(Topic ID: 320751)

RESOLVED: F14-Tomcat won't start a multiball

By drsfmd

1 year ago


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  • 36 posts
  • 7 Pinsiders participating
  • Latest reply 1 year ago by ringonu
  • Topic is favorited by 2 Pinsiders

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#1 1 year ago

My F-14 Tomcat won't start a multiball. It's because the upper diverter doesn't activate after the second ball is locked...so the ball keeps going to the right side kickout, spitting out the ball that is already sitting in the kickout. Rinse and repeat... so I can never start the multiball.

If two balls are locked and I activate the switch in the center right kickout (in other words from the wireform that the upper diverter sends the ball to) RELEASE lights up, the 4th ball kicks out and multiball starts as it should.

With regards to the diverter, while it doesn't work to start the multiball, it works fine in the solenoid test, and the first ball launched in gameplay often (but not always) activates that diverter and it sends the ball to the center right kickout... like it's supposed to. I should also note that all of the switches in this pathway are working fine in switch tests-- the shooter lane, the switch in the middle of the wireform, the switches in each of the kickouts.

So... any ideas why it won't activate that diverter when trying to start a multiball?

#2 1 year ago

https://pinside.com/pinball/forum/topic/f-14-diverter-and-flipper-issues

Using some different keywords, I found this thread... sounds like the same issue.

#3 1 year ago

Hmmm... reading that other thread more closely, maybe not the same issue.

#4 1 year ago
Quoted from drsfmd:

So... any ideas why it won't activate that diverter when trying to start a multiball?

Check switch #21.

#5 1 year ago
Quoted from GRUMPY:

Check switch #21.

It registers and kicks the ball out. But I will double check it anyway.

#6 1 year ago

Bump- anyone else have ideas?

#7 1 year ago
Quoted from drsfmd:

My F-14 Tomcat won't start a multiball. It's because the upper diverter doesn't activate after the second ball is locked...so the ball keeps going to the right side kickout, spitting out the ball that is already sitting in the kickout. Rinse and repeat... so I can never start the multiball.
If two balls are locked and I activate the switch in the center right kickout (in other words from the wireform that the upper diverter sends the ball to) RELEASE lights up, the 4th ball kicks out and multiball starts as it should.
With regards to the diverter, while it doesn't work to start the multiball, it works fine in the solenoid test, and the first ball launched in gameplay often (but not always) activates that diverter and it sends the ball to the center right kickout... like it's supposed to. I should also note that all of the switches in this pathway are working fine in switch tests-- the shooter lane, the switch in the middle of the wireform, the switches in each of the kickouts.
So... any ideas why it won't activate that diverter when trying to start a multiball?

Check all switches are actuating their numbers in Switch test : so that targets are registering, ball gate switches to complete final sequence for Multi.

F-14 (resized).pngF-14 (resized).png
#8 1 year ago

Every switch registers correctly in switch tests.

I did a factory reset, just in case I had toggled some setting that would cause the multiball not to start.

It's as though the game doesn't know when to activate the top diverter. Could it be a chip issue? I'm out of ideas.

#9 1 year ago
Quoted from drsfmd:

Every switch registers correctly in switch tests.

Are you using a ball for the testing?

#10 1 year ago

Yes, with the exception of the switches in the middle of the top wireform (which is not reachable without doing some disassembly). I can only do that one with a finger, but i made sure that it's not completely depressed before it registers.

#11 1 year ago
Quoted from drsfmd:

Every switch registers correctly in switch tests.
I did a factory reset, just in case I had toggled some setting that would cause the multiball not to start.
It's as though the game doesn't know when to activate the top diverter. Could it be a chip issue? I'm out of ideas.

All switches work/solenoid fires in test:
Suspect corrupt software.

#12 1 year ago

Here’s the upper diverter working in test mode.

#13 1 year ago

And what happens when you try to lock the third ball to start multiball.

#14 1 year ago

i know the game attempts to compensate with virtual locks...definitely check 30, 31, 32 as i had a similar problem and discovered that 32's 45-year-old solder had crusted off one of the leads

only after the game snapped the coil bracket on the left pocket trying to get two balls out of itself :/

#15 1 year ago
Quoted from SonOfaDiddly:

definitely check 30, 31, 32

I just swapped out 30. It was registering "too deep" and adjusting the wire on the switch led to the ball occasionally getting hung up-- so I changed it. 31 and 32 register fine- and the switches in the right kickout and left center kickout always know there's a ball locked there (and when I manually activate the right center kickout-- the one that comes from the top diverter-- it behaves as it should).

32... as I noted, it registers fine, but the ball never passes through 32 when trying to start a multiball.

#16 1 year ago
Quoted from drsfmd:

32... as I noted, it registers fine, but the ball never passes through 32 when trying to start a multiball.

i just can't help but think that it's something to do with those rollthrough micro switches. Pretty sure that's the only way the game knows which pockets have balls in them and therefore which diverter to fire and when...it'd have to go through 32 at some point and maybe the game is losing track of when it did or didnt?

