(Topic ID: 66172)

F14 Tomcat Owners Club Fans Also Welcome.

By Hellfire

10 years ago


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Topic index (key posts)

19 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #91 Insert color list Posted by jodini (10 years ago)

Post #98 Video - Add red flashers back to light show. Posted by Patofnaud (10 years ago)

Post #163 Technical Sheet - Matrix, etc. Posted by Snux (10 years ago)

Post #205 Speaker Panel - Early model= glue Posted by IceCreamMan (10 years ago)

Post #406 Pop bumper cap replacement. Posted by Fifty (9 years ago)

Post #466 Bulletproof - rectifier fuses Posted by Snux (9 years ago)

Post #477 Removing warming resistors Posted by Jumping-Box (9 years ago)

Post #513 Cliffy Flipper Frames Posted by Xenon75 (9 years ago)

Post #569 How to increase Bonus Posted by wayout440 (9 years ago)

Post #747 Pinball Cards Posted by agodfrey (9 years ago)


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#2563 6 years ago
Quoted from bluespin:

F-14 listed in Green Bay for $95

Looks like they corrected the price to $975.

5 months later
#3000 6 years ago
Quoted from scampcamp:

Wondering what may be causing new incandescent light bulbs to burn out in the blue (right) beacon after it comes on 2-3 times? Thanks.

That's a 26v circuit, isn't it? Are you using the right bulbs? The manual says #1683 (eg http://www.marcospecialties.com/pinball-parts/04-1683 )

Pretty sure a #89 will fit in the socket as they're both BA15s, but as it's a 12v bulb it'll be really bright and then blow. #89 only work as flashers at 24v because they are only on such a short time, as soon as they are on for a while, they'll fail. Same deal if you put #89s where the manual calls for #1531s on my Space Station:
20171202_204213 (resized).jpg20171202_204213 (resized).jpg

#3009 6 years ago
Quoted from GRUMPY:

I think there was a service bulletin about divertor binding. I stuck at work but can find it later.

This one? http://mirror2.ipdb.org/files/804/Williams_1987_F_14_Tomcat_Service_Bulletin_no_number_undated_to_resolve_binding_diverter_gate_assembly.pdf

1 week later
#3035 6 years ago
Quoted from trueno92:

Anything special about the sling switches on f14?
I'm running out of hair to pull..
I can get a strong sling kick if the ball hits to the right or left of the kicker but if the ball lands square in the middle of the sling, the kick is kinda dull...
It depends on the force of the ball coming at it but i notice the kick isn't super strong... is it just cleaning switches? I've gapped and cleaned and regapped but I gotta ask is something different here? I noticed my upper sling switches have a cap and diode on them similar to the pop bumper. I can't find anyrhing in the manual if this is normal...

They're special solenoids which I'm pretty sure only activate as long as the switch is closed. I guess that when the ball hits where the switch is, it's able to hold the switch closed longer which translates to an increase in force vs when it hits where the kicker is, the rubber doesn't push back and close the switch for as long. Narrowing the switch gap might change things, but it might make them machine gun too.

#3037 6 years ago

I'm not sure it's critical - I think it's a debounce circuit? Kind of like this with the resistor in a different place:

from <a href=http://www.ganssle.com/debouncing-pt2.htm" data-aspect="333/303" data-sizes="auto" data-srcset="https://imgproxy.pinside.com/cWdrZgmyg_2pKWGCQKNlyQ9xXEIEZqZ3iT081kLwhoQ/rs:fit:1024/q:85/fn:Pinside_forum_4159374_1153126/aHR0cHM6Ly9vLnBpbnNpZGUuY29tLzYvMzEvMDUvNjMxMDVlMGJkYmZiOThmMmY5N2MzYjlkNTM4MjE2YTU4OWNhZThlNi5qcGc 1024w,https://imgproxy.pinside.com/e9qXOiL78aF5X1l0hTaCxt8aWgFFZAIz-wJWygiMeDE/rs:fit:512/q:85/fn:Pinside_forum_4159374_1153126/aHR0cHM6Ly9vLnBpbnNpZGUuY29tLzYvMzEvMDUvNjMxMDVlMGJkYmZiOThmMmY5N2MzYjlkNTM4MjE2YTU4OWNhZThlNi5qcGc 512w,https://imgproxy.pinside.com/l4JxjzvAO1wqKEN36z2Jx4yZ_05cZ5rbzoB7eLZSU-w/rs:fit:320/q:85/fn:Pinside_forum_4159374_1153126/aHR0cHM6Ly9vLnBpbnNpZGUuY29tLzYvMzEvMDUvNjMxMDVlMGJkYmZiOThmMmY5N2MzYjlkNTM4MjE2YTU4OWNhZThlNi5qcGc 320w" data-src="https://imgproxy.pinside.com/-dvJ5vgzhPwNKbEDxMhO6M95NuTN_iqRkBSwC8HToh0/rs:fit:800/q:85/fn:Pinside_forum_4159374_1153126/aHR0cHM6Ly9vLnBpbnNpZGUuY29tLzYvMzEvMDUvNjMxMDVlMGJkYmZiOThmMmY5N2MzYjlkNTM4MjE2YTU4OWNhZThlNi5qcGc" />from http://www.ganssle.com/debouncing-pt2.htm

The kickers on my Space Station are the opposite of your but my jet bumpers the other way like the picture above. You could check with the jet bumper for consistency or someone with more experience might chime in?

