTG : )

So is there any secret to removing the head ( are there major disconnects in the harness for example) or do I just have to remove all the connectors in the head like I would a WMS game?

I just thought my Hobbit was fairly simple to pull out the playfield and a shame if DI is not easy.

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#8654 3 months ago
Quoted from JoeJet:

So is there any secret to removing the head ( are there major disconnects in the harness for example) or do I just have to remove all the connectors in the head like I would a WMS game?
I just thought my Hobbit was fairly simple to pull out the playfield and a shame if DI is not easy.[quoted image][quoted image][quoted image][quoted image]

I did it when I brought my DI home - it's not too hard, and yes, it's similar to a WPC game. Just take lots of photos.

#8655 3 months ago
Quoted from JoeJet:

do I just have to remove all the connectors in the head like I would a WMS game?

See the two black plastic tubes from the lower cabinet into the head ? Unplug all that shit. Take notes, plenty of pictures. Even mark them.

LTG : )

#8656 3 months ago

An someone explain what the phone means after you lock a ballin the station and it says ‘press both flippers to cancel multiball’? I’ve tried hitting them both, holding them, double tapping them and it never cancels multiball??? How do you do it??

#8657 3 months ago
Quoted from nettek:

I did it when I brought my DI home - it's not too hard, and yes, it's similar to a WPC game. Just take lots of photos.

Thanks

#8658 3 months ago
Quoted from LTG:

See the two black plastic tubes from the lower cabinet into the head ? Unplug all that shit. Take notes, plenty of pictures. Even mark them.
LTG : )

Lol..thanks. was hoping I was missing something.

For the record, I thought the Hobbit was a move in the right direction. We are all getting older and moving these heavy games is getting dangerous, adding a connector in the middle of the harness would be welcome addition. After moving a JJP game around moving a Stern is like bag of groceries..

#8659 3 months ago
Quoted from JoeJet:

Lol..thanks. was hoping I was missing something.
For the record, I thought the Hobbit was a move in the right direction. We are all getting older and moving these heavy games is getting dangerous, adding a connector in the middle of the harness would be welcome addition. After moving a JJP game around moving a Stern is like bag of groceries..

Connectors add resistance as well as being another potential point of failure. I know it sucks beheading games because I've had to do it many times at my old residence to get games into the basement. With my new place it's a breeze getting games in and out, but even then DILE proved to be almost too wide for the door. There was probably less than 1/8 inch clearance on the sides. DILE heads are wider than a Stern head. And it's a surprisingly heavy game too!

Rob

#8660 3 months ago
Quoted from Mbecker:

An someone explain what the phone means after you lock a ballin the station and it says ‘press both flippers to cancel multiball’? I’ve tried hitting them both, holding them, double tapping them and it never cancels multiball??? How do you do it??

Do it very quickly or it times out.

#8661 3 months ago
Quoted from clg:

Do it very quickly or it times out.

I feel like I am? You just immediately press both flippers together once and that cancels it?

#8662 3 months ago
Quoted from Mbecker:

An someone explain what the phone means after you lock a ballin the station and it says ‘press both flippers to cancel multiball’? I’ve tried hitting them both, holding them, double tapping them and it never cancels multiball??? How do you do it??

double tap, and as said above, directly after its available, as 2 second and its too late...
1 possibility per game, you to choose when its good (or not) to use it

#8663 3 months ago
Quoted from Mbecker:

I feel like I am? You just immediately press both flippers together once and that cancels it?

I chimp flip the shit out of the game until it cancels MB. You have to do it right after the ball is locked.

#8664 3 months ago

It should be a double flip with both flippers. Needs to be done, while the cancellation message is still displayed. It is possible one time for each multiball (not only once per game), but never during a mode.

#8665 3 months ago

All right I’ll keep trying lol, sounds like it IS possible at least. Once you cancel, can you lock a second ball so you start the first multiball with 3 instead of 2?

#8666 3 months ago
Quoted from Mbecker:

All right I’ll keep trying lol, sounds like it IS possible at least. Once you cancel, can you lock a second ball so you start the first multiball with 3 instead of 2?

I wish cancelling meant you can lock a second ball for a 3 ball multiball.