#17 1 year ago
Quoted from SonOfaDiddly:

i just can't help but think that it's something to do with those rollthrough micro switches. Pretty sure that's the only way the game knows which pockets have balls in them and therefore which diverter to fire and when...it'd have to go through 32 at some point and maybe the game is losing track of when it did or didnt?

32 is in the wireform that is after the diverter. There are two switches that come before the diverter-- the shooter lane, and the one in the launch wireform (I think that's #21 from the diagram above).

But I think you're on the right track. Somehow the game is losing track of where that third ball should be.

#18 1 year ago

yeah isn't 32 between the diverter and the pocket? the pockets are just kickers, they don't have sensors in them (correct me if i'm wrong)

i dont have my f 14 any more to go test but sometimes the first locked ball would go to the left pocket and sometimes the right pocket. i never did figure out what made it go to one or the other- the game trying to evenly distribute wear, or something? but occasionally it would mess up the MB sequence when that happened

#19 1 year ago
Quoted from SonOfaDiddly:

(correct me if i'm wrong)

See 22 and 23 above-- they are in the center left and center right kickouts respectively.

#20 1 year ago
Quoted from drsfmd:

See 22 and 23 above-- they are in the center left and center right kickouts respectively.

okay but those (21 and 23) are eject switches. they don't register when the ball lands in the pocket but when the kicker activates

(not trying to be pedantic, just trying to puzzle it out)

#21 1 year ago

. (accidental double post)

#22 1 year ago
Quoted from SonOfaDiddly:

okay but those (21 and 23) are eject switches. they don't register when the ball lands in the pocket but when the kicker activates
(not trying to be pedantic, just trying to puzzle it out)

No, it's all good-- I appreciate you talking it through with me.

I'll double check on exactly where the ball enters those kickouts when I get home from work.

#23 1 year ago
Quoted from drsfmd:

No, it's all good-- I appreciate you talking it through with me.
I'll double check on exactly where the ball enters those kickouts when I get home from work.

otherwise you wouldn't need the rollthrough microswitches in the habitrails, yes? *shrug*

#24 1 year ago

My vote is switch issue as well. Double check that the ball is registering when it sits in the right-center eject. From what I can see from your video is that the game is not seeing the second ball get locked so it isn't progressing the code wanting for you to "re-lock" the ball there. If the game knew the ball was in the right center eject hole it would have shot the first ball out when it hit the switch in the habit trail (like when you shoot the ball into the lock shot when lock-on isn't lit) rather than the second one just bouncing out.

#25 1 year ago
Quoted from SonOfaDiddly:

they don't register when the ball lands in the pocket but when the kicker activates

Yes they do.

Quoted from SonOfaDiddly:

otherwise you wouldn't need the rollthrough microswitches in the habitrails, yes? *shrug*

You need these for the timing of the divertors.

Quoted from drsfmd:

See 22 and 23 above-- they are in the center left and center right kickouts respectively.

Check switch #22 to see if the ball rolls over and past the switch. From your vid I see that the second ball lock light is out from the ball rolling onto switch #22, but the ball needs to keep it closed while in the lock for the next ball to lock.

#26 1 year ago

I had the same issue. I believe there is a post somewhere that says the diverter can get magnetized? Mine would work at first the as you played more the diverter stopped working All i did is put a piece of electrical tape over a part of the coil and it fixed it. I don’t have the game anymore so I can’t take pics

#27 1 year ago

I couldn’t resist… ran home at lunch to test this out. In this video, I removed the plastic cover from the diverter, and dropped a ball into each wire forms. You can see that it passes through the wire forms switch and the kickout switch for each… so I think the switches are fine.

#28 1 year ago
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#29 1 year ago

Thanks ringonu I'll check that when I get back home (just returned to the office). But if it is indeed that, wouldn't the same problem manifest in the solenoid test? See post #12.

#30 1 year ago

Mine worked fine in test and usually part way through a game. I could rarely get multiball on the first game and never after. Once I put some tape there it worked flawless till I sold it. Just hoping for an easy fix before you start tearing stuff apart.

#31 1 year ago
Quoted from ringonu:

Mine worked fine in test and usually part way through a game. I could rarely get multiball on the first game and never after. Once I put some tape there it worked flawless till I sold it. Just hoping for an easy fix before you start tearing stuff apart.

Cool. Such an odd solution... but I'll give it a try!

#33 1 year ago

Ho-Lee-Poop... the electrical tape on the back of the lower coil stop worked! I wouldn't have found that one on my own in a million years...

THANK YOU!

I just played a half-dozen games and was able to successfully start the multiball in all of them. Got to hear some sounds I've never heard my game make either!

#34 1 year ago

Well done! Edit your thread's title so people know there is a resolution for such a unique problem!!

#35 1 year ago

Glad it got resolved!

#36 1 year ago
Quoted from drsfmd:

Ho-Lee-Poop... the electrical tape on the back of the lower coil stop worked! I wouldn't have found that one on my own in a million years...
THANK YOU!
I just played a half-dozen games and was able to successfully start the multiball in all of them. Got to hear some sounds I've never heard my game make either!

It seemed too familiar of an issue to not at least give that fix a try. I miss my game and am glad I can pass along what I learned. Play a few games for me and knock that Russian bastard out of the sky!

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