Quoted from jfh:For those that have had their games for a couple weeks - have you noticed any pooling issues with the clearcoat?
No pooling on mine. 500 plays or so (routed game).
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Quoted from jfh:For those that have had their games for a couple weeks - have you noticed any pooling issues with the clearcoat?
No pooling on mine. 500 plays or so (routed game).
Quoted from Indusguys:I am wondering how to disable the auto launch feature completely as I am getting phantom auto launches on ball one and sometimes on two and three as well not sure why this is happening? I also find when I’m trying tomake the skill shot the ball exits the shooter lane and hits the wall of the Crypt and looses momentum. Anyone else experiencing this? Even though I have not played much I have not seen the turret at the top of the house move what causes this to move?
I just received my LE and have had to spend some time setting it up. The screws from the top of the house were completely missing, trunk was loose and balls were flying off, opto at top of ramp was not aligned properly and was getting registered hits from it anytime the Playfield vibrated even a little, ramp to house was stuck up for a while so fiddled under the pf and now is working. I wish I could report I’m having fun playing but I’m still tweaking everything I guess this is the future of PINBALL.
I also received my MBRLE last week and haven’t even lifted the hood yet. I am hoping not to have any more trouble with ELVIRA!
The ball will auto-launch if a playfield switch is activated. Go into switch tests and see which switch is registering.
Quoted from jfh:First thing to do on a new Stern game is to replace the coil stops. They must have a million defective ones ...
I can't believe they haven't purged these bad ones from their inventory. It's been well over a year of bad coil stops, across how many titles, 6 or 7?
Is anyone having trouble with the crypt optos intermittently? My crypt works fine sometimes and other times it keeps moving like the switches to signal the stop aren't registering. Pulled it all apart, switches test fine, it works fine for a few games and then starts getting wonky again. When a deadhead mode is started, and it moves to the skull shot, it will keep going up and down not finding its position. Other times it's perfect.
Quoted from lodgingdolphin:Yes. I had this issue. There is an adjustment screw under the mech. I had to experiment with different positions until I found one that fixed the issue.
Same with me. Make sure the mech isn’t catching on the switch wires and/or adjust position of the mech by trial and error.
You can start the Santa mode without getting the Gila mode if you collect two keys. They don’t stack.
Quoted from Cyrus:Has anyone seen this problem yet? Was trying to search for scoring problems/issues before posting this but could not find anything. All switches test fine. I launch the ball and scoring and VDU go crazy. It will settle down for a while and then go nuts again. Happened after last upgrade. I re-installed the upgrade and no change. Bad node board?
Check your right ramp opto. The side near the crypt comes loose sometimes, putting it out of alignment and registering ramp hits. Just a coincidence with the code update.
Quoted from SKWilson:I have managed to start all three haunts, but not sure how how many keys I had when I started each one. When Lyman added Gila Monster, he pushed Santa back one level. My guess is "The Satanic Rites of Dracula" requires one key; "The Giant Gila Monster" two keys; and "Santa Conquers the Martians" three keys.
I suspect once all the locked haunts are programmed there will be some tweaking as to how each one is selected/started.
I'm pretty sure that if more than one secret haunt is qualified (by picking up the skeleton keys), one of them is randomly selected.
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