(Topic ID: 332938)

Foo Fighters Official Owners club - "Rock Aliens"

By Valorguy

1 year ago


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  • 13,327 posts
  • 711 Pinsiders participating
  • Latest reply 52 seconds ago by ShortCorky
  • Topic is favorited by 415 Pinsiders

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Topic poll

“Which One are you buying?”

  • LE 177 votes
    29%
  • Pro 159 votes
    26%
  • Premium 235 votes
    39%
  • My In-laws have one and I live with them 32 votes
    5%

(603 votes)

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Topic index (key posts)

35 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 #267 MOD: PLAYFIELD. Overdrive/Ballsave behavior on a Pro Posted by Mike_M (1 year ago)

Post #890 TECH:PLAYFIELD. Spinner triggering constantly at rest fix Posted by Aniraf (1 year ago)

Post #1103 GOODIE BAG: PRO. Contents of the goodie bag on Foo Fighters Pro Posted by PinMonk (1 year ago)

Post #1221 MOD: PLAYFIELD. Neon Green Ball in captive ball area Posted by PinMonk (1 year ago)

Post #1323 TECH:SOUND. Sound improvement tips with stock setup. Posted by snaroff (1 year ago)

Post #1332 TECH:SYSTEM. Fix for frozen game after update. Posted by Duster72 (1 year ago)

Post #1440 TECH:PLAYFIELD. Adjustment for spinner falling off. Posted by PinMonk (1 year ago)

Post #1452 TECH:PLAYFIELD. Overlord latch adjustment Posted by Westcb (1 year ago)


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#88 1 year ago

It's a hole, it's covered with a thin sheet of metal...you can remove it but the problem will be wiring and code. The harness / nodes do not accomodate for the pre/le Deadpost and as someone mentioned, the pro software has its own ballsave feature built into the overdrive that is not dependant on saving the ball from the trough

#89 1 year ago
Quoted from mikespins:

Can't wait for my LE to come! Check out the shooter rods I'm making for this game! Available at https://flipmods.com and here on pinside
[quoted image][quoted image][quoted image]
https://pinside.com/pinball/market/shops/1378-flipmods/07969-foo-fighters-overlord-shooter-rod
https://pinside.com/pinball/market/shops/1378-flipmods/08104-foo-fighters-ufo-shooter-rod

Those look great

#142 1 year ago
Quoted from Valorguy:

Confirmation of the "hole" .... So the question is (maybe this was already thought of or answered?)- will it be able to be coded to work correctly?

My guess is no unless Stern includes a setting to require the left flipper be raised on a pro to Activate the overdrive funtion, by default, I think the ballsave is automatic. The current pro code will kick a ball into play once you trigger the rollover if overdrive is lit regardless if you hold the flipper up or not to "save" your ball into play... although this may be adjustable with the newest current or future Sten updates. It immediately fires the ballsave. (Even thought the initial code showed to raise the left flipper on the pro demo - this may have been just early code)

I think if someone got a mod going, Stern may nerf (if it's included) the ability to change the Pro setting requiring the flipper to be raised.

http://www.youtube.com/clip/UgkxBXfQnWRhorNc_EeVAybyE5K0FvoDo3ft

#144 1 year ago
Quoted from ricard2798:

I was thinking the same thing. My idea wass a light sensor to detect the ball save was on, plus to piggyback on the outlnae switch.. so that if the light was on and the switch was activated, the mechanism cold kick the post for X seconds.... but that left me with the problem you jsut mentioned/// that the system would still kick a second ball. Yet, I wonder if the code only kicks the ball if it detects a certain amount of balls in the traunch... because if that is the case, then maybe it could work (assuming the ball save would time out after a while, with the system thinking it was a false outlane).
But i am jsut farting with my brain... dont mind me.

To expand on my above...selling a factory mod would seem an opportunity for Stern to sell the post option (with code) for Pro owners who desired that model but still desired the Deadpost. Kind of bridging the hybrid gap with an accessory add on between Pro and Premium BOM post purchase.

I say just skip all that and get a PREM/LE

#148 1 year ago
Quoted from MikeS:

Pro code gives you a bonus currently if you hold the left flipper up when overdrive is lit. Ball save is automatic either way though

Cool, neat there is an insentive

#149 1 year ago
Quoted from Mike_M:

This. Arduino Zero or similar to sense voltage on the single lamp PCB used for Overdrive light, combined with sensing of left outlane rollover switch to activate up post coil. Seems... in theory... like a simple thing to add.

But how would you get around 2 balls in play when there should only be one? Or does the pro only launch a ball when the trough awards the ballsave activated by the rollover once it drains?

#151 1 year ago
Quoted from Mike_M:

Pro already works the same- it's just a "virtual" ball save in that it sends a ball back out from the trough/shooter lane instead of saving it via the dead post.

Gotcha, so putting the ball back into play, you are basically just shielding it with a ballsave that will timeout eventually but you got the "deadpost" save mechanic to keep it moving...that would be great for Pro owners.

I originally thought it fired from the trough ejector into the shooter lane immediately hitting the rollover. Hope they wouldn't nerf that for the pro people

Seems the only downside for a pro mod would be you are getting the save whether you lift the flipper or not...either via the modded post back into play and then timing out the ballsave protection through play...or by not lifting the flipper but having the ballsave award the ball

#154 1 year ago
Quoted from blizz81:

But I imagine it launches the ball the instant the draining ball rolls over the outlane switch, yeah?

That's the question. If so, there's where my 2 balls in play dilemma comes from..

LE inbound here but just wondering out loud for a friend looking at a pro

#155 1 year ago
Quoted from Mike_M:

I'll do some experimenting tonight to confirm. I'll leave the modding to others. I bet stumblor could solve it in his sleep.

Yeah, that guy is a genius. Love his work and communication!

#157 1 year ago
Quoted from blizz81:

It’s that way on all the newer Sterns I know of, don’t know why that’d be any different here.

I guess it's this bit that I clipped, which seems to trigger the ballsave after passing the rollover, then some time passes before the shooter lane gets launched. Could be because another ball just drained right before though...not sure

http://www.youtube.com/clip/UgkxBXfQnWRhorNc_EeVAybyE5K0FvoDo3ft

#159 1 year ago
Quoted from ricard2798:

I GOT AWESOME NEWS.. AT LEAS TON CODE 89. i GRABBED THE BALL WHNE OPVERDRIVE WAS ON... PRESSED THE OUTLANE SWITCH, AND IT DID NOT KICK THE BALL UNTIL IT DRAINED.... WOOOOHOOOOO!

That is good news for modders if the code remains that way

#161 1 year ago
Quoted from ricard2798:

Yup. Yet, the other thing is that its still a senseless mod, in the sense that if you fail the post save, you still get yourt ball... so, meh jsut eye candy. Next test ill have to test is if the ball save times out.

That is the one downfall, no skill or timing, just the mechanical feature without risk. I guess getting the ball into play on the flippers quickly is one positve versus risking a shooter lane launch.

#163 1 year ago
Quoted from MikeS:

On the Premium/LE does the ball get autolaunched if it fails to save the ball or are you SOL? Or maybe that's a configurable setting?

You're SOL by default. Not sure if there's an easy mode setting in the system menu. I'll be getting my LE soon fingers crossed and will report back

#164 1 year ago

Theres a cool vid in the gameplay stream that shows the player cradling 2 on the right and then having to flip in order to lift the left and save the ball to the right flipper...neat gameplay choice option

#167 1 year ago

Deleted

#168 1 year ago
Quoted from MikeS:

I would rather have the controlled feed from the autolaunch which brings it clean to your flipper vs having to fumble to get it under control using the post. It also gives you a second to regain your composure.
I put 19 games on a Pro last night and I'm totally fine without having that feature. When the game was announced the two things I was most excited about was the save post and the inlane Schatz targets, but after playing it I don't consider either to be one of my favorite things in the game. The game is way too fast and flowing to even consider shatzing an inlane. I was most impressed by the opto spinner, the insane flow and speed, and both captive ball areas are really well implemented. The Pro feels like a perfect game to me and doesn't feel stripped down at all. I was so impressed that I ordered one this morning. Maybe once I get a chance to play a Premium I'll get a sense for what's missing, but for now I'm not feeling it. I can always pick up a premium later if I change my mind.

Awesome man! Enjoy it...I've heard good things about both versions...seems there is something for everyone. So bummed I was sick and missed TPF

#169 1 year ago

Big Combotron updates coming according to Jack D
2x and 4x inlane targets getting fixed and stacks with playfield multipliers will be toggleable for tourney's

#171 1 year ago
Quoted from PantherCityPins:

Where was this said? Awesome news for me if true! Waiting for premiums to go on the line to get my game!!

He might have been referring to the plastics he already signed being on the line in the factory's supply chain

Edit - he just said he doesn't know or can't say anything about production schedules

#241 1 year ago
Quoted from Sonics99:

Going to order some titans now that the manual is out. Anyone got color reqs for them or most people just do clear?

I usually do clear, but looking at the playfield pics I think I’m gonna stick with black titans. I’m getting an LE so the darker green Titans don’t really fit and the glow Titans are a little bit too light green… … The blues or red would be an option, but I kinda like how the black stands out amidst the Zombie Yeti art to contrast

#365 1 year ago
Quoted from TroyS:

Making room this morning for FOO to get its spot in the game room. Which do you think was voted out (but family said keep it a little longer and move to living room)?
Foo Foo Foo….
[quoted image]

Turtles

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#533 1 year ago

LEs on the line. Can’t wait to get mine!

#596 1 year ago
Quoted from thekiyote:

I seem to remember 7%, but don't quote me on that. I think it may have been in the pro video.

Quoted from Jmxdc:

manual has it listed at 6.5

Here's the clip! Jack said 7.0

https://youtube.com/clip/UgkxiaKj4-HBcpD2PepwJEudv9tNGTB4hjmv

#597 1 year ago

...

1 week later
#914 1 year ago
Quoted from Gopher4653:

Translucents and glows do brighten it up…
[quoted image][quoted image][quoted image][quoted image][quoted image]

thanks for these pics

#1031 1 year ago
Quoted from beltking:

My foo le shipped today so it’s getting real now.

That's awesome, did you get it Direct from Stern or a distributor?

#1035 1 year ago

Nice, I did too... Hope to hear something soon then

#1042 1 year ago
Quoted from Kolk1:

I’m gonna ask a question and please don’t hate me… does anybody make a center dead post that goes between the flippers? They make them for avengers and Iron Maiden. But Jesus this game drains straight down the middle a TON.

Is this on location or home... Sounds like a leveling may be in order... What is it hitting before it goes SDTM usually? Try to alter that path by nudging.

#1043 1 year ago
Quoted from 10redzr1:

I haven’t got my notification of my LE being shipped.

Me neither

Refreshing email today every 5 minutes

#1049 1 year ago
Quoted from Kolk1:

Off the top of my head, the spinner from the left side of the space ship. If it doesn’t do the full loop, it drains. Just seems like 90% of my drains are straight down the middle. Not outside lanes.
It’s level and set to a 6.5 angle. I guess I suck, but none of my other games go sdtm this often. Yes they all occasionally, but this is rough. Only reason I thought I’d add one. Maybe I’ll just set it to 10 ball with 30 second ball saves lol

Try a small drop of super lube on your spinner and raise to 7.0 degrees

https://a.co/d/3KUJBWp

#1052 1 year ago
Quoted from Kolk1:

It’s not a spinner issue, it just if I didn’t have enough speed to go all the way around, and it comes back. But like I said, that’s just one example, I’m losing like 90% of my shots sdtm. Rarely is it an outside lane.

But that's just it, with the super lube, the ball will go through easier and with less resistance, and may have the energy to get through and around, also the higher grade pitch angle will generally give more return flow shot energy again helping with not stopping short in the spinner area

#1062 1 year ago
Quoted from Herkbubba:

Yep, 16x24. Looks decent enough to me. Would love to have an original but it is what it is.
They also have this one
https://www.etsy.com/listing/1403702221/foo-fighters-2018-poster-home-decor
Simple frames are available for $25 at Target.
I think the two will look nice either side of my 2nd run Premium - I reckon I’ll get it in Aug or so.

I got this one off Redbubble 23.4 x 32.5

Good paper glossy finish, nice color saturation...not too pixelated...looks great from 2 or more feet away. I put in under non-glare acrylic and it looks perfect

Would love to have the original but they're not for sale ATM

https://www.redbubble.com/i/poster/The-alien-200-miles-by-albertskinne313/89576060.G7H47?ref=product-title
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#1099 1 year ago
Quoted from heyitsjoebob:

Sorry gents, Evansville to Cincinnati is a long drive, and my basement is hard to get pins down into!
226 is home safe and perfect!
[quoted image]
[quoted image]

That ramp plastic that's been breaking on everyone sure looks thicker to me from what I can tell!

#1102 1 year ago
Quoted from Artax:

The spinner on FF already has zero resistance. It is the smoothest optical spinner I have ever seen. Definitely don't need any super lube on it otherwise you may never get the damn thing to stop.

Yeah, just trying to help the OP, but he said he doesn't want any more help now

#1126 1 year ago

Just got the message.. my LE is on its way!

#1191 1 year ago
Quoted from beltking:

[quoted image][quoted image][quoted image]

Can't wait, loving the metallic green neon...

#1193 1 year ago
Quoted from jyeakley:

Jack signed these in a cool neon green color - how does it look?

This was from heyitsjoebob... Looks awesome to me with the armor

Screenshot_20230420-135224_Chrome (resized).jpgScreenshot_20230420-135224_Chrome (resized).jpg
#1304 1 year ago
Quoted from heyitsjoebob:

Anyone have some suggestions on EQ settings? I've got the upgraded Kenwoods but still don't feel like the sound quality is top notch. I'm hoping I can fiddle with the EQ and get some improvements without going all-in on the $400 pinwoofer set straight out of the gate.

So here's what I do...All my Stern LE's and Premiums have the Kenwood 5 1/4 save for my GZ which I used the smaller 4 1/2" Kickers since they're hiding behind the flame panels.

Anyways, you start off setting the Ohm's to 8 regardless of speaker type for both the Cab and Backbox (there are tons of threads explaining this and the reasoning). Next set the EQ for the Backbox to your liking...I prefer a scalloped scooped midrange, bringing up the BASS a little above 0, and a little Sharp on the high end. Adjust the cab as well...this isn't a sub really, moreso a cheap midrange speaker...don't try to squeeze the bass here with the factory speaker. Just raise the low end to your liking and and leave the highs and lows fairly close to default...again this is by ear. (There are some curves in the DIY sound thread for setting specific number for both if you're inclined to set something exact)

That should balance you out better than factory.