Rob

#8667 3 months ago
Quoted from Mbecker:

All right I’ll keep trying lol, sounds like it IS possible at least. Once you cancel, can you lock a second ball so you start the first multiball with 3 instead of 2?

No. Once you cancel (on your first MB) and you start a mode at the phone scoop, the Phone scoop will light again to start MB. On the second MB, you can lock 2 balls via side ramp for a 3 ball MB.

#8668 3 months ago
Quoted from pb_lawww:

It should be a double flip with both flippers. Needs to be done, while the cancellation message is still displayed. It is possible one time for each multiball (not only once per game), but never during a mode.

I double tap as soon as the bezel lights start to indicate a mb is ready and then I double tap again after a micro pause.
This maneuver takes about 2 seconds and the rhythm is 3 beats, beat one (Tap, Tap), beat two (Rest), beat three (Tap, Tap). This always works for me.
FWIW I get ready to start tapping right when the ball hits the side ramp or the Bob hole. So my taps start right when the lights start, not after the lights have started.

#8669 3 months ago
Quoted from pb_lawww:

It is possible one time for each multiball (not only once per game)

or we missunderstand
or (again lol) i may have missed something, explain please...

#8670 3 months ago
Quoted from Mbecker:

All right I’ll keep trying lol, sounds like it IS possible at least. Once you cancel, can you lock a second ball so you start the first multiball with 3 instead of 2?

of course, your code is up-to-date ? (to be honest, i dont know is this feature is there from the begining)

#8671 3 months ago
Quoted from Mbecker:

All right I’ll keep trying lol, sounds like it IS possible at least. Once you cancel, can you lock a second ball so you start the first multiball with 3 instead of 2?

No.
AFAIK Extra balls are only available as add-a-ball by hitting the phone 3x during a multiball.

#8672 3 months ago

Thinking of joining this club to round out my collection but have couple questions for the owners? can someone tell me what the difference is between standard and LE version? Is it worth it to get the LE over standard? For the LE owners, if you can do it again, would you still buy the LE or buy the standard?

#8673 3 months ago

The LE has lit ramps and invisiglass - very much woth it in my opinion.

#8674 3 months ago
Quoted from V4Vendetta:

Thinking of joining this club to round out my collection but have couple questions for the owners? can someone tell me what the difference is between standard and LE version? Is it worth it to get the LE over standard? For the LE owners, if you can do it again, would you still buy the LE or buy the standard?

This might help, https://www.jerseyjackpinball.com/games/ Just click on Dialed In,and you can see what each model has over the next one.

#8675 3 months ago
Quoted from ClarkKent:

The LE has lit ramps and invisiglass - very much woth it in my opinion.

Plus shaker motor and powder coated.

#8676 3 months ago
Quoted from V4Vendetta:

Thinking of joining this club to round out my collection but have couple questions for the owners? can someone tell me what the difference is between standard and LE version? Is it worth it to get the LE over standard? For the LE owners, if you can do it again, would you still buy the LE or buy the standard?

LE all the way. I almost sold my LE to replace it with the CE.

#8677 3 months ago
Quoted from RipleYYY:

or we missunderstand
or (again lol) i may have missed something, explain please...

everytime you lock enough balls to start a multiball during a game, you can cancel the call and delay it until the next mode starts (or ball is lost).

First you lock one ball and enable a two ball multiball - you can delay it until next mode starts
Next time you lock two balls to enable a three ball multiball - you can again delay it until the next mode starts
Then you lock three balls to enable a four ball multiball - you can again delay it...
and so on...

So each time you lock enough balls to have a multiball ready, you have a short time to double tap both flippers to cancel the call and delay the multiball until the next mode starts or the ball is lost.

#8678 3 months ago
Quoted from RipleYYY:

of course, your code is up-to-date ? (to be honest, i dont know is this feature is there from the begining)

Yep, sounds like I’m just waiting too long.

#8679 3 months ago

Hi all. When i shoot the ball into the Crazy Bob scoop about every 10th shot the ball dislodges and ends up on the floor of the pinball. Any easy fix for this? Thanks!

#8680 3 months ago
Quoted from Bodacious:

Hi all. When i shoot the ball into the Crazy Bob scoop about every 10th shot the ball dislodges and ends up on the floor of the pinball. Any easy fix for this? Thanks!