I played a few games and watched the way the slings behave. I see the same behaviour with the kickers on Space Station as you - occasionally there's a really flat response when the ball hits in the middle of the sling. Radical, which is CPU controlled slings with a set pulse length, seems to behave differently with the kicker moving the same amount every time - not that that means the ball comes off with the same speed though. Depending on spin, angles, initial force, etc it's all over the place.

#3039 6 years ago

I've read the Bigs Guns was done as both a System 11A and System 11B. System 11A had directly controlled special solenoids. System 11B was where they started moving away from special solenoids being directly triggered and moved to CPU control. Some machines seem to use direct switching and some are CPU control. I haven't picked a pattern in which is which. All System 11C had CPU controlled special solenoids.

Big Guns was right on the change from 11A to 11B and I've seen notes that Big Guns System 11B was one of the first to use CPU controlled special solenoids. The Big Guns backbox internals shot on ipdb is a System 11A so the special switches connector (1J18) is populated. Maybe the 11B version is what you played?

[edit: just found a picture of a system 11B board with 1J18 in use so maybe not: https://pinside.com/pinball/forum/topic/for-sale-big-guns-williams-1987-1991 ]

#3043 6 years ago
Quoted from trueno92:

Decided to experiment here and added a 0.33 50v microfaraud cap in parallel to the existing 22 uf cap as the next smallest value on hand was 1000 uf.
The difference is clear.. replace the caps or even start stacking them... everything is nice and punchy.

I was thinking yesterday that might work, but wasn't 100% sure I understood the circuit so I didn't want to suggest it.

What you are saying lines up with my understanding though. While the cap is charging, the signal is pulled to ground. The bigger the cap, the longer to charge and the longer the minimum pulse of the signal and hence the coil.

#3045 6 years ago
Quoted from shuyge:

Can someone tell me which shooter rod is the correct OEM part for the F14?
I just joined the club and my shooter rod is missing the end and outer spring.
I seem to be in the market for a new one..
LMK if you have one to spare for a reasonable price as well.

http://ipdb.org/showpic.pl?id=804&picno=4624&zoom=1 shows the standard black plunger.

Currently on special at pbresource for $5.20. They will also have a barrel spring, the correct shooter spring (WLL-10-148-2), etc. http://www.pbresource.com/shooterrod.html

#3047 6 years ago
Quoted from trueno92:

This is how I also understand the circuit. The cap just acts as a reserve to hold a charge once a contact is made. Its now gotten me curious on how much room we have to play with cap values. The old caps are probably lacking and the values may have been dialed back for commercial use... so lets see how I can improve this!!! Is there a downside to using too large of a cap? I guess it would take too long to charge between quick repeating ball-strikes?
I'm going to double up the pop bumper tonight and report back, the slings kick a lot more consistently now, even on light bounces which is where i want it to be.

I'm used to seeing a debouce circuit being used to send a single pulse to a circuit when normally you'd see a bunch of flutter as the contacts almost close. The higher the capacity of the cap, the longer the switch appears to stay closed and multiple closures within that period are read as a single event.

From that logic, if you used too big a cap multiple hits in quick succession might be missed or the mechanics of the mechanism being in the way of the switch being closed (eg the bumper ring staying down too long). Way too big a cap would result in the coil staying energised too long and blowing a fuse, transistor, coil, etc, just like the switch being held closed.

The cap only needs to be big enough to give the coil enough time to complete its action and 22uf seems to have worked for years. I'd be hesitant to fiddle with them too much and would look at mechanical issues first (coil sleeves, gummed up pivot points, etc) first.

If you had a solenoid saver (http://nvram.weebly.com/repair--conversion-kits.html) in place or another method of individually fused specials it'd be less scary to fiddle with the values.

#3053 6 years ago
Quoted from statictrance:

So here's a question... WTF is the regular switch for? When I close it - the switch edge marks is as R/L EOS flipper (one each lower side)... But the high current is the real EOS. There is no Lane change that I know of, and they aren't tied to the upper flipper function. It isn't standard on system 11 (checked two others here in the basement)... I even played a game with one bent to not contact no issue.
Ideas?

High score entry.

Later system 11 used an opto chip on the interconnect board.

#3054 6 years ago
Quoted from shirkle:

Three trough switches are closed when the four balls are in there: L, LC, and R. I believe this is correct.

I'm pretty certain all four trough switches should read closed when there's 4 balls in the trough.

Quoted from shirkle:

-Upon hitting start, it fires all of the kick-out coils (where ball would be locked during game play).

That's ball hunt. It thinks it's a ball short and will not start a game. That lines up with the trough switch not being closed.