Then I add the Pinwoofer DIY system to my setups, not the full kit. I use External Klipsch 12" Subs (Overkill but awesome) plus the Pinwoofer DIY kit in the backbox along with the upgraded Pinwoofer cabinet speaker and mounting ring , and then set the amp controls per the Blog settings for speaker and amp / game recommendations on the Pinwoofer site. I usually cut off at 80hz on the sub crossover and run the gain about 12 to 1 o'clock then all the volume and gain is adjusted at the amp and then finally the main system volume controls

This setup sounds absolutely phenomenal and I don't dare turn my volume past 16 for long periods of time ....20 will rattle the walls and floors

#1428 1 year ago
Quoted from JDub03:

My LE arrives on Monday from FedEx freight, I used Zach at Flip N Out.

Mine too! Waiting for delivery tomorrow!!!!!

#1429 1 year ago
Quoted from Schwaggs:

Florescent yellow looks pretty great too! It matches the gold trim on the stock plastics and is a little more subdued.
[quoted image][quoted image][quoted image]

So Nice, when I saw these in yellow, my first thought was, man I want the yellow playfield and green ramp covers...sure enough, you have them on your shop in that combo.

Ordered!!! Thank you much!

15
#1552 1 year ago

...and now for some unboxing Pinball porn...The game came unscathed and in perfect condition from Zach!!!. The paint and foil cabinet decals are insane. I also lucked out on the playfield lottery..No ribbing and perfect clearcoat. Easily the nicest playfield I have. I just unboxed it and set it up but have to install the mods now. Adding (Pinmonk Silent fan power supply, badge armor, Titan Neon silicone, Pinwoofer amp and external sub, speaker lights, and eventually some neon green and yellow plastics for the playfield and ramps, and Pinmonk coil fans.

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#1555 1 year ago
Quoted from KING-HENRY:

fooflighter what a badass pic by pic unveiling there man!! Out of all the mods you listed, I really hope you are going to do a shooter lane protector..probably the most important mod for any Stern these days..protect that beautiful LE Man! CONGRATS!!! (getting mine in about a week).

I do mylar and turn down the lane eject to minimum...I used to do cliffy's but the mylar and power reduction have left my last 4 pins flawless..

#1610 1 year ago
Quoted from snaroff:

Interesting. The shot through the pops on Rush seems wider than KISS & TRON (2 of my favorites), which might explain why it seems easy by comparison (for me). Most of my Rush games are ~10 minutes (which I consider long)...a great game can be 20 minutes.
In terms of reacting to shots on FF...it's SO FAST at 7 degrees that my reaction time just isn't great. The left ramp is surprisingly difficult for me...wide open shot, but just not finding it (unless I stop and aim). Miss it and it drains pretty consistently. I'm more of an on-the-fly player, which might be my problem with this design.
I've been playing so much "Borg and Elwin" designs that feel familiar to me. It's all good...JD did an amazing job on this layout and it's challenging me (which is great). Almost out of the gate, GZ makes you feel like a superstar pinballer. FFLE for me makes me feel like a novice loser. I guess that means it's a good design

I'm in the same boat...slowly getting the flow but that upper loop orbit off the upper right flipper is tough to repeat for me. This game is amazing though... out of the gate. Simple rules but very hard to master...giving me walking dead vibes trying to power up my van. Just loving the geometry and code right now. I heard people saying this was similar to Deadpool and I was worried since I have a DP Premium as well but it feels completely different (in a good way)

The Deadpost is next level amazing...never gets old using it

#1612 1 year ago

Just got to give a shout out to PinWoofer again. I was blown away at how good the amp makes my FF LE sound. Out of the box, the Stern sound is lacking but I popped in a DIY kit, threw in a PW cab speaker, and hooked up the 12 inch Klipsch....followed the recommended settings for the Foo on the Pinwoofer site and BOOM...night and day...clear highs, thumpy but not boomy bass....all the playfield sounds...just amazing with this setup...a must buy if you don't mod anything else

This is unaltered cell phone audio...

https://photos.app.goo.gl/4Mf4rQskUoTqVQrP6

#1614 1 year ago

Pro tip for backglass rattle:

4 pieces of soft weatherstripping foam on the backbox frame between the glass and frame will silence any rattling due to shaker motor, or bass thumping

#1620 1 year ago
Quoted from brickbuilder14:

Sounds great! Curious exactly which speaker lights you installed? Looks fantastic!

Thanks

Speaker light kits

http://www.speakerlightkits.com/Type-13.html

10
#1630 1 year ago

Speaker lights running to look like the UFO's in the backglass...

#1633 1 year ago
Quoted from matt68061:

Is that Dougs Deluxe kit…with the stock acryllic? Looks rad!

Yep! Stock Acrylic... Kit #13

#1669 12 months ago

I've consistantly lined up the tip of the flipper bats to the playfield holes on my other Sterns (except for the upper right flipper on JP). My LE from the factory main flippers are slightly flopped below those holes and looks like they were lined up slightly below the dots to the top edge of the flipper bats. The upper right is tip of bat to the dot. Anyone else with similar or different findings?. I've had great success in making all the shots and everything feels awesome. Running at 7.0 degrees playfield and it is fast and furious. Has that quick Walking Dead, just one more game feel going on.

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#1673 12 months ago
Quoted from HB_GAMER:

What the king said. I am receiving mine tomorrow in morning and if the sound is trash, I will be sending direct feedback. Don't accept crap for your hard earned currency. Stern has been great standing by their products in the past, and I lived through x-men LE with shit daughter boards and inferior wire harnesses that bled current which made the lights spaz. (works great now) This was a 7k le. With charging more money they should expect a higher quality of service and I am confident they will do the right thing but we need numbers and last I checked there are 1,000 of us in the affected class.

Quoted from HB_GAMER:

In this case they advertised it as a feature to justify the substantial price increase, but it appears it is only half baked, Like selling a high-performance vehicle that is only capable of running on low test (87 octane standard unleaded gasoline) and not Super unleaded 93 octane or higher.

Not sure why the speakers are defaulting to 4 Ohm's...they are 4 ohm speakers actually, but they need to be driven at 8 ohms. Most other LE's default to 8 and the Default setting in the settings is 8, but it came from the factory set to 4. You could boost the volume on the 4 setting to try and emulate the 8 sound, but it still has a muffled, lack of presence. This is on my DP, SW, JP, and GS all with the Kenwoods. The solution is to add the Pinwoofer or a DIY kit and offload the amp duties from the Spike 2 board, in addition to an external sub, since the cabinet speaker isn't really a sub . I'm sure Spike 3, in addition to an increased graphic capability, will provide a better audio package. At least I'm hoping

#1696 12 months ago
Quoted from Mando:

Anyone done the DIY pinwoofer amp ? Wondering how it sounds with stock LE speakers or maybe just do the backbox ones and external sub?

I have this setup on my Deadpool, Godzilla, and now Foo Fighters...It sounds amazing with the stock Kenwoods. I should add that I also get the PW cabinet speaker and hook up an external Klipsch sub. Just follow the blog system settings on the Pinwoofer site and you will be impressed

#1829 12 months ago
Quoted from HB_GAMER:

Anyone find a good way to clean the protective stick off the LE glass. Apparently we can’t use Windex.

I use straight up 70% rubbing alcohol on a very soft plush microfiber... Doesn't harm any of my HD or invisiglass... I put a little on the towel just enough to clean the glass and then I flip it over to the dry and lightly make circular motions and my glass is spotless crystal clear... I used to use sprayway but that still leaves a little bit of residue behind

#1955 12 months ago

So just admiring my LE playfield and have a question for you frequent LE buyers. I normally get premiums but this being my grail pin, got the LE. I thought my Deadpool Premium playfield was the best in my collection until I saw my FF LE. I mean this thing is perfect. It's almost like they went with a harder wood and no ribbing at all. I've played over 200 games on it and it has 2 very small dimples after all of that and almost flawless. Is this normal for the LE playfields? My only other comparison in my collection is my Walking Dead LE but that palyfield is just fugly, and no where near the quality of my Foo ...Does Stern select better wood for these or did I simply win the playfield lottery? Just curious, thanks all.

#1978 12 months ago

Thanks all for the playfield feedback.

#1994 12 months ago

Changing captive ball and hard to reach posts sleeves. I included the pics here for those with LE's and Premiums to see what they have to take apart to get at certain areas. Cary Hardy has a video up showing the playfield removal. The hardest part was taking off almost the entire right side shooter lane and assembly to get at one post sleeve. The plastics to get at the UFO sleeve and ball are also a bit of a pain and require a nut driver as well as a small wrench, It's genius engineering to have one piece handle all the guide rail duties as well as incorporating an adjustable shooter crossover lane, but what a pain to get at. Also, my OCD couldn't handle the dull factory ball spinning aroung so I had to replace that with a super shiny Titan ball

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#1999 12 months ago
Quoted from ThePinballCo-op:

WOW @ that last picture. It's lit up so well. Did you add extra lighting or is that all what comes standard on the LE?

Standdard on the LE, it really is even better in person

Mike Vinikour knocked it out of the park on the Expression lights, the choreography is amazing

#2011 12 months ago

Just had an awesome game and made it to DC

This game has the same payoff like Walking Dead... It murders you but then when you start to blow it up, it let's you know it... Can't stop hitting start

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#2030 11 months ago
Quoted from pinbuoy:

Sorry where done get the green ramp plastic w the FF logo again?

https://pinside.com/pinball/market/shops/1167-gameroom-mods/08333-stern-foo-fighters-plastic-protectors

I did the yellow slings and guide rails with the green ramp Plastics combo

#2044 11 months ago
Quoted from snaroff:

I hate to personalize it, but Jerry Thompson did DP and many other top titles. I admire his work. I'm less familiar with Bob Baffy's work, but he did Foo Fighters. All comes down to the people working on these games...they all focus on different things.
Like you, I really hope the callouts, shot sounds and overall sound quality improve. If they don't, it will be a crying shame. In a home environment, sound is such an important feature.
One of the reasons PF is such a stunner is David Thiel's sound package (and the game is months from being produced). JD seemed really smitten with the sound package, so hopefully he will get in the trenches with Bob and hammer this out

... for me the only thing missing are the call-outs that I know are coming and whatever else they have planned mode related... but honestly throwing the DIY pinwoofer amp in there and using 8ohm backbox setting with no EQ and letting the PW handle the audio makes this pin a blast to play the ball sounds are amazing... Lots of 3D spatial audio effects and the music sounds incredible... Lots of subtle nuances you just won't hear on the base system.. it's actually one of my best sounding pins as it stands in the current code

Here's just a snippet and obviously this is just on a cell phone with no mixed audio and you can't hear the sub thumping... But the external amp is handling all the processing while the equalizer on the spike 2 is turned off... The volume here is set at 18 and any more would be actually too loud for playing comfortably for long periods

#2046 11 months ago
Quoted from Doctor6:

They both have incredibly similar rules progression. You're right, the playfields are crazy different.

before I played it I kept hearing people saying it was like Deadpool 2 and questioning whether the two could coexist in a lineup... While I can see some similarities like the large paddle to the overlord shot being reminiscent of the Snikt shot... honestly I'm seeing this pin as more inspired by... versus a continuation of the Deadpool layout... And it pulls from lots of sources too.. walking Dead, Jurassic Park, X-Men, They both play completely different and are actually perfect in line up together just my $.02

#2073 11 months ago
Quoted from KING-HENRY:

Could you tell or share with us a tad more on what you bought and did to make that sound so delicious?!

So since this was the LE, the Kenwoods were already in place in the backbox. I did, however, swap out the cabinet speaker to the one Pinwoofer sells as well as the spacer he provides. The cabinet speaker does provide a little more in the low end and I would probably utilize it more if not for my external sub to carry the lows with a crossover of 80hz on the sub.

In the Stern setup menu, I changed the backboxto 8 ohms, and left the cabinet at 8 as well. I then turned off the equalizer from hi/low shelf to NONE as the pinwoofer colors the signal plenty. That way I'm providing more of a flat sound signal to the PW processor. Here is the link to the Stern DIY kit https://pinwoofer.com/pinwoofer-stern-diy/

I added the cabinet speaker and spacer ring to the final order, but all the other wiring and harnesses come with the kit

I then turned my system volume to 18 and then set the DIY pinwoofer settings according to the Pinwoofer site suggestions. The only difference I make is to back off on the BASS volume on the DIY module since my external sub has it's own powered amp and that has plenty (overkill) bass to compensate...it also keeps the rattling and cabinet vibrations to 0 and lets the external sub shine.

Speaking of rattling...the backglass is loose in the supports so I added weather stripping foam in 4 corners and it sits perfect and rattle free.

I also mount my DIY amp inside the backbox and secure it to the 2 cable looms tight with zip ties and then add memory foam to the bottom to support it and keep it from swaying, it's pretty secure though, it won't move, you could even fold the backbox down with it and it would be okay.

Here are the Pinwoofer settings:

https://pinwoofer.com/blog/pinwoofer-stern-spike2-foo-fighters-amplifier-settings/

PinWoofer - Stern - Spike-2 - Foo Fighters Amplifier Settings
Posted by PinWoofer on Mar 6th 2023

KO / KOP Amplifier - Coin door / menu volume set to 35 (usable range 0-max).

SERVICE MENU → UTIL → VOL→:
SELECT BACKBOX SPEAKER TYPE → 8 OHM (DEFAULT)
SELECT AUDIO FILTER EQ / SHELF / None → None
SERVICE MENU → ADJ → FOO FIGHTERS →:
MUSIC ATTENUATION -5
SPEECH ATTENUATION -5
PinWoofer Amplifier:
Bass Freq to 2 o'clock position
Bass Vol to 6 o'clock position / max (This is where I use more of a 12 o'clock position)
Bbox Vol 12 o'clock position.
Treble 1 o'clock position. ( I use between 2 and 3 here to drive the highs over the external sub slightly)
Vol 3 o'clock position (feel free to increase / DECREASE if you would like to adjust at a different intensity).
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#2079 11 months ago
Quoted from Selig:

Of course! I have them in all my games, they are awesome. Already have my set ready to go for Foo Fighters thanks to the quick shipping. For what it’s worth, I had the type 14 in my Godzilla and it was epic. Totally worth the wait.

Same here! Doug shipped mine out in record speed and as always perfect quality and packaging

#2082 11 months ago
Quoted from Sonics99:

So it sounds like the anti sway straps come installed from stern. They maybe are not working great as people are still seeing some loosen, but buying the ones from pinball life won’t help at all as they are the same thing?