Thats the secret passage code in version 1.85!

#8681 3 months ago
Quoted from Bodacious:

Hi all. When i shoot the ball into the Crazy Bob scoop about every 10th shot the ball dislodges and ends up on the floor of the pinball. Any easy fix for this? Thanks!

Sounds like something may be broken/cracked on subway that the ball is getting thru? Have you checked it out below the pf?

#8682 3 months ago

I am having a blast on this game but I lose a ball about every second or third game because of a bad scoop eject between the flippers (either unsavable or I tilt trying to save). I’m about to just remove the tilt bob im getting so frustrated with the varied scoop eject power and theatre ‘throws’ that just drop straight down as I desperately try to save the drain.

After how much this has been brought up (it’s been going on a long time, right??) I’m just really surprised JJP didn’t address it either thru code or mechanics diagnostics.

It’s the one detriment to the game- I am super happy with everything else.

#8683 3 months ago
Quoted from Bodacious:

Hi all. When i shoot the ball into the Crazy Bob scoop about every 10th shot the ball dislodges and ends up on the floor of the pinball. Any easy fix for this? Thanks!

Very easy fix, I made a post showing how I fixed this problem on my game. Once I find the post I made , I'll repost it for you. It takes two seconds to fix!

#8684 3 months ago

That would be great. Thank you

#8685 3 months ago
Quoted from pb_lawww:

everytime you lock enough balls to start a multiball during a game, you can cancel the call and delay it until the next mode starts (or ball is lost).
First you lock one ball and enable a two ball multiball - you can delay it until next mode starts
Next time you lock two balls to enable a three ball multiball - you can again delay it until the next mode starts
Then you lock three balls to enable a four ball multiball - you can again delay it...
and so on...
So each time you lock enough balls to have a multiball ready, you have a short time to double tap both flippers to cancel the call and delay the multiball until the next mode starts or the ball is lost.

ok... as intended of course
then, what i was saying is : you have only 1 cancel per game, i mean when you've used it, no more cancel available for the following MB in that game

(and if not, there's something wrong here, the pin, or my brain lol)

#8686 3 months ago
Quoted from OLDPINGUY:

Thats the secret passage code in version 1.85!

yep Art... the sneak in easter egg from THEATRE OF MAGIC... vanish !!!

(to Bodacious : as said, easy tweak, good luck)

#8687 3 months ago
Quoted from RipleYYY:

you have only 1 cancel per game,

I'm not sure, I think only 1 cancel per multiball

#8688 3 months ago
Quoted from poup:

I'm not sure, I think only 1 cancel per multiball

alors je suis fou lol

#8689 3 months ago

exactly:

only one cancel per mutliball. NOT only one cancel per game...

#8690 3 months ago
Quoted from Mbecker:

I am having a blast on this game but I lose a ball about every second or third game because of a bad scoop eject between the flippers (either unsavable or I tilt trying to save). I’m about to just remove the tilt bob im getting so frustrated with the varied scoop eject power and theatre ‘throws’ that just drop straight down as I desperately try to save the drain.
After how much this has been brought up (it’s been going on a long time, right??) I’m just really surprised JJP didn’t address it either thru code or mechanics diagnostics.
It’s the one detriment to the game- I am super happy with everything else.

The phone scoop variations could be just due to mechanical issues. Check out the phone kick-out mechanic.

But there is also a change in code (drivers) introduced with version 1.60 causing this behaviour for some machines. If you read through the last few pages, you will understand.

You can check this by downgrading to version 1.57 i.e. and check, if the kick-out is consistent again.

For now there is no real fix, not even a statement from JJP. What we (users here) discovered so far: there are different CPUs used in different DI!s. People with the Pentium do not or only rarely report this problem, people with a celeron do report it often.

Some tried updating the processor (myself included) and it seems to fix the problem or at least covers it. Beside the phone kick-out consistency it also fixes video delays and other inconsistency i.e. the magnet power, etc...

So it might be a try for you to swap the processor of your DI!...

The theatre balls sdtm can be reduced by just rising the back right leg a bit, so the ball - if not deflected by the electrical guy or the magnets is going to the left flipper finger...