2 weeks later
#3085 6 years ago
Quoted from shuyge:

Silly question, but did you remember to install the balls? I seem to think that I have made this mistake myself..
Stan

I think everyone has made that mistake at some stage.

It does a ball search at power up if it can't see them in the trough, right? An issue with the trough switches will also cause it to fail to start a game.

2 months later
#3179 6 years ago
Quoted from Puffdanny:

Board looks corrosion free to me

To keep it that way, I would invest in a remote battery pack at least.

#3182 6 years ago
Quoted from RonSS:

Looking good.
Why do your right chevrons appear purple/white, instead of blue?

Sometimes the blue fades out of plastics. I have a blue flasher dome that's pretty well transparent in my Space Station.

#3189 6 years ago
Quoted from CoitusMysterioso:

Good day folks.
Question is there a way to lower the default high scores on F-14 Tomcat? I want my kids to be able to compete against each other and get excited about entering their initials but the default high scores start around 3,500,000 points and that's just not realistic for them at the moment.

Yes. Head in to the settings, you're looking for the backup high scores, adjustment numbers 14, 15, 16, 17. Set those really low (maybe 0?) and save and then reset teh high scores.

I usually turn off the reset after X plays setting too (22).

3 weeks later
#3298 6 years ago
Quoted from Jon9508:

Figured mine out. Reflowed all of the pins and repeated the u 55 and u56 chips. Seems to work now. Now to figure out why I don't have any switches working in colum 7.

My first step would be to figure out if it's the MPU or the playfield by testing the MPU without the playfield attached: http://pinwiki.com/wiki/index.php?title=Williams_System_9_-_11#Switch_Matrix_Row_and_Column_Testing

#3301 6 years ago
Quoted from Jon9508:

Thanks. That helped out a lot. I was on the mpu board. Ending up being q42. Luckily I had a few laying around.

Might be worth having a quick look at why it blew. If that's the column with the lane change switches on it, make sure the nylon spacers etc are all in place.

1 month later
#3346 5 years ago
Quoted from Indusguys:

I wondering if restoring the beacon is similar to restoring headlight plastic on cars? If so, there are a lot of DIY guides on Youtube of how to go about doing this.

I was thinking the same thing. There's a few headlight restoration products that explicitly mention they remove the yellow from plastic headlights. I'd probably give one of those a go in the first instance.

2 months later
#3448 5 years ago
Quoted from GRUMPY:

Mine is a bit more golden then yellow, but I want a new white one!

In Australia we have a plastic polish for car headlights that removes the yellowing (eg https://www.meguiars.com.au/glass-clear-plastic-and-exterior-trim/plastx/). Could something similar work on the dome?

4 weeks later
#3471 5 years ago
Quoted from ChrisS:

I know in some machines the LEDS seem to make it hard to track the ball. I wasn’t sure if this was an issue with f-14 because the ball moves so fast

It isn't a case of seems to make it harder, it makes it harder, more so for some people than others due to differing flicker frequency sensitivity.

Incandescent glow for some time after voltage is removed. This means as AC swings + to - or the lamp matrix strobes, the globes continue to glow for a period even while they don't have power. This leads to a continuous light.

LEDs are much faster to turn on and off. So as the matrix strobes, the light strobes. The best example I have of this is the standups on my Space Station. With incandescents under the inserts, nothing seems wrong and all movement seems normal. With LEDs, I can see the targets shake after the ball hits them because the light from the insert is (to me) noticeably strobing. The LEDs I'm using in that machine are far better than some I have seem previously, but I still get a strobing effect a lot.

LED GI is even worse for me, especially when there's no supplementary light. The worst machine I can think of was a Getaway in a dark bar. Instead of seeing a ball travelling down the playfield, I see 50 frames a second, distinct, individual balls on the playfield. That might be down to the particular LEDs used by that operator as the GnR there is horrid too. The Green LEDs that came in my Space Station were also far worse than the current ones too - that might be down to them being sensitive to polarity and therefore actually being off 50% of the time when powered by AC.

It happens with other LED lights too. A friend of ours has all LED lights in their house and I get a massive headache there because everything strobes at 50hz, all the time. It's like a disco when anything moves.

Kind of like this:
pasted_image (resized).pngpasted_image (resized).png

See https://en.wikipedia.org/wiki/Flicker_fusion_threshold and https://en.wikipedia.org/wiki/Stroboscopic_effect for more.

1 month later
#3538 5 years ago
Quoted from vid1900:

You can replace that 8amp fuse with a 4 amp
Whenever I look at Dr Watt to see what the peak draw is on a pin, it's usually under 2 amps.

Does that mean in AU we could go as low as 2 amp perhaps? We start with a 4 amp because we're on 240v, Watts/Volts = Amps. Might pop a meter on on of my system 11s...

#3544 5 years ago

If you get the power and ground the wrong way around, all the power goes through the diode and the fuses blows. It doesn't melt the coil.

3 years later
#5195 1 year ago

Looks like an advertising flyer not a translight to me.

The weird thing is those look like they are Motorola flags, not Williams, or at least I expect the logo to be oriented with the handle at the bottom.

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