Usually it just requires some retightening of the bracket, both the anti sway portion and the part that connects to the playfield underside

#2096 11 months ago
Quoted from Boslaw:

Received my LE today. I got a service switch #60 error - I know that's the switch in the back of the upper playfield, but I don't know what to do to resolve the error. Any ideas?
A few quick observations, compared to my Rush LE-
-Foo Fighters is so much smoother! No rejected shots, no rattling shooter lane, everything seems to work the way it's supposed to.
-The dead post makes an avg player like me feel like I know what I'm doing. Makes me smile every time it works.
-Rush seems much more friendly to new players. There's a lot going on in Foo and not as much helpful instruction. The cartoons on screen are awesome but if there's helpful info there it's impossible to keep track of while playing. Rush seems old school basic pinball compared to Foo.
-Not a fan of the announcer voice. Hearing Grohl would have been much much better.
-I like the Alien voice - reminds me of the Cryptkeeper.

Had it happen one time when I first booted the machine...put it in diagnostic mode, reset the switch, activated it by hand, unplugged and resecured molex connector and rebooted...haven't had an issue since

#2097 11 months ago
Quoted from Boslaw:

Received my LE today. I got a service switch #60 error - I know that's the switch in the back of the upper playfield, but I don't know what to do to resolve the error. Any ideas?
A few quick observations, compared to my Rush LE-
-Foo Fighters is so much smoother! No rejected shots, no rattling shooter lane, everything seems to work the way it's supposed to.
-The dead post makes an avg player like me feel like I know what I'm doing. Makes me smile every time it works.
-Rush seems much more friendly to new players. There's a lot going on in Foo and not as much helpful instruction. The cartoons on screen are awesome but if there's helpful info there it's impossible to keep track of while playing. Rush seems old school basic pinball compared to Foo.
-Not a fan of the announcer voice. Hearing Grohl would have been much much better.
-I like the Alien voice - reminds me of the Cryptkeeper.

I think the shooter lane is one of the best in pinball. They improved the godzilla ramp by putting a highwall extension off the ramp where the ball doesn't fall sideways when slow plunged...

It also makes me think of the short plunge on Jackbot when trying to avoid validating the playfield in order to take your time and shoot a variety of skill shot options

You can pull it and rip it if you want and it has smooth power to get all the way around and safely to your right flipper..so satisfying not to have to be on edge right at the plunge

The amount of skill shots is insane

#2122 11 months ago
Quoted from snaroff:

Yep, that was my issue...the anti-sway targets weren't tight (leading to sway I also found some unnaturally tight wire harness binding that could be related. Another issue (which may or may not be related)...the targets were loose (i.e. the rivets weren't tight). I've asked Stern to ship me some tightly riveted targets. The ZUSE switches on my TRON have rock solid rivets after thousands of plays. The target rivets need to be tight, not loose!
[quoted image]

I just did the same. For those about to do the same..I've found it's easier to remove the switch from the playfield, get the hex screws snug on the anti sway, square up the target, then tighten using a long driver for more torque while hoding the switch with your hand...prevents stripping the hex head and gives you a better sense of tightness

#2149 11 months ago
Quoted from pinghetto:

Would love to hear reviews on the new call outs?!?!?!?

There are some new ones:

"Look at the countdown"...perfect integration..my eyes shot right up to the mode timer

Jackpot callouts on multiballs - much needed

New Orleans DJ - fun and locale specific

various extra's scattered about

All in all, it was a nice little update nothing major including some bug fixes..I'm sure the team won't disappoint.

#2197 11 months ago
Quoted from PantherCityPins:

My take on the DJ callouts is I think they are trying to go for a static-y radio sound but it just feels off with the rest of the sound package. I think if you are going to do that, it could be cool but there needs to be a "tuning the dial" sound at the start to clue in the player that this is supposed to be a radio DJ and also the rest of the sound package needs to have the same sound quality as the callouts. Just my $.02.

I like this idea, it needs to sound like the commercial break / station id or something with breaking news from programming...the New orleans does feel like misplaced commentary of someone with a birds eye view of the game being played where I think it needs to be more of a reporter in the field calling into the radio station and the DJ relaying the info to the audience of listeners

#2250 11 months ago
Quoted from Desmodromic:

I love me some chrome leg bolts! I had a spare set of PinMonk yellow washers and they look pretty great on FF LE. I can see where the purple plush washers would look great too. May swap to them later as I have a set of RGB flipper buttons that will go on here once I get it set up and start digging in.
[quoted image]

Damn, those do look sexy

#2252 11 months ago
Quoted from Bearcat:

Just set up a new premium... lower playfield lights and flippers keep going dead. I have checked all of the connections, etc - everything looks good. Any suggestions?
[quoted image]

Try a system Node bus check and board check diagnostic of Node Board 8 and unplug and resecure all the connectors and Rj45 cables on that Node board specifically...that's where I would start

Looks like the flippers and lower lighting is heavily tied to that Node 8 board

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#2285 11 months ago
Quoted from Desmodromic:

What a fast, fun game! My wife said "holy shit it's FAST, I LOVE IT!" First time I got the deadpost it made me cackle out loud. Speaker adjustments and the 10-band definitely made a big difference in audio quality with the stock LE speakers. I'm still stoked about putting in my Pinwoofer kit as I know it's going to be amazing.
I had two questions for others but I think I may have already answered the first one:
Is there supposed to be a small flat plastic at this location off the right edge of the right orbit? Looking at the manual it looks like the answer is "no," I was just surprised to see a hole in the metal rail.
[quoted image]
Also, my van sits tilted notably to the right. Manual makes it look like it should it straight up and down, but interested to hear if this is typical or something I need to go in and adjust. Looks like there's a single bolt from the bottom up through an eyelet that is part of the wireform.
[quoted image]

The van's are angled slightly from the factory on mine and most I've seen...my guess is clearance for the cabinet...The alien is working on it from below, so maybe his hydraulic jack is messed up

#2292 11 months ago
Quoted from HB_GAMER:

It should be straight. Mine has the opposite problem the back sits low. I posted a pic a few pages back from Stern how to adjust.
Ok
[quoted image]

Most pics on pinside, even the photo shot ones on the stern site, show the back end low ...I'm assuming this is for clearance with the glass at the same time allowing the ball stop plunger a clearance area
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#2330 11 months ago
Quoted from TheBensanity:

Thanks! I know the song "Something from Nothing" in the Chicago mode drops a F-bomb. I heard that part play on the Flip-N-Out stream last night. They did have adult mode on so wasn't sure if that would cycle back like you mentioned on Monkey Wrench or just bleep it out.

Quoted from MikeS:

I don't think there's any profanity in any of the songs in the game so there shouldn't be anything to censor.

Quoted from PantherCityPins:

None of the included songs have profanity in them. Monkey Wrench has one curse word in the middle in the original track but the game track cycles back to the beginning prior to this.

It plays the entire song actually for Monkey wrench including the screaming shit part

and

"Fuck it all" in something from nothing

#2332 11 months ago

...

#2353 11 months ago
Quoted from Artax:

Some may say I'm a bad parent, but I have never censored art or music from my child. That means sometimes I have to have a conversation about appropriately using certain words and where and when it's appropriate, but so be it.

Yeah I do the same I don't walk around the house swearing but if they hear it in movies or something like that we talk about it but my kids are all older now youngest is 18 so they've heard it all

#2389 11 months ago
Quoted from RA77:

Hi Wade,
Do yourself a favour and drop the bifocals when playing pinball.
Best to wing it with nothing or get glasses set to range of field for your vision while playing.
eg. I am now wearing glasses set for 30-50cm range. Used for PC and Pinball.

^^^^This..I have progressives as well and while great for everyday use...they are impossible for computer long sessions or make pinball difficult...too much adjusting...I have a zingle vision pair used specifically as well for PC and Pinball...about 2ft to 5 ft range...work perfectly and no distortions

#2412 11 months ago
Quoted from Doctor6:

Something dawned on me while watching Joel do a stream of this with RayDay. We need to have the actual programmer with us to explain the vagueness of the rules. In no other hobby do you need the guy that made the darn thing have to sit down with you and explain the esoteric idiosyncrasies of something the way this hobby does. That is honesty one of my favorite parts of the older games: you knew what to do. You didn't have to be told what the paddle does to light the battery, and what the battery even does.
I wonder, if with more updates, some of this super cryptic stuff will be spelled out on screen or uttered with callouts. I love this game, but each one needs an in depth, multi hour amount of research to enjoy fully.

I'm a glutton for punishment I guess..the deeper the better...especialy for home use...lot's of things to explore and keep you coming back for more. I personally love the most difficult pins out there. Helps in tournaments as well where others just shoot the blinking lights. Don't get me wrong, I like a game of Meteor, Stars, or Taxi...but deep rulesets hiding behind approachable games is a win win, you can choose how deep you want to go

#2432 11 months ago
Quoted from DVDA:

another great from hurry up pinball (dead post fix)

His videos are great however his fix is still going vertical slightly and still contacts the left flipper..I prefer bending the apron slightly and getting it much higher up on the post...this way the ball regardless of speed will always get to the right flipper...on fast ones, it even will hop and roll to kiss the right inlane target

You literally just pull the bottom of the apron corner towards the post and it's a two second fix versus washers and whatnot. You can loosen the apron slightly and put some mylar or a business card down to prevent scratches

Here's a video with a normal gameplay slower roll in and you can see how much shallower a hop the ball takes. It also rolls up the flipper further so as to give move time to time the shot. It follows the playfield art arc almost perfectly...faster rolls follow the same arc but progress back up the right rail further and sometimes to the right inlane target

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#2436 11 months ago

nice

15
#2462 11 months ago

THE MOST IMPORTANT adjustment you can make to your game that I've seen no one mention or talk about (edit: I was informed Jack Danger mentioned this in a stream)

Full and Auto Plunge shooter lane adjustment:

It's built into the game but surprisingly hidden and not in the manual either in written or pictorial form. I found it when I took apart my shooter lane to install the post sleeve at the end of the shooter lane.

I don't have a pic of it because my lane is dialed in at 7.0 pitch and goes around the ramp 100% of the time manually and on auto and I don't want to mess with it anymore (see the post below a couple down from this one where I found it in Cary Hardy's video at the 11:05 timestamp)

1st off you don't have to take apart anything to make this adjustment, but it is intended to mechanically change the shooter lane. The following is if you want to take a peek at what I'm describing

There is a single 11/32" nut holding down the end of the right shooter lane, right ramp and post sleeve post. Unscrew that nut and remove the washer, pull up the metal return ramp, remove the other washer and black spacer and you will see a slotted adjustment at the end of the ramp...the guide end is flexible and rides off the playfield with a built in clearance notch so you won't scratch anything...The movement is about 5 or 7 mm left and right...you can see where I lined mine up in the overhead photo.

To make the adjustment:

Reassemble everything if you did my step above, otherwise, simply loosen the nut until you can move the end of the guiderail back and forth freely. It has limits of travel within the slot and will only move so far one way or the other. Snug the nut up and do a series of tests...I start with manual full plunge and get it to where it's just missing the ufo ball and cleanly hitting the ramp...then move onto the auto plunge...running a series of test over and over in rapid succession...you may find you are coming up short when the manual is dialed in...At 7.0 degrees, I bumped my autoplunger power from the factory 210 default to 225...

Every game is different but I can assure you you can make both your manual and auto plunge work 99.9% of the time and complete the ramp cleanly

It improves the game dramatically by reducing chaos drastically.
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Added 8 months ago:

I changed my pitch to 6.8 recently and the above tweaks still hold up

#2464 11 months ago
Quoted from Sonics99:

Thanks PinMonk, I was able to get everything fixed with your info besides the shooter lane. I think the pindefender is causing it to be raised too high and it’s not triggering. So may need an adjustment, but at least I know how to fix and test it now.
Can someone tell me if for a manual full plunge that this seems normal? Not sure the video shows it well enough but hopefully. And sorry I suck at recording.
https://imgur.com/a/iPfUDCP

See my post just above this one - you should be going around the ramp every time

#2466 11 months ago

Here's a video demonstrating my lane adustment fix there are no edits or cuts and goes from manual to auto plunging....I'm doing this one handed so I'm not even focusing on the plunge and the video shows the 100% success rate

#2469 11 months ago
Quoted from snaroff:

Looks great, but I'm still unclear on what you did to make it more consistent.

if you look down at that nut, there is a flat piece that is riveted perpendicular to the end of the guiderail. It has a slot in it that is hidden and by loosening the nut you can bend the guiderail end either left or right when looking down overhead from the player position. It is flexible and the nut holds the rail under tension in place firmly. This changes the path the ball has when it leaves the shooter lane to complete the crossover ramp on the plunge or autoplunge...it really is a simple ingenious design...it's amazing how many things tie into that one single post

#2470 11 months ago
Quoted from EtzEtz:

I took it as to move the curved wall slightly left or right to better aim the ball toward the ramp

That's it

#2472 11 months ago

I found the slotted end in Cary Hardy's video at the 11:05 timestamp

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#2481 11 months ago
Quoted from blizz81:

Nice, that's good to have for tweaking.
Of course my experience with Stern auto launchers and any sort of long launch path that requires accuracy is once you dial it in to work, it lasts for about 50 games max before it needs some other sort of auto launcher tweak / attention. But good to add it to the arsenal on Foo's launch!