#8691 3 months ago
Quoted from Bodacious:

That would be great. Thank you

Go to post #5225,Since I've done this fix,I haven't had one ball drop inside the cabinet.
https://pinside.com/pinball/forum/topic/dialed-in-owners-and-fans-club/page/105

#8692 3 months ago
Quoted from Tranquilize:

Damn! And on a Friday!

So new upgrade GPU arrived. I swapped back to the old CPU and tested with the new GPU, but unfortunately no change. Swapped back to updated CPU and all is good again. I thought the upgraded GPU might help the phone considering it’s the only video that runs off of it, but no dice. CPU seems to be the only way to fix the sync issues until JJP finds a fix.

#8693 3 months ago
Quoted from Coindropper:

So new upgrade GPU arrived. I swapped back to the old CPU and tested with the new GPU, but unfortunately no change. Swapped back to updated CPU and all is good again. I thought the upgraded GPU might help the phone considering it’s the only video that runs off of it, but no dice. CPU seems to be the only way to fix the sync issues until JJP finds a fix.

My new CPU arrived today, won't be able to swap it out for awhile, vacation for a week.

#8694 3 months ago

Has anyone had any luck (ie no video lag or coil power issues) with 1.71 and the Celeron processor?

#8695 3 months ago
Quoted from DrDQ:

Has anyone had any luck (ie no video lag or coil power issues) with 1.71 and the Celeron processor?

I haven’t noticed the video lag but have some coil power issues. What I did notice though the other day — on the roving arrow mode the call outs ‘shoot the left ramp, etc’ were late— behind the arrow, it had already moved on to the next shot. Maybe there could have been some other reason for this but it seemed like it was just delayed possibly? Anyone else noticed this? It could just be a sound ducking/sequence thing going on if there’s multiple clips queuing maybe?

#8696 3 months ago
Quoted from Coindropper:

So new upgrade GPU arrived. I swapped back to the old CPU and tested with the new GPU, but unfortunately no change. Swapped back to updated CPU and all is good again. I thought the upgraded GPU might help the phone considering it’s the only video that runs off of it, but no dice. CPU seems to be the only way to fix the sync issues until JJP finds a fix.

ok, message clear, seems as an evidence than...
tanx for the feedback

#8697 3 months ago
Quoted from pb_lawww:

exactly:
only one cancel per mutliball. NOT only one cancel per game...

Quoted from poup:

I'm not sure, I think only 1 cancel per multiball

and than, just tested in game... i'm fool, and you're right guys

...

btw, just had my best game about SIM with 7 collected (and playing next mode)
OK, next time, still on road to SHOWDOWN

#8698 3 months ago
Quoted from RipleYYY:

and than, just tested in game... i'm fool, and you're right guys
...
btw, just had my best game about SIM with 7 collected (and playing next mode)
OK, next time, still on road to SHOWDOWN

Man I don’t get how some of you guys are collecting so many letters and finishing modes! I think I’ve completed 4 modes and 2 or 3 letters on my best game, but usually 1 letter and complete a couple modes..

You guys are playing wide outlanes, 3 balls, normal difficulty?

#8699 3 months ago

I installed the 1.71 software today, after doing 10 games now and getting at least 2 chaos in quantum city I can report as le owner with celeron 1840 processor. everything is going well, the phone scoop rarely gives out the ball too weak, but that was the case before and it is not that often. except for acid rain, the videos are syncron I'm still totally excited about the pin. can it be (I suspect) that acid rain is simply badly programmed?

It bothers me much more that the white led on the left edge of the left ramp is not rgb and is nicely programmed with the rest of the light play

#8700 3 months ago
Quoted from Mbecker:

Man I don’t get how some of you guys are collecting so many letters and finishing modes! I think I’ve completed 4 modes and 2 or 3 letters on my best game, but usually 1 letter and complete a couple modes..
You guys are playing wide outlanes, 3 balls, normal difficulty?

well, i'm a tournament player, may i say quite good (but not as few others here lol)

my DI is set from factory, EXCEPT the SIM carry over from ball to ball

and also check this about the SIM hole protector : https://pinside.com/pinball/forum/topic/dialed-in-with-or-without-cliffys-

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