So far so good with 300 plays since the fix

#2492 11 months ago
Quoted from Sonics99:

Thanks. That seemed to help. Still getting like 80% success or so. Have it all the way to the right since it kept hitting that left target. Might have to check the level and everything again, since I can’t adjust it further. I’m on carpet, so I wouldn’t doubt that the level is a bit fishy as the machine gets moved etc.

take look at your ball sitting in the shooter lane, if it's far away from the auto launch cradles, you may not be getting enough power for the manual launch and the ball is coming up short. I actually had to move mine to the left to prevent it from hitting the captive ball... What color spring was included in your shooter rod... It wouldn't be the first time the wrong one was installed

#2555 11 months ago
Quoted from Sonics99:

The ball seems fine in the shooter lane. I’ll keep looking at it though and try adjusting again. Still trying to decide how far I want to tear things apart to do a few of these rubbers.
As for the spring… um orange? Or red maybe? I can’t really tell. Didn’t know there was a difference.[quoted image]

The tip of that rubber looks cocked to one side significantly, it's probably hitting the ball at a tangent versus dead on

As far as strengths by color

Spring tension from lowest to highest:
Blue (266-5001-05)
Green (266-5001-04)
Standard (10-148-1)
Orange (266-5001-07)
Purple (266-5001)
Gray/Silver (266-5001-14)
Red (10-148-2)

#2577 11 months ago
Quoted from dts:

LE 257 has arrived. I wasn’t sure this was the right move, as I loved the Pro, but man, the game is amazing! The expression lighting is fantastic, really well integrated into gameplay. Upper playfield is a blast, but sometimes I forget and it comes rocketing down the wireform. Out of the box, I’m enjoying it more than Godzilla, fast nonstop fun. Also, this is the best playfield I’ve seen from Stern in a long time, no wood grain like on my GZLE, clear is solid, looks great. The game feels really solid, super impressed.
[quoted image][quoted image][quoted image][quoted image][quoted image]

I feel exactly the same…super nice hard playfield on my LE as well…the upper playfield is a blast…love the time spent up there which isn’t long but man it’s fun when you get that ball moving

I have to say even though right now GZ has more code fleshed out, I really am enjoying Foo more

#2620 11 months ago
Quoted from KING-HENRY:

I'd like to get a little consensous on whether I should write a ticket for this with Stern..I normally don't go to these lengths, but if the playfield was 20% less 'milky', I wouldn't complain at all..but seeing this last night; hard to unsee it now. It's more glazed over than any Spike 2 machine I have (by a long-shot!). I'd love for peeps to show the shimmer (or lack of) of their playfields, to compare.[quoted image]

For one, I would recommend turning your attract mode lighting down to about 85%. I find it provides better color saturation of the display art and cuts down the playfield glare. Also run the backbox lighting at 40% game brightness to completely eliminate that side glare you're seeing Here is what I see in my machine with different angles and lighting... Hope it helps. I haven't been this lucky on all Sterns but I feel like I hit the playfield Lottery on this one

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#2622 11 months ago
Quoted from Vespula:

Is this a general recommendation for improvement of all Stern titles or just FF?

Just something I do on all my games which are mostly in dark environments and I play with the lights out... So to my eyes the 85% attract lighting looks perfect color wise and almost completely removed overhead glare during gameplay with the 40% setting... It's subjective and based on your ambient light around your machines and your specific playstyle and preference but definitely worth playing around with to see what works for you

#2624 11 months ago
Quoted from Groo:

Did everybody get all band members in the goody bag for the premium? I only got five and of course the one that wasn’t there was Dave. I would’ve love to have the middle finger plastic but no need for it on the premium.

I got them all but Taylor on LE

#2635 11 months ago
Quoted from snaroff:

These brackets (which were pre-installed) don't work (even after tightening)...after 30 games or so, the switch is way off center. Sad that they came up a flawed design. If anyone else knows of a mod that works for this, please let us know. The "bot" targets take a pounding on this game and it would be great if they didn't move so quickly.

The two screws holding the target (not the playfield to switch ones) have to be VERY tight...i take a normal length nut driver and get it hand tight ...then position the target it exactly where I need it, then use a long driver and precise bit, which provides alot of torque, to tighten ...and I mean tight...use a glove on the hand holding the target as you may cut your hand from the pressure is how tight I'm talking..you can use some blue loctite also...haven't had a problem in over 400 games after I tightened them up the first time

#2649 11 months ago

Just had the most amazing Deadpost gameplay moment:

Drained lightning fast out the left outlane...my insticts lifted the left flipper and the ball jumped to the right flipper quickly as it's designed...then I quick flipped to save another ball with a right slap save that was headed down the drain at the same time my quick flip hit the left ramp post and rocketed down the left outlane again, but since it happened so quickly the Deadpost was still up and the ball had so much speed it hopped and continued to roll and kiss the right inlane target for a 2x boost on top of my 2x playfield modifier i had going, then it was 1 hit to the Overlord to complete the mode with the stacked multiplier bonus...

It was lightning fast and the craziest thing I have ever witnessed in pinball...literally a outlane double orbit...Man I love this machine so much

#2656 11 months ago
Quoted from Nikko:

#58 is in play guys! Fantastic 900 mile round trip journey to get her … well worth it![quoted image]

Very nice...do you have some felt protection or something on those leg levelers though? I can't imagine what they are doing to the wood

#2781 11 months ago
Quoted from PinMonk:

Joel puts out a healthy stream for Flipnout on youtube.

Joel was giving a class ....instructing, playing and talking to Ray Day... Doing it all!!! soon he'll be farming WPPRs

#2789 11 months ago
Quoted from Arcade:

OMG, this is exactly what I came here to find. Just got our game a couple of weeks ago and the plunge is horrible. I immediately went to adjust the end of the ball guide and saw the it was just attached to a metal post. (Yikes, no way to move that, I thought.) So glad I came across this post. I never would have thought the post was in a movable slot.
Our plunge almost always crashes into the captive ball, so I can't wait to pull the guide down and hopefully solve it.

Glad I could help.. I love pinside for just this reason.

#2808 11 months ago
Quoted from ag83:

Got my premium Wednesday. This is my second NIB machine (Godzilla March 2022 run was my first). Interestingly, playfield texture is so much different on this one. The clearcoat feels so much smoother on FF.
I noticed 2 days in that I was seeing a lot of marks where I have a light pointing at the playfield:
-
-
I don’t think they are scratches because my finger doesn’t catch on them. So I don’t think it requires Novus 2 at this point. I am going to switch to Ninja balls in case it was a ball issue. Also am going to move the machine away from being right under that light.
I’m curious if anyone has any thoughts on this. I got worried when I first saw them but am starting to think this may just be normal and a result of their new clearcoat method.

DO NOT USE NOVUS 2, only after you are experienced with the stuff and then very limited. When I use it, it is sparingly and usually with a mechanical mini orbiter on a Dremel with a cloth soft applicator and used to take out extreme ball marks or areas that were missed in factory inspections. But it will dull a new factory clear coat if you apply it incorrectly thinking it will magically shine it up.

Clean with Novus 1, then take some Blitz wax on your fingers and rub it into the playfield... It puts a very thin coat and fills in imperfections and prevents marring over time... Then on later cleaning sessions, a little Novus 1 will get you right back to crystal shiny. Then every once in a while, massage in some more wax.

My wax technique is different than most who do it with an applicator. I use it very sparingly but only apply it with my fingers and actually work it into the playfield almost to a glaze, even using the flat of my hand to shine it... I let it dry only to a haze then wipe very softly with a very soft car detailer microfiber... Glass finish every time and no buildup and very minimal dust particle buildup.

You should see marring and scratches diminish drastically over time with this cleaning/wax method.

#2856 11 months ago
Quoted from Sengaya:

thank your for this post, too. i will try that, but im not sure if it helps in my case, because sometimes the auto plunge hits the captive ball and sometimes the bot target on the left of the ramp...

Check to make sure that the ball is sitting in the auto launcher cradle arms perfectly throughout the roll... You can use a screwdriver or your finger and roll the auto launcher and make sure it's making contact throughout.. make sure the playfield power isn't on or the machine is turned off or your finger could get snapped...what I usually end up doing is sticking some needle nose pliers between spacing them out a little bit or bending one just slightly to meet where it needs to ...it's a tedious back and forth process... But you should be able to get it dialed in so it consistently fires straight every time and then maybe consider bumping up that power just a little bit to give it a consistent launch especially at 7°

#2914 11 months ago
Quoted from SpacelySpliffs:

I'll try that when I get home. I haven't really taken a good look at it yet because auto-plunge is working just fine, so no real hindrance to enjoying a game.

Go back a few posts https://pinside.com/pinball/forum/topic/foo-fighters-official-owners-club-rock-aliens/page/58#post-7572717 and see what I had recommended but basically any shooters that come like this from Stern I use some needle nose I get in there and adjust the auto plunger and space it out to let the ball sit lower in the cradle that way you're getting full contact with the plunger on a manual and you're getting a smooth rollout on the auto plunger.. if you stick stuff inside the plunger rubber itself you're taking away energy that is going to be transferred away from the ball so that's not a good solution... even if your auto plunger is working good that's something you really want to look at to make sure that both the manual and the auto function work as designed

#2917 11 months ago

Guys (gals)

For the Skill shot.

Check out my recommendation to Joel in the TPN stream with RayDay, he executed my tip perfectly

Short plunge over the Kafoom target... Then trap up. You haven't validated the playfield yet and can take your time and snipe the 3 bank to the perk of your choosing

Near the 1:30 mark

https://www.youtube.com/live/97AWqZFr1Pk?feature=share

#2919 11 months ago
Quoted from demandecan55:

Just got Foo LE - Does everyone else's playfield look like this? It feels like the printing is off/hazy. Thanks!
[quoted image]
[quoted image]

Here's mine, yours does look blurry.. if the entire playfield is like that, probably worth pursuing the issue for a swap with distro
Screenshot_20230510-192413_Photos (resized).jpgScreenshot_20230510-192413_Photos (resized).jpg

#2921 11 months ago
Quoted from demandecan55:

I appreciate it - that does look way better than mine. I get that its supposed to have that comic book look, but I think it could have the comic book look and be a printing issue. Distro is awesome and already offered a replacement upon seeing the pics. This is already my 2nd Foo LE.... fun!

Ugh, well, keep up the good attitude. That and your distro will eventually prevail, and you'll have an awesome machine. Sucks that you have to go through this. QC should be better... I went through a destroyed GZ a while back in shipping and it was stressful but turned out great in the end.

#3188 11 months ago

The elusive 5 Million Secret Skill shot..

so my machine is dialed in...all shots awesome, flow everything...7.0 deg pitch at flippers, manual and autoplunger are almost 100% consistant hitting ramp

For the life of me I cannot hit the big secret skill shot « Spoiler! Click to reveal. (outlane on plunge) » ever except by extreme remote chance

No matter how I plunge the thing...anyone else have any insight? Thanks

#3195 11 months ago
Quoted from Boslaw:

I hit it about 1:20 times. No special magic though - just luck.

damn, i think 1:300 here

#3220 11 months ago
Quoted from Kkoss24:

I just need to tweak the kicker I seen someone post on it a few days ago. I’ll revisit that and see what they did .

The Kafoom is supposed to have randomness built into it..depending on where the ball lands...sometimes it get's shot up the ramp, others it weak returns to the 3 bank or somewhere..That target is supposed to be chaos so I'd watch on tweaking it to be too deliberate

#3299 11 months ago
Quoted from Sengaya:

A cant believe it, after like 20 failed tries over many days it seems to be consistent know with an auto plunger power of 240. Unfortunatly my auto plunger isnt attached perfectly straight and fires the ball a little bit to the left so i had to do a lot of try and error to get it right. Had to rearange the exit of the shooting lane as far away from the playfield as the screw allowed. Thank you again, was only a few tries short of giving up... Hope it stays this way.

That's good to hear. When you say your autoplunger wasn't attached straight, do you mean the entire physical assembly was screwed to the playfield underneath? Or do you mean just the tines which strike the ball were at an angle?

#3304 11 months ago
Quoted from Sengaya:

the entire auto plunger is not perfectly straight (not much but noticable) and there is no room to rearange it. The tines are are not straight, too - the right side is lower than the left side, because the metal of the whole auto plunger dont makes contakt with the wood on the edge front right.

Have some pics? Might be able to offer some suggestions, hard to visualize what you are describing

#3340 11 months ago
Quoted from JH315:

Dude...yes. I only have two machines...and then I move from FF over to Rush, I feel like Neo in the Matrix.

Quoted from Kkoss24:

Is it just me ,or has anyone else noticed how slowed down other games feel coming off a few games Foo ?

Totally...Foo is so Fast and I love it...but it makes most of my collection feel like it's in slow motion by comparison and mine are all spotless clean and waxed

It really sucks then when you go on league location and the game is jacked up level wise...autolauncher is weak, playfield is slow and dirty...makes me hate most location pinball especially when you're used to being NEO at home

#3349 11 months ago
Quoted from Aniraf:

There is non-permanent Mylar? Could you link me to this?

Pinball life sells it by the foot, it's 3 mil good stuff...flexible and invisible in the shooter lane

https://www.pinballlife.com/3-mil-clear-mylar-by-the-foot.html

They also have precut and other options

https://www.pinballlife.com/mylar-playfield-protectors.html

#3353 11 months ago
Quoted from Svenop:

How do you remove it later?

You don't need special removal for the pinball life stuff...It peels off with no residue and a quick shine with Novus 1...not like the super sticky thick factory / automotive stuff stern uses on the playfield

#3439 11 months ago
Quoted from JH315:

New song this morning.

Also for the inclined, the band is doing a livestream on Sunday...playing new tunes...new drummer.
https://foofighters.veeps.com/

Goddamn this song is fucking amazing..so many Taylor feels

#3513 11 months ago
Quoted from Mike7599:

My flipper buttons definitely bind up. It feels like it clicks when I push them in. I feel like something needs to get sanded smooth. Any remedy for this besides just getting a new buttons?

Mine did too..I did ABE_FLIPS fix and mine are smooth as butter now...

#3585 11 months ago

One of the coolest happy accidents. Not sure if by design or just a cool random path the ball takes occasionally..

If you half ramp the side ramp, occasionally the ball will come back and just kiss the back of the stand-up target and follow a perfect curve to the 2nd part of the Rami crossover and sometimes even continue up and around to the right orbit return... So cool when it happens, almost like the ball is defying physics and gravity.

The overhead makes the target look crooked but straight on, it's straight

20230518_144107 (resized).jpg20230518_144107 (resized).jpg20230518_144247 (resized).jpg20230518_144247 (resized).jpg

#3632 11 months ago
Quoted from demandecan55:

I appreciate the advice PinMonk. I will think about the Premium swap, it's a genius idea.

That's what I would do for sure!

#3669 11 months ago
Quoted from blizz81:

Does anyone have a PF where they aren't raised? The pro and premium I've seen on location both were.

Mine looks great on LE, the best playfield I have in my collection next to Deadpool.

Screenshot 2023-05-19 114022 (resized).pngScreenshot 2023-05-19 114022 (resized).png
#4081 11 months ago
Quoted from HB_GAMER:

My favorite part of pinball is competing against yourself and achieving a new higher score and making it to modes rarely visited/ never seen before.

Quoted from Apollo18:

You have not lived until you’ve had 2 balls simultaneously looping around the orbit.
Somehow managed 3 loops. It was glorious.
Balls just aligned perfectly distanced so I could just flip each separately (top right flipper) as it came flying around the Orbit.
Now that I have seen more shots
Gotten some rad combos clicking.
I’m seeing some serious genius in this design.
Also. beat 2 cities, but no badge.
Guess home locations don’t count.
Or perhaps Canada?

That's awesome, didn't even think 2 was possible

#4205 11 months ago
Quoted from Desmodromic:

Love me some Tri-Flow, my go-to bike chain lube. Love that it protects but dries and stays there when you knock the dirt off.
SuperLube in this little needle style dispenser is the business for me for spinners. Easy to put it where you want it and easy to control how much goes on.
[quoted image]

This is what i put on my spinners too...but just a small small dab...a little goes a loooooonnnnnng way

#4433 11 months ago
Quoted from Valorguy:

Just looked at my BALLS and Playfield after only about 100 plays... The balls take a BEATING on this game, lol... I have to change them out already - they are beat to hell. I have already put felt on the auto plunger, hoping that would help from day 1...
Also - PF seems to have a lot of ball scratches already. Waxed it and cleaned rubbers... Ready to go a bit more.
Is anyone else this anal with looking at the playfield?

Hmmm...I use Titan Shiny on mine and they still look brand new after 700 plays...I wouldn't felt the autoplunger...if you have some burrs, you can use 1000 grit and smooth out the edge a little...check also for any odd areas on the game that have metal protruding what would look like more than normal...This is why I wax my playfield as well despite what some NIB owners say..it eliminates about 95% of these micro scratches

#4461 11 months ago
Quoted from BrewersArcade:

How exactly do you know it’s 6.7? Is there an app that helps calculate pitch correctly? I just stick mine between the bubbles but on older machines I know my pitch is prob off. I used to try and use the pinball measuring app but never had much luck with it.

Get a digital torpedo level and measure vertical and horzontal. For pitch I usually measure at the flippers, but sometimes take an average of flippers middle and upper if there is large variance depending on the playfield/weight/etc

https://www.homedepot.com/p/Empire-9-in-Magnetic-Digital-Torpedo-Level-em105-9/310152658?source=shoppingads&locale=en-US&&mtc=SHOPPING-BF-CDP-GGL-D25T-025_001_HAND_TOOLS-NA-Multi-NA-SMART-NA-NA-NA-NA-NBR-NA-NA-NA-Hand_ToolsNonPriority&cm_mmc=SHOPPING-BF-CDP-GGL-D25T-025_001_HAND_TOOLS-NA-Multi-NA-SMART-NA-NA-NA-NA-NBR-NA-NA-NA-Hand_ToolsNonPriority-71700000086053656-58700007291967538-92700076258964017&gclid=Cj0KCQjwmtGjBhDhARIsAEqfDEciLROKjBE_H0zUSAIHRrCSdNSWBT7dl_YSPnDvu8ZDMxMI_GNDNDAaAhyTEALw_wcB&gclsrc=aw.ds

#4542 10 months ago
Quoted from Kkoss24:

What would your best guesses be on that pitch just going from the bubble ?

Just FYI, the bubble really means nothing...it will vary greatly depending on how loose or tight the screws are holding it in place and even though it technically has stops, a screw can be easily over tightened especially for this game where you have to take off the bubble to get at the post sleeve, add a bunch of people doing that and there's no real calibrated standard anymore.

#4586 10 months ago
Quoted from Kkoss24:

I know .Same as digital’s , just a ballpark that’s all .

Yep even digitals slightly cantered left it right can vary the results... Just like Chuck Wurt said, okay what works for you... I started at 7 and have worked my way down to 6.8.. better flow, smoother rock o meter transitions, less stress on auto launcher with better accuracy

#4589 10 months ago
Quoted from Kkoss24:

It’s crazy how w few turns on the legs will do wonders .I’m really working on a softer touch with the flippers and has been paying off .We’ll see how much next week in league play

Beware of owners curse... It haunts me all the time in league

#4619 10 months ago
Quoted from Rarehero:

I’m not sure which mode it’s in, but I often hear the callout “Hey, my bass!”….is that Nate? Or supposed to be Nate? I thought the band didn’t record anything - but…that’s not a DJ or Overlord.

It's random humans voices reacting to the overlord collecting instruments and vacuum tubes... You can also hear..."My Keytar"...as all the instruments get sucked out of the players hands...You can then hear the overlord also say "I need more tubes" - referring to amp tubes...as he's sitting on a big pile of instruments he's collected as Monkey Wrench multiball is playing through its animation at the beginning. Apparently his plan is to take away all music to take over the world with his own rock spectacular after reformatting everyone. Just piecing that together with the Backglass art where he's posing as Dave and rocking out on the foobot arm

#4624 10 months ago
Quoted from Rarehero:

Oh cool - the game is so fast, I can barely see what’s happening on the screen. Pretty much the only time I can look is when the ball locks. I hope they pepper more of those character voices throughout. That’ll def help with the whole Sat AM cartoon narrative.

Totally agree, I only picked it up after watching repeated viewings with my son playing...everything goes so fast there's barely any time to look up...definitely need a ton of callouts as of right now it's pretty empty...I have faith in Tanio and RayDay and the rest of the Stern team

12
#4635 10 months ago
Quoted from Rarehero:

The trend seems to be that programmers try to get the rules and timing honed - then add more voice clips. I’m sure it’ll come. In any case - this game slaps. Been playing all week & really getting into a groove. I haven’t progressed that far, maybe 3 cities in 1 game…so, no code complains from me! What I can actually get to is super fun & impressive. I love how the weird ball paths actually work consistently. So smooth and different and fun.

It is one of those games that just makes you keep wanting to hit start. I love it so much. The flow to me is actually better than GZ, yep I said it

#4636 10 months ago
Quoted from EaglePin:

I'm both hoping and confident they tie some of these story elements into the game so that things like the instrument collection callouts won't be just one-off callouts and will tie together to something later in the game. I'm also hoping (and confident) they'll add callouts that make city modes feel more like a struggle between you vs. the Overlord instead of just hitting the flashing shot. Make the shots feel like they're progressing the story of the mode.
I have confidence they can and will do it, but in the back of my mind I can't help but think how AIQ could have been an even better game but never quite got there because of the flat callouts. I know it's not the same team, but still... It's still early in this code though so I'm sure there's good stuff to come.
Still having a great time playing it now though!!!!

Agree on all points, having a blast as well...My son's home from college for a couple weeks and we've been playing it non stop

#4637 10 months ago
Quoted from Kkoss24:

It’s wild the way the OL shakes when calling for “more tubes” .It looks like it’s elevating .It shows me where this pin is headed and it’s going to be a fun ride .

That coil in the OL was a smart move...can't wait to see more of it

#4657 10 months ago
Quoted from HB_GAMER:

Anyone else think there will be a code update to coincide with the release of the new album tomorrow? Perhaps the addition of some new labels on those tapes to the right?

My fingers are crossed...listening to the album now...it's really damn good

#4676 10 months ago
Quoted from Reginex:

I have the same exact issue. From a cradle, clean shot up the ramp it does not rocket around the upper playfield like I have seen on the launch videos. Mine will like you said stall and come around the loop portion of the upper playfield and I have to slap the flipper to clip the ball rolling toward the trail.
I've replaced the coil stops and sleeves, checked the flipper contacts and checked for binding on the flipper.
I'm kind of at a loss at this point. Its really disappointing not being able to hit that ramp reliably.

Pitch? Level? Wax? Location of flippers at rest...unlike most Sterns which arrive from factory with the tip of plastic bats on the dots...mine are actually the top of the plastic bats which droops the flippers slightly but makes the figure 8 orbit shot and ramp shots very clean and powerful.

#4678 10 months ago
Quoted from Haymaker:

Now that I'm putting up billions fairly consistently, and not even needing foobot to do it here is my main strategy. Goal number 1 when I start a game is to get a city lit as quick as possible. I like picking new orleans first, start hitting overlord and many of those shots will progress NO as well as get you ready for your first MB. Hopefully you can start the MB before you're too far into the city but if not, its OK to save it. When MB starts I'm really trying to hit those radio targets to add a ball, and get my bot awards. Finish the city and do the best you can on MB. Hopefully by now you at least have the right outlane lit and some progress toward the extra ball award. Now I am trying to get my extra ball lit, get whatever van mods I worked on after finishing the city, and getting the next city lit.
Once I am ready to go to the next city, I'm checking to see how close I am to bot frenzy. If its not too risky, I'll get bot frenzy lit as well. If I have bot frenzy lit and my city lit, I will go for NY next. Its extra cool if you can pull both of those off then start Area 51 MB. If you can do that you should have no trouble beating NY, and scoring well on bot frenzy. Those 2 modes stack nicely together as they both revolve around spinner shots.
If I'm not as close as I'd like to Bot frenzy, I'll start a city like LA instead. Especially if I'm having one of those games where I'm dialed in hitting my shots then LA is always the second choice because it rewards combos.
Basically I'm trying to stack bot, NY, and area 51. It doesn't matter if its your first or 3rd city, whichever way the game seems to be working out.
OK so now hopefully you've completed 2 cities which should light another extra ball. You'll definitely want that as well. Now you can focus on your 3rd city and hopefully you have some van upgrades and/or the second overlord built up a bit. Your 3rd city can be whatever you like depending on if you've done bot frenzy, have area 51 still ready to go, or 2nd overlord is ready. Like I said before I like either NY or LA depending on what I have going on in the game. Hopefully you can use your upgrades and a MB mode to clear the 3rd city.
Once you have 3 cities cleared you're pretty much off to the races. Your score should already be very high. Probably somewhere between 400m and 700m or more. Now you can start Austin or DC and you're cleared for points takeoff. If you can do reasonably well in one of those modes you're gonna score tons of points, especially if you get those multipliers working for you.
After Austin or DC hopefully you're close to or already have Foo Bot qualified. Definitely start that if you can, but its not too difficult to have over a billion points by the time you leave austin/dc

Just got over a billion last night. Right now, getting to Austin or DC is almost a guarantee to get 1 bil. Problem I see right now is there are little too many extra balls being awarded, (I had 4 extras in a row on ball 2 last night) and the mini wizards are frenetic point puking modes which are more reactive flip frenzies than strategic modes. Either hammering in the direction of the van modulator or spiderbots on the fly will almost guarantee you blow it up. I'd like to see the extra balls toned down a bit and maybe the ball save on the wizard modes be adjusted somewhat with less time

#4680 10 months ago
Quoted from PinRat:

what are you doing to get so many? The only two I know of are from bot award and finishing 2 modes

I think another was from the band member combos but the other was from the radio mystery award which I get quite frequently. I don't know what the cap on extras is (haven't looked in the settings) but I'm probably getting a bunch from trying to light the overdrive and sonic radio repeatedly

#4682 10 months ago
Quoted from HB_GAMER:

Pretty sure it is capped at 5 in the default config.

Thanks! I might have to change that for home play, seems like too many right now. I know for sure in league I'll get nowhere near that though

#4685 10 months ago
Quoted from MikeS:

In most games I get 3-4 EB's as well which seems high. I think the game has too many 6 ball multi-balls as well. I would prefer that they started with fewer balls but had the ability to add more as you progress. For Foobot I think it would be cool if it started out as a 3 ball MB but could be turned into a 6 ball after you collect the Super. I really like the single ball city modes in the game but the 6 ball multi-balls need more variation or possibly have stages within the modes (like in Godzilla) to make them feel different.

Yep, 100% agree

#4698 10 months ago
Quoted from Reginex:

Yea pitch is around 6.7 and I have played with that quite a bit. Even at 6.5 it wont fly clean around that ramp. I can try adjusting flipper angle a little bit but I cant see it making that big of a difference!

Are you getting any kind of a weird skipping or misalignment where the ramp leads to the upper play field... Where exactly is the slowdown coming is it shoot up the ramp and then slow down on the first curve or is it on the transition to the upper play field

If you're already slow on the first curve I would say it's something to do with your flipper power maybe the coil stop isn't tight but on a clean shot on factory settings you should be flying up that ramp pretty easily

One way to rule out the flipper issue is by taking the glass off and launching the ball up by hand up that ramp repeatedly if it's still slowing down you can at least eliminate any flipper issue

#4703 10 months ago
Quoted from Hayfarmer:

Can you put up a pic? I'm dead centered, with precision flippers and can make the shot regularly, but I wouldn't mind it being better. Thx,,,

I thought about adjusting them when I first got the machine but it plays beautifully at these settings so I figured they might have flopped them at the factory just slightly to make the outside shots a little better

The upper right flipper is centered on the dot

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#4942 10 months ago
Quoted from Gopher4653:

Can someone explain like I’m 5 years old what 6.9 degrees means on the pitch? I use a digital level on my glass and get 75% with 90% being perfectly flat. Thanks

Don't measure on the glass, that is not the same angle as the playfield.

Put the digital level at the flippers. Use degrees on your level not percentages.

Measure vertically from the drain pointing towards the backbox. YOu can take 3 measurements and see if they vary wildly due to playfield sag...sometimes the higher you go up the playfield the steeper the pitch...In this case you could average the degrees and come out with something in the middle which may show 6.8 at the flippers and 7.1 upfield with 6.9 in the center....just an example.

Do the same for side to side level...one at flippers and another upfield...this way you can balance the leg casters and get it near level at all four corners. It takes some trial and eroor and you'll get close to perfect but wood is imperfect by nature and you may find varying degrees from time to time....The true test is dropping a ball down the center and making sure it travels straight and not pulling to one side or another

#4976 10 months ago
Quoted from Mike7599:

Pinmonk you the man! Hope you are doing well! I should probably open up the bag! Is there a warranty form to send in to stern? Also, Is it just a myth that keeping the bag stapled to the side increases resale value later on? Just asking for a friend….

First thing I rip out...

1 week later
#5219 10 months ago
Quoted from Jimmyhonda:

Premium/LE owners, is your upper playfield outer loop super smooth? Mine tends to be pretty clunky. Also, when the diverter lifts, trying to hit the multiball target is clunky as well. Anybody else experiencing this? Thanks all.

Super smooth here

1 week later
#5516 10 months ago
Quoted from musketd:

I just don’t understand why we are getting blasted with huge bond updates and their was so much time between this update and the last one and it looks like hardly anything was done

Bond was long overdue...plus different development team...good things and correct fixes take time

#5529 10 months ago
Quoted from HB_GAMER:

I noticed in in .94 as it was fixed previously and it is in .95 as well. Super Lube on the spinner is exceeding the time out interger if that is how it is coded.

Hmm

I have super lube and mine spins for days but won't end and start the next ball until the spinner stops. .95 code . I wonder if your optic is somehow not picking up the spins correctly, the game thinks it stopped but it's really still going...check the optic for a loose switch or wipe off with a microfiber in case of dirt...

#5532 10 months ago

NIce touches on the game so far...biggest notices, light for Area 51 MB start, no more ball trapped until match, deadpost responds correctly on overdrive, no trapped overlord balls, some new callouts from the overlord, subtle light show changes, I swear the high five skill shot looks more enhanced now with the expression lights.

Shaping up nicely, can't wait to see some more content code. They can really make the foo multibot moment epic! Hoping they turn it up to 11 and go crazy. Coding Team is on point

#5536 10 months ago

Just had the craziest multiball moment...

I flipped the right flipper just right and it sent a ball sailing to the upper playfield and it landed pefectly with no thud and just kept rolling clockwise up to the horizontal ramp joining the right ramp and upper and then back down the upper in counterclockwise and 1 hit to start area 51 multiball ...that was nuts

#5543 10 months ago
Quoted from EaglePin:

Lol that's crazy. Sounds like a shot made with a pitching wedge.

Quoted from PinMonk:

I had a Game of Thrones on location that started doing this. It was a broken flipper bat. Basically turned the game into a pitch and bat where you could smack balls up to the dragon on the mini playfield.

Checked the bat, all good, must have been a lucky Wedge shot

Quoted from HB_GAMER:

Had a simular issue but with the upper flipper sending it down the metal ramp. Shocked you did not hit the glass.

Yeah, it landed perfectly and no glass hit...couldn't repeat it in a million tries

#5752 9 months ago

Installed overlord legs mod

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1 week later
#5986 9 months ago
Quoted from prentice:

So, my theory was wrong; the factory barrel spring measures 0.75in, as it should. (My Godzilla shipped with one that was 0.84in, which messed up the skill shot even more.)
Anyone else find a way to get a smoother launch here (or getting the shooter tip closer to the ball at rest)? I guess the only remaining option is to change the internal spring, but I didn’t want to do that route.

All you have to do is spread the prongs for the auto launcher slightly takes 2 minutes just stick some needle nose between the two pull it equal force on both sides and you'll space it just a little bit I'm talking millimeters don't go too hard cuz it bends easy and it'll mess up your auto launch shot but it'll bring your ball right next to the rubber... I did this on most of my pins works great takes a while to dial in both the auto launch and the manual plunge but once you get it perfect it's set...

#6096 9 months ago
Quoted from MikeS:

I think the Combotron stuff has a lot of potential as it's something that's not really utilized on current code. I know there's a Combotron multi-ball coming. It would be cool if this started off as a single ball mode, but you have a build-up stage where you get 30 seconds to build up the combo meter to determine your jackpot value. If you build it up to red it could be a 6X or whatever. I would model it after "Terror or Mechagodzilla" or "Monster Zero" in that it would be a stand-alone mode that doesn't get stacked with the other objectives in the game and has multiple stages. I think the mini-wizard modes in the game (Austin, DC) need some more nuanced rules/ maybe a build up period where you start with fewer balls and buld it up vs. just throwing you into a 6 ball multi-ball.
Combotron has so much potential and is unlike anything i've seen in a game before. I think they should take full advantage and make it a more core game objective. The game rules have good potential currently but I'm hopeful that the developers will take the game to another level with these next couple of updates!

I would love to see a bunch of quirky side quest modes as well: (Just my thoughts out loud)

* collect the satellite Pigeons bird shots mode, those guys are perched all over the playfield

* save the Reformatted, possibly by hitting the reformatted loop and standups and then taking them to area 51 for processing by feeding them some "Foo Fighter Fresh Pots" coffee - check out the upper playfield at the Jackpots! Target...thar be fresh pots here!!!

* would like to see the lightning bolt ramp shots incorporated more, maybe as a turbo mode for the van similar to the Tesla charge on Godzilla where it would give you a multiplier target boost, you could build it up and have it waiting until you get a 2x or 4 x inlane target shot and then use it for a special booster on 1 shot

* Overlord revenge/Save the DJ? - after saving a city, there is a possibility the Overlord kidnapps the DJ from each station and tries to reformat them and convert the station back before the final overlord battle/concert..the Saved city then reverts to a flashing one again and you have to complete a special quest to preserve the station and save the DJ resaving the city

* Secret show in 30 miles Overlord mode?

I'm sure the guys have plenty of ideas yet to come. Deadpool and Godzilla have tons of sidequest modes...excited to see what's coming

1 week later
#6451 9 months ago
Quoted from MrNurbtastic:

Question for you LE owners, does this lightshow in the link still work? I swear that I've seen some streaming the LE and the UFO capture Expression lightshow isn't working properly, like the EL are dark then just turn white like on the playfield. The link is timestamped to Tanio shooting the lock.

That's the first thing I noticed on the newer code, that expression show was missing and hasn't returned, just flashes white now and no progressive beam effect...I really LOVED the light coming down the playfield like a ufo tractor beam. Hopefully it makes a return soon. I'm sure the coding team has a reason for it. DeadFlip

2 weeks later
#7092 8 months ago
Quoted from Green-Machine:

Talked to Tanio today. He said, “Foo code is coming very soon and people will be very happy”

Fingers and toes crossed!!!!

#7132 8 months ago
Quoted from Hayfarmer:

What are people expecting in this update? Combo tron, callouts, what else?

I would love to see a bunch of hidden modes that would not necessarily be tied to the playfield inserts...the possibilities are endless...look at all the modes in DP for example...Disco loops, mechsuit mulitball, all the different little DP MB's, the dual battles.

I want to see an epic callout, audio sequence when you assemble the Foobot, right now outside the video there isn't much

I said in a post a while ago, I would love to see the Overlord challenge cities that were already saved and steal them back from you by kidnapping the city DJ's and you have to fight him with more Foo to get them back for good...could be an awesome addition...like the Level 2 version of capturing said city...

Or something with the Pigeons all over the place...

My fingers are crossed

2 weeks later
#7605 7 months ago

Tapered Titan Competition GLOW sleeves vs regular

I originally ordered traditional GLOW sleeves for the posts in FF due to the manual spec sheet. However, receiving the game, it was stocked with tapered, so I ordered tapered and installed those when I put the Titans in.

The problem with the tapered is they get chewed up pretty fast especially the ones near the left mode ramp. The metal debris also accumulates in the sleeves and you get rings inside the sleeves which makes the GLOWS look dirty even when they're not that bad. So today I switched to the regular to put some thickness back in the post, full aware it would change the gameplay slightly.

Here's what I've found:

Pro's

Look Better (Chunkier/Solid)
Rebound level to the playfield - haven't had any airballs even with rocket shots
Cause you to aim better especially the right flipper up the ramp as deflections to the right outlane are laser guided but still fair
Provide a faster and over all more action packed game especially during multiball

Con's

Not for those having trouble with outlane drains or who flip without aiming

Overall, I've found them to be a great switch and am curious to see how they hold up over time as far as grime and wear

Will report back in a month

20230903_180418 (resized).jpg20230903_180418 (resized).jpg20230903_180628 (resized).jpg20230903_180628 (resized).jpg
#7606 7 months ago

Just installed Gorby's Dashboard Control Panel Mod Kit https://www.etsy.com/listing/1532115306/dashboard-control-panel-mod-kit-for?click_key=b49e9dd9df8f504e11facc11444ea16fdbc0d73e%3A1532115306&click_sum=44e96a61&ref=shop_home_active_4&crt=1

Super Easy install, doesn't block anything and looks great.

Added some double sided tape to edge of nut access panel to keep it from popping open but other than that, perfect!

20230903_183222 (resized).jpg20230903_183222 (resized).jpg20230903_183254 (resized).jpg20230903_183254 (resized).jpg
#7747 7 months ago
Quoted from hypnotoad:

Anyone have a good disassembly guide for removing the stuff necessary to replace the one tricky post sleeve that is on the right side just below the upper right flipper?
Maybe it will be simpler to see how its done after I remove the mini-playfield (which isn't too bad).

Honestly, just take some pics and start removing stuff, you'll figure it out. It's not too complicated, just a little tedious and time consuming. You'll see by starting with the nut on the post sleeve, that will lead you to the guiderail, then to the shooter lane ramp and so on...

1 week later
#8225 7 months ago
Quoted from HB_GAMER:

^ Point is would be cool as a configurable option to swap in Deadpost vocals for us fans, not retail consumers.

But just think, Overdrive is not only on the the playfield art guitar pedal Dave is stepping on, but also an underrated song from the One by One album.. so Foo Fan win

#8226 7 months ago
Quoted from HB_GAMER:

Oh yeah, fully familiar with this. 2nd playfield from a different sub, Tweaked it every which way, adjusted power, shimmed the left side of the ramp etc. It is so inconsistent starting to think the routing in the shooting lane is off just so slightly.

Just checking.. did you adjust the guide rail via the nut adjustment that I posted in this thread... That's where most of the crossover adjustment really comes from that and tweaking the tines on the Auto launcher prong

#8229 7 months ago
Quoted from StoneyCreek:

+1 on this ^
great song.

Would also LOVE these absolute bangers!!!!!!

My Poor Brain
Hey, Johnny Park
Enough Space
The Last Song
The One
Rope
Stacked Actors
Walking a Line
White Limo
Band on the Run
Iron and Stone
The Sky is a Neighborhood

#8232 7 months ago

I'm still holding out hope for Fresh Pots upper playfield jackpots, spy pigeon mini game, secret show 30 miles?, 2nd round save the DJ and recaptured city, White Limo band member pickups to get to Final Battle..

I can dream right?

#8348 7 months ago
Quoted from blizz81:

Everyone seems to want a second pass at the city modes a la DP's battles. I do wonder if it's feasibly possible to work into the narrative of the game, story-wise. I can understand another pass as a superhero battle better than I could the way the cities work into the Foo storyline. "Let's get back in the van and go back to save that city...again!"

I brought this up a while ago. My take would be the Overlord kidnapps the DJ's who are helping the Foo's spread rock across the land and save the reformatted. This way the overloard can take over the radio stations in the city and reformat the "saved" city. Now you have to help the Foo's save the DJ's and save the city again as well. This would be an easy addition and continuous to the story IMHO.

2 weeks later
#8807 6 months ago
Quoted from PinMonk:

Still borked. Instead of the white lights coming down toward you like a UFO beam from above there's a pause then the expression lights on both sides all turn on white at once and blink. It's way crappier than what they had before that was really cool. Write [email protected] and ask for it back!

So hoping they include this back into the coding DeadFlip

#8905 6 months ago
Quoted from BrokenChair:

Here’s where I’m at now ; entire bottom is about to come out
Ok I finally got the nut off holy hell….
I Don’t see how to screw that shaft piece back in it’s just one giant thread…
Ok let me look under PF….;
There’s no screw under the PF to tighten it ; it’s totally out now oh lord [quoted image]

Just use some needlenose and grip the post where there are no threads and screw it into the tnut in the playfield
, also take the rubber off while you are working, you don't want to cross thread the shaft and righ now you're putting tension on one side

1 week later
#9115 5 months ago
Quoted from BrokenChair:

I wonder what most people have their auto plunge power at that are having a good results with it? Yep, in the same boat as you.

Mine is 99% at around 6.7 deg playfield at the flippers and about 6.8 midfield

235 autoplunge and I adjusted the forks to be in perfect contact with the ball the entire roll of the mechanism, as well as dial in the guiderail to shoot the ball directly up the street centerline on the ramp everytime.

The only time it misses is if the shaker kicks in right when the auto plunge goes...It is coded to be a pretty violent shake and sometimes unseats the ball from the perfect position in the lane, but that's pretty rare... but other than that it's perfect. Takes tweaking with the glass off and many small adjustments but it can be dialed in to perfection if you spend enought time with it

#9120 5 months ago
Quoted from BrokenChair:

Thank you so much. Wow 99%?!?!?!
I appreciate this very much.
I think my angle is ok?
I up the power. I think it’s just lacking some power. I’m about 60-80% right now.
I’m afraid to mess with the angle because it’s missing high and low. To adjust the angle do I just loosen nut there and push it in or out?
I am afraid of making it worse because it’s missing both up and down…
Auto plunger forks are centered perfectly as well.
If I can’t figure it out my Tech is coming in a week and he’ll dialed in for me.
I just wanted to be as good as possible. Thank you again.
That’s Amazin 99% holy jesus!! I would be so happy if I got it at 85%

So your play field angle is what you make it comfortable for you that's kind of the reason they put the adjustable guide rail in so you shouldn't have to mess with that just make sure it's level from left to right that's key.

Next what you can do is loosen that nut just be careful though that you don't over tighten it when tightening it back up cuz you can Snap it off... It has a slot in there that only moves so far one way or the other and it's above the play field so you're not going to scratch anything just apply a little bit of pressure and you'll see the limits up and down.

I always start with an extreme and push it all the way up which will give you the most leeway and open up that lane. From there at default power one of two things is either going to happen it's either going to fall short or it's going to go too high. If it is falling short you can up the power just slightly and bring the guide rail back in a little bit... If you're overshooting then just bring the rail down honestly it's going to take a combination of this back and forth process with the glass off and multiple launches... I just take the ball put it in the shooter Lane over and over and over and just keep testing it until it gets perfect and we're talking millimeter corrections. For a 6.8 6.7° play field about 235 works for me.. gives me a little bit stronger throw but it makes sure that that ball comes whipping around the wire form consistently. Once dialed in this thing is Rock solid. If you give up in frustration and you're not OCD then by all means have your tech do it but he should be able to get it for you you're perfect if your auto shooter is lining up correctly.

#9121 5 months ago
Quoted from BrokenChair:

Thank you so much. Wow 99%?!?!?!
I appreciate this very much.
I think my angle is ok?
I up the power. I think it’s just lacking some power. I’m about 60-80% right now.
I’m afraid to mess with the angle because it’s missing high and low. To adjust the angle do I just loosen nut there and push it in or out?
I am afraid of making it worse because it’s missing both up and down…
Auto plunger forks are centered perfectly as well.
If I can’t figure it out my Tech is coming in a week and he’ll dialed in for me.
I just wanted to be as good as possible. Thank you again.
That’s Amazin 99% holy jesus!! I would be so happy if I got it at 85%

Also see this post here... Video I took with no cuts... Shows manual and auto plunge one after another

https://pinside.com/pinball/forum/topic/foo-fighters-official-owners-club-rock-aliens/page/50#post-7565799

#9128 5 months ago
Quoted from EaglePin:

My fingers remain crossed for code update(s) on this game that at some point clear up arrow insert lighting, fills in the blanks on callouts, and maybe tweaks rules a bit to use the stuff on the playfield a bit more.
I know the version numbers are subjective on code, but if 1.0 is usually the target of being a full, rounded out game with mainly just fixes and adjustments typically coming after 1.0, then this game sitting at .98 right now feels a bit hollow and a decent distance away from that 1.0 baseline. Combotron MB is yet to come, but I think this game needs more than just a new feature.
I think bringing the story of the game together remains the biggest hurdle. And by that I mean putting in callouts, sounds, and music during city modes that give you more feedback when you hit shots and that make you feel more of the battle between you and the Overlord (and maybe fewer or differently placed callouts of the mellow Roadie).
These things will give the game its soul and take it from being a fine game to play & just flip through some modes to becoming a game that's a fun adventure to play.
The story they've put together for the game is great, and they've done great stuff on animations. I'm really hoping they pull all the other elements together and lightly tweak city mode shots a bit to make it a rockin' story for the player in gameplay.
I'm pulling for you Foo!!!!

I'm hoping for this as well. I hope the team can flesh out the story a bit more and add more modes side quests like Godzilla andJurassic have. I mean... I love the flow and shot layout and is has the potential to be truly something great. It's one of my Grail themes so it's never leaving but I am waiting for the icing on the cake

#9182 5 months ago

Depends on which aftermarket you buy, they're not all crap.

For example, my super thick and etched ones from Gameroom mods are outstanding...way thicker than the dark green one pictured or the new factory one

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1 week later
#9373 5 months ago

I'm guessing the code update on Foo was simply whatever was complete at the time of the bulk Stern code run and the team was simply turning in what they had so far... I wouldn't worry about 1.00 being the last chance (final or bust) as far as innovations. Look at JP and Zilla. Have faith in the team as they are awesome and have delivered a great game so far.

12
#9441 5 months ago

Please DeadFlip and team bring back this expression (tractor beam) lighting effect when you lock a ball...

1 week later
#9486 5 months ago
Quoted from Molon_Labe:

Is Foo considered a hard or easy game?
My family and friends are just not playing this one much. GZ prem and IM-VE are getting a lot of play, but the Foo pro just sat last night with only a few people pushing start during our turkey day get together. The comments I get are its too hard or frustrating.

I think it can be hard depending on the setup. But once you find a rhythm, you can blow it up. Knowing how the multipliers and scoring is essential right now because game related callouts are pretty much non existent. I found the outlanes drain less at 6.8 degrees although the right can be hungry. It's got amazing flow but also some unique challenge to it like walking dead or deadpool. I am hoping for the code update to bring it from a stellar layout and good shooter to that of a masterpiece. It can be done.

#9525 4 months ago
Quoted from dpadam450:

Venting:
I got worse. My first 30 games I was able to peak 450M somehow without reading rules. I think I've played 300 games now. My strategy was mostly shoot the overlord and that somehow got me up to 450M. Ever since reading rules I sadly get into the 100M range most of the time. Haven't broke my original 450M. I hit 200M-300M every once in a while. With the new update it's nice to have the default van light remain on. I finally got to play around on Austin. I wonder if they send telemetry back to see how many people/machines hit certain modes. I'd really loved to have seen the scoring audit on how I broke 450M just slamming the overlord in a short game 7 months ago.
I just played a game and on Seattle with 2x playfield I managed to get 160M on that mode. The issue: I have no idea how. With no van upgrades I think it maxes out at 40Million. 2x playfield = 80Million. I hit one jackpot, then it put it at the overlord final shot and I hit and got 160M total. Van upgrade scoring is per shot and it maxes out at like +2million(?) I only hit 2 shots, so I assume I had some shots spotted. But it doesn't grant those shots, just advances. So why for so little work did I make 160M? We can all guess, but a factual score breakdown from the machine would be nice.
Just annoys me, I usually bust ass in a mode to get 40Million and here I hit 2 shots and get 160M with no idea how to repeat. Also I never wanted to mod the game to feel like cheating, but this post design is so bad (photo of my mod). I finally removed it and replaced with a super thin rubber. Almost every time the ball rolls back down, it catches that old fat rubber and makes the ball drain down middle. I hated the design so much I decided it had to be removed. Ball has smooth rollback now and hits left flipper.
Anyone else feel like shot repeatability is tough? The leftmost crossover ramp and the right area 51 ramp are wide, tip of the flipper shots that are not easy to get above 25-50% hit rate. I was playing Godzilla the other day and I can nail pretty much any shot I want with around 50% accuracy.
[quoted image]

I've been ignoring the van except when I complete the mode and multiball is running. But I have been focusing on the Rock o meter every skill shot to lock in the light on a one time rollover and maxing that to 2 and 3x...been getting 3x a lot lately as well as getting really good at hitting the right ramp and left ramp on the fly. I can actually hit the left ramp with the right flipper almost 90%. Lately my scores are 5-600 million..last night had a 1.3 billion with FooBot completed every city except working on Roswell . The end is definitely within reach but it's not super easy. I went from bricking a lot to stringing combos like crazy lately but oddly enough, what has helped me the most is playing my Walking Dead and watching Eric Stone videos and gameplay.

#9565 4 months ago
Quoted from dpadam450:

Everyone has the issue. I think it's just bad placement design. Flipper tip should align to the hole as posted. I was going to try adjusting it back further but the screw on the flipper is super tight. I need a longer allen wrench to get more torque on the flipper screw. Iron maiden is another game that has a right ramp fairly close in position and I can hit that at 100mph. Foo is the slowest ramp I know of off the top of my head. 100% perfect shot will roll up there super slow.

I don't have that issue at all... my flippers came from the factory with the top of the plastic bat aligned with the whole versus the tip of the plastic... I figured... well I'm going to let this go even though all my other games align with the tip ...and it shoots perfect out of the box with Titan rubbers. I can Left Right combo the left and right ramps repeatedly especially when you get the lightning shots going... I don't know that right ramp has never been tough for me even on location..So maybe there was a tweak on the line that they did to slightly droop the flippers a little bit to hit those orbits better and ramps. If I hit my right ramp clean that ball is flying up that ramp super fast and around the upper playfield that if you blink you're going to miss it. I also have my playfield angle at 6.8° and I have pin monk fans on all the flippers with the default power settings.

I substitute the Titan shiny Chrome balls for the garbage factory ones before a balls played.
I also clean and wax my play fields thoroughly and I give it about three coats of Carnauba right from the factory before a ball flips to get that really really fast flow going. After the initial waxing I just do cleanups with Novus 1 and random waxing occasionally.

#9628 4 months ago

I disappeared from my Home Team and every time I try to sign into the Home team to reestablish my profile, it locks up and reboots. IC can read the QR on a normal game and login. But no go on Home team. Anyone experience similar behavior lately?

#9636 4 months ago
Quoted from parsonsaj:

This exact thing happened to me last night, more than once. I was gone from Home Team (I am the only person of the 3 in my Home Team who plays on a daily basis) and when I tried to edit my Home Team to put myself back in, the game froze and restarted.

Quoted from bemmett:

100% exact same thing.

Okay thanks guys, I have a support ticket with Stern and Adam has been emailing me.

Adam asked if you guys could fill out a support ticket as well cuz the more eyes are on this the quicker the bug will get sorted out

I got myself back in the home team by logging into my Jurassic Park and that locked up and rebooted but then it saved my home team profile and then it propagated to the rest of the house and my machines back on Foo so that was a little work around on my part until I guess they fix rhe server or the bug in the home team software

1 week later
#9723 4 months ago
Quoted from Ponzie:

Well, PinWoofer has done it again...
Just installed his speaker lights synced up to the Expression lights and it is super cool...
Took me a second to realize I had to remove the LE green speaker inserts but that was just my being a bit dense...
Quality product that suits the machine well!
Now I wonder if Stern will release accessories and a topper at some point...?
[quoted image]

Hmm, that pin arrangement looks familiar

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2 weeks later
#9892 3 months ago
Quoted from PanzerKraken:

Its kind of weird how Jack and everyone kinda just dropped out of the game soon after release. Like even after, it was back on the Bond train for streams and discussing code, while Foo has been completely silent. Wonder if there is post launch license hang ups slowing things down? Jack seems to just keep talking about or hinting about his working on a new pin, feels like poor Foo is kinda done in their mind? Dunno would be nice to have them talk about the game a little still.

Jack has posted "Soon" on a number of posts...I think he and the team are working on it to get it right.

#9963 3 months ago
Quoted from Kkoss24:

And……..I just beat my first modern Stern!!! I was working on Foo this AM and when done decided to play 1 game before left the house. I beat Chicago (my new first city) Seattle and NY before getting through Austin. after that I made sure to light the ufo button red prior to any of tge remaining modes. I’ve played the end before and drained out early as I just barely got to stage 2. This time I brought the red button in and used it on the harder shots only. Actually stage 2 went pretty smooth. When the flippers died it was the best feeling I’ve had in a long time outside of “date night” with the wife . I’ve been playing for 4.5 years now so this is such a great day!
[quoted image]

Well that sucks... thanks for the spoiler ... couldn't you have posted a link or a warning before posting the pic ? You just ruined a small surprise for a lot of people who didn't solicit it. Let me know of a movie or show or book you were planning on finishing so I can tell you the ending.

#9970 3 months ago

Appreciate taking down the pic and I understand the excitement of completing something you want to shout it to the world. It's all good

#9975 3 months ago
Quoted from LegoYoda:

Come one people... it's a Pinball game it's not as if there's a deep plot! Also... Challenge mode exists...

Quoted from MacGruber:

I'm kinda surprised you're taking this much heat have you guys not played the challenge mode? Those challenge modes kill in groups I'm in and I'm kinda obsessed with them hell i even bought a topper for one! Foo even has challenge mode specific achievements incorporated with it so nothing was spoiled here. Congrats on beating the game!

Sorry, Spoilers matter. I avoid the challenge modes to keep me coming back. Not everyone wants to "see it all" and hence the name spoiler. Posts like the one that were removed should be done so with a warning or a clickable link not blatantly out there to come across while scrolling.

Would you want to see Keith finish the Jaws game on tonight's reveal? The answer should be no

1 week later
#10138 3 months ago
Quoted from Kkoss24:

I’ve since moved to orange titan postd because they get demolished in Foo. I’ve heard the other brand are much more durable. I think Pinball Life sells them I can’t remember the brand name right now.

Those posts get dirty looking moreso from the inside out from the metal posts blackening the inside of the thinner tapered posts targets.

I put on the regular thickness non tapered ones to try them out since I had ordered them already before receiving the game (since that's what the User manual has) but looks like they changed to all tapered for production.

Anyways, while also providing more of a challenge for the left ramp (making me a much better right flipper on the fly up the left ramp player) they remain far less dirty looking since they are absorbing more of the hit between the ball and metal posts and also have more material to shadow the dirt that does build up. Wins all round

20230903_183254 (1) (resized).jpg20230903_183254 (1) (resized).jpg

#10150 3 months ago
Quoted from Kkoss24:

Now you got me thinking about powder coating the posts .

you may be on to something...I wonder the adhesion reliability or just dunking them in a cheap automotive paint and or clearcoat and how that would hold up...I may give that a try actually

#10178 3 months ago

Pinball browser worked okay for me at first I made all kinds of mods and edits to my Jurassic Park and Star Wars when I first got them changing up call outs video clips ball saves it was great problem is Stern changes the code on every iteration and you're stuck with going back and redoing all your work and it's a lot of tedious backtracking... I found with more of the modern games there are sound clicks that are introduced because of the compression and scattering that Stern has been doing on their end and makes this program obsolete now. It's probably better for some older titles that have stopped upgrading or don't use insider connect but I found with the latest iteration of insider connect updates on every newer Stern... Trying to keep up with the code was an exercise in frustration. I basically just stopped using pinball browser for that reason ...my card's there if I always want to swap in an SD and show people but I just go with the latest standard Stern code now... Plus if you don't get the song timings 100% correct you're always risking introducing weird quirky gameplay stoppages or errors to the code... Again wasn't worth the frustration or the price tag of upgrading the software when I was always lagging behind Stearns code scrambling

#10186 3 months ago
Quoted from WillM:

:-/=Ok, Dream Crusher.
Seriously, I appreciate this post. This reminds me of Jailbreaking an iPhone back in the day, only to have it locked every time Apple updated the iOS.
I'd be fine it I had an additional step to "re-enable my music" after an update. I may still fiddle around w/PB, but not get too obsessed with the concept. I have too many other trivial things to obsess over! Thanks fooflighter for sharing your experience.

"Settings for this are speech attenuation -60 and music attenuation +60"
Excellent idea
This is a great way to achieve what I want/need without chasing my tail w/software issues. Can easily be reversed in settings.
Thank you @mike7599

Not trying to discourage, but just unfortunately the hassle outweighed the results

#10187 3 months ago
Quoted from kermit24:

Looks like those larger post rubbers make the Rami shot much tighter.

A little bit but not noticable really, aim points for the shots are still the same, however you do get more rebound if you nail a post

#10250 3 months ago
Quoted from Colywobbles:

Area 51 mod by stumblor with install video and quick showcase.
So this week I was lucky enough to receive my Area 51 mod so I thought I’d share my experience fitting and show any lucky potential owners what to expect.
Spoiler Alert it’s stunning!

Please like and subscribe if you find any of it helpful

Love your plastics! PM Sent!!!!

#10263 3 months ago
Quoted from Kkoss24:

These plastic protectors?
[quoted image]

I have a green set of those, but Collywobbles also has some similar to the CLiP ones for all the other plastics as well, in addition to some other Laser cutting for the ramp entry plastics. I have the CLiP on my Deadpool and they look amazing, the edge lighting really pops...looking to do the same for Foo

20220208_082242 (resized).jpg20220208_082242 (resized).jpg20220801_002743 (resized).jpg20220801_002743 (resized).jpg
#10269 3 months ago

They sell them at Mezel mod under that name, I think they import them as well

#10373 88 days ago
Quoted from Kkoss24:

Jack said he can’t talk about anything. They hear us. They’ll come through. It’s just the wait

DeadFlip is the man! He promised and will deliver. Tanio and RayDay on code and the rest of the team... I can wait and it's going to be amazing.. to paraphrase Jack D you're gonna poop your pants

#10479 82 days ago

Mine came from the factory already drooped slightly with the hole lining up with the top of the bat edge rather than the point of the bat with the hole...it has shot amazing from day 1. Both ramps and right orbit easily makeable

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#10521 79 days ago
Quoted from georgia:

A fix or a cheat... However you wanna look at it.
When the ball is in the upper playfield and a shot doesn't go all the way around, the ball would simply roll back down and drain into the wire form. You could never get your flipper on it. To me that was super annoying, unnecessary and made the upper playfield less fun.
So, the fix I came up with was to swap the posts. I put the larger plastic post on the bottom and put the thin metal one on the top. And then I put another rubber over the plastic post ...just under the clear rubber that connects both posts. This extra width on the bottom post directs the ball to the flipper so you can get another shot. It makes a HUGE difference.
Also, on our premium game, neither of the outlane posts had rubbers on them. I don't understand why? It seems that with rubbers on the posts there will be a lot less drains.
[quoted image][quoted image][quoted image]

I mean it's your game so you can change as you like, personally I think the drain on the upper is the result penalty of not shooting the ramp clean enough...just get better at hitting that ramp dead on with speed. I think reversing the posts would be like cheating but that's just me. As for the rubber on the posts, you need a clean momentum on the left side for the Dead post and the rubber just slows that momentum down sometimes...My game is not drainy out the outlanes but that's because I'm running at about 6.9 degrees on the playfield with fans on the flipper coils to consistently make the ramps. Also do regular cleanings and Blitz wax with Novus 1...the ball flies up my ramp shots with very little dribble out to the wireform

#10649 73 days ago

Just spent the afternoon installing the entire CLiP plastics on Foo as well as Davey's "Stumblor" Area 51 mod....lot's of work but came out very nice. Pictures don't do the mod justice and it is amazing in motion.

Posting some install pics if anyone wants to use them for breakdown reference

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#10662 73 days ago
Quoted from privydigger:

I've been involved with pinball since the late 60s. Just purchased Foo Fighters Pro - my first new machine. Very excited - played this many times in arcades and at Pinfest.
I set it up and saw that there is an additional ball magnetically(?) attached to the captive ball. I'm thinking they did final testing and didn't see this. Going to do a thorough check of playfield plastics, etc. in case the ball was loose at some point during handling. I took pictures before lifting the head.
I haven't turned it on yet. Still have to open up playfield and check everything out.
Looking for additional things to check on or any other thoughts.
Thanks.
[quoted image]

The captive ball inside the teardrop loop is by design and activates the switch as it completes its revolutions as the newton ball in front of it is struck

#10768 68 days ago
Quoted from Kkoss24:

New from Hooked on Pinball
[quoted image][quoted image][quoted image]

How's the led light panel buzz on this one? I have the Mando one and it is a little loud when illuminating but I can't hear it too much if I pulse it with the breathing effect. I love how it looks but static display closer than 3 feet drives me nuts

#10769 68 days ago
Quoted from Kkoss24:

New from Hooked on Pinball
[quoted image][quoted image][quoted image]

What happened here?

Maybe it's the angle or light but it looks like the bolt got way over torqued and concaved the armor and the flipper button also looks compressed in like the e-clip is missing or the leaf spring is loose?

Screenshot 2024-02-16 091748 (resized).pngScreenshot 2024-02-16 091748 (resized).png

1 week later
#10897 61 days ago
Quoted from blizz81:

I guess the question is, is this a new phenomenon or has it been doing this for 3000 games?
I would second the suggestion to check how the sling rubbers are oriented / installed. They may be incorrect and may be throwing the ball up as a result?
Edit: added a pic of one of my slings for rubber orientation reference. I guess what you want to check is probably if the posts with the notches are upside-down
I’m surprised changing the coil power doesn’t help at all. Like…if you set it down to 1 I’d think they’d barely be active, yeah?
[quoted image]

That sling is about to snap

Screenshot_20240223_175044_Chrome (resized).jpgScreenshot_20240223_175044_Chrome (resized).jpg
#10900 61 days ago
Quoted from Jamesays:

you have the eyes of an Owl
[quoted image]

It's an OCD blessing and curse

#11043 57 days ago
Quoted from lockeness:

I tried installing Stumblor Area51 tonight. got to the cn1 and cn3 connector overlays. directions said it would be tight. i felt there was no way it was getting on without it breaking. It did. Sucks. I’m sure ill easily get a new one but for those who have installed, any advice?
[quoted image]

I used the molex connector to push it down over the pins..wiggled back and forth but definitely not an easy fit. If I ever tried to take them off, I'm sure it would break

2 weeks later
#11512 43 days ago

Topper and Rod will look great on the LE. Got mine from Zach, Stern was $130 more total when shipping and tax differences were accounted for.

#11600 43 days ago
Quoted from CrazyLevi:

OK so we get two new multiballs and a new frenzy mode.
Everybody happy? Seems like the game is done now.

As long as the Callouts are there too..I'm hoping that's what is meant by Instructional Speech additions

#11602 43 days ago

Grail Pin. Never leaving. Topper and Rod purchased. Don't add me to the enemy list CrazyLevi

#11604 43 days ago
Quoted from whoknowsgoi:

is this new code avail now?

Just checked, not yet at least on mine

#11651 43 days ago
Quoted from DugFreez:

I'm not sure which you are meaning when you say: "this type of setup" since I did post 2 different light kit setups on this thread this afternoon.
As far as my SPIKE 2 light kits go in general, the light kits that light up the entire rectangle grill area can use 4" or 5.25" speakers (stock or upgraded). The (5.25") round light kits, require 5.25" speakers and for those speakers to be mount on 5.25" speaker plates. So, you can't mount a 5.25" speaker to a 4" speaker plate using some sort of adapter and use my 5.25" light kits.
I think that should answer what you were asking. If I got it wrong let me know and I'll try again.
Doug (SpeakerLightKits.com)

Now I'm confused a little, are the 2 kits the rectangle only with the Led Zep pin and then the 2nd the Rectangle and the Circle one, assuming the 5.25 upgrade as well with the Foo pin? Basically is this 1 kit in itself being shown with the Foo or is this a mashup of 2 kits just for display of the lighting options. It looks awesome having the rectangle chaser lights with the circles. Hope that made sense. Have a ton of your lights and love your kits!!!

#11658 43 days ago
Quoted from DugFreez:

The "High Impact" kit is the rectangle light frames that light the entire grill area, for use in games with Expression Lights installed.
The "SUPER High Impact" kit is the rectangle light frames that light the entire grill area AND the 5.25" light rings, for use in games with Expression Lights AND 5.25" speakers installed on 5.25" speaker plates.
The good news is.....if you already have one of my Deluxe 5.25" (Type 13) Speaker Light Kits installed......you are partway to a SUPER High Impact kit, as you already have the compatible light rings installed.
Doug (SpeakerLightKits.com)

Wow, awesome, thank you for the explanation DugFreez . That is an awesome bonus as well. Kit Type 13 currently on my Foo!

#11661 43 days ago
Quoted from HB_GAMER:

It’s a Rock pin, fans of the band want it all including side projects associated with the man’s. Unplugged mode, Dee Jays mode, Studio 666 mode, etc

Dude, Studio 666 / Dream Widow mode ...I would buy 4 toppers !!!!

10
#11730 43 days ago

New code looks sick!!!

They brought back the Tractor Beam UFO lights...all is right with the world

Loving the Combotron and new callouts

#11807 43 days ago
Quoted from HB_GAMER:

Holly Shit, just got took my first break from jamming new foo code. It’s a new game, and I am playing completely different. Man harvesting combos is hazardous. Finally made it to Combotron and that has to be one of the best visual effects in a machine of all time. All lit up when you hit a shot, Rami hits the keys and there is almost a tunnel effect where the visual transfers from the screen to then Expression lights. F(en) Awesome.

Combotron changed my game style as well is now I'm trying to focus on getting the overlord and it seems like it's tougher to focus on that now which makes it fun and challenging especially with it set on a hurry up... Really neat way of progressing it I don't want to give any spoilers but it really makes the premium magnet shine now

#11826 43 days ago

Holy shit this game just elevated to the next level. I don't know how they did it but the coding actually made this game so much better now that I'm concentrating on the Combos and getting that flow down versus chasing the cities ...this game just became one of the all-time best combo shooters ever made... Also put a two combotrons and a fubot multiball in the same game with four cities saved and Austin as well...

20240312_233423 (resized).jpg20240312_233423 (resized).jpg20240312_233432 (resized).jpg20240312_233432 (resized).jpg20240312_233425 (resized).jpg20240312_233425 (resized).jpg

#12179 37 days ago
Quoted from chet218:

I checked underneath and it’s sticking when it goes all the way up. Just going to order a new mech and go from there.
Thanks for the help

Check if it's sticking on the wireform, a simple loosening of the wireform and reposition may give it clearance, it might just be friction from wireform proximity to the uppost binding it. I also doubt it's something you need to order parts for...there's got to be something binding on the up post, maybe the spring, sleeve, coil, something is out of alignment...what do those all look like?

1 week later
10
#12514 29 days ago
Quoted from blizz81:

I still want to know / can't exactly work out the answers to:
- how many shots exactly = a blue, a purple, a red, etc
- it sounds like once you're in combotron MB, a combo can be advanced to red to open up a(nother) jackpot - how is this done exactly? I might need specific examples / this might be where I need to play with the glass off
- why/how does one particular dot on the PF get the color it gets - if you string together a combo starting with the left ramp and ending with the right ramp, does color X get assigned to the dot associated with the left ramp, or with the right ramp, or am I totally thinking about it wrong and it's neither

The values are calculated in the Combotron analyzer first, using the top 3 combos out of the 6 ...the top 3 are placed on the Dream Widow graphic and the more overlaps on a specific insert when calculating the higher the combotron point value and color on those inserts... Once the multiball starts, simply hitting the insert will take it up one level / color each progressing the value and color to red until it can be hit for a jackpot and then reset to the initial value that your started the combotron with. The combotron mb is about hitting the same insert over and over and keep Rami playing music, not stringing together complex combos. When I play, I go for the spinner and the Taylor shots over and over as these are quickly repeatable and correspond to the top and middle dots on the combotron ("Dream widow") display , which also most likely have the higher point values for combos during normal play and usually are the ones I can get to red the quickest for the jackpots. The easiest way to get the inserts to red over and over is to string together more complex combos during normal game play and getting the inserts as close to red as possible BEFORE starting combotron multiball

To get the best colors in normal gameplay for the combos, you have to keep string together unique combos. Starting any shot on the playfield with a dot on its combotron insert will start the combo sequencer and the next available shots to hit will light the inserts, if you hit one of those, the next color and available insert to hit will light and it will progress one shot combo at a time until you get to red. The graphic is then shown on the combotron meter and used in ranking the combotron multiball, the more complex and higher value combos will have the best success at reaching jackpots in the combotronmultiball and getting red inserts.

Also, the combos have a hurry up built in during normal play and you have to lock them in by hitting the overlord who fights back and throws the ball back at you during normal play on the Premium and LE..

The combotron alone has been planned from the get go based on the inserts and coding and really is one of the most unique multiball progressive scoring dynamic play mechanic designs in pinball history. It has elevated this game to a masterpiece in my opinion

Edit: Also a point to note - the number of times to hit an insert shot and take it from yellow to red and level up the score progression of the insert being charged up is much longer and requires many more shots during the combotron multiball than during normal play - hence it's better to start the combotron with your colors as close to red as you can get -a balancing act for sure depending on your skill level

#12516 29 days ago

Also, notice the Combotron is the Dream Widow graphic from the Studio 666 movie fused with art inspired from "The Color and The Shape" album art - the 2nd Foo album...fused with the combotron - get it...color and the shape - colored inserts, shape of the combo...okay mind blown.

#12518 29 days ago
Quoted from Kkoss24:

I’m having a lot of fun with this now that I’m piecing it together. The 3 best before start up is key. I’m actually trapping up to score longer combos during single ball play, which I hardly ever trapped up in Foo prior. This is what I was hoping for with this game all along. They just took a great linear game added more paths from the start…….If you want them Win/Win for all! Kick Ass job Team!

Plus there's the added pressure now to hit that overlord to lock in that sweet combo you just made...It went from an easy shot to one that is dangerous as you panic flip sometimes to try and lock it in as trapping on this game is tough when you have the flow going...such a perfect balance in strategy...this is honestly the best shooting pin I have and that includes DP, GZ, and JP...Amazing what that 1.0 code has elevated the game to

#12544 28 days ago
Quoted from blizz81:

I might do some glass-off tinkering to get a better idea of how many shots advance the colors - I didn't know if this meant each shot advanced a color but you had many more colors to go through, or if it could also take multiple shots to advance one color, but played last night and had the spinner lane at purple, hit it 4 times, and it stayed at purple, so it seems like it's the latter.

It's very small changes to the gradient once in combotron. There are very slight changes, think scaling gradually up versus large spectrum jumps of color. I did a little glass off testing but in the end, realized it didn't matter as you just need to keep hitting the targets and you're not going to be counting anyways with so many inserts changing and reverting back to original state, I think it would even be impossible if you were just watching not even playing, which is probably the reasoning behind the color change and not specific count. I mean in the end, they could have done an Iron Maiden, Jaws, or AIQ progression on the LCD but I prefer the colors since your looking at the playfield anyways

1 week later
#12751 20 days ago

Amazing 1.01 update however, Combo's are bugged now for me as well on LE and not registering all the time...it's sporadic. Also, I could swear you used to be able to collect the combo with the UFO button, that hasn't worked on this update either. I was one of those who really liked and appreciated all of the Foobot chatter... It's still great and very interactive however I do miss the spinner call outs I liked that 2x3x4x... Maybe the ability to turn it on or off in the system menu for those who like a chatter foobot head

#12753 20 days ago

Also appreciate the Topper head bias adjustment...MY OCD couldn't live with Foobot giving me the slant view chin

Also Jack Danger on Chicago ...so F'in awesome DeadFlip

#12756 20 days ago
Quoted from PanzerKraken:

UFO button scores you the most valuable shot. If the overlord is the most valuable shot, it will hit it, which can trigger the combo collect. It's not going to auto collect the overlord and the combo essentially if other shots are worth more at the time.

Ah, that makes sense, I forgot that tidbit

#12760 20 days ago
Quoted from Kkoss24:

I’m with this also, please add it back. Robots are supposed to be annoyingly spitting out helpful info. Just watch any SW show.

I agree, I only saw a couple people complain about the robot chatter and now they backed off on it...I was really enjoying the extra commentary...I hope Ray Day can add a slider to make it more like version 1.0

#12770 19 days ago
Quoted from PanzerKraken:

The call outs are perfect now. Robot would get annoying. He still talks a lot, just toned down to not be constant back to back.

Quoted from NoSkills:

It would definitely need to be a option to turn off as many of us found the spinner callouts in particular too much!
Overall the callouts are much better balanced. The Austin intro voice is too low atm.

I loved the spinner callouts ...Reminded me of charging it up...now I have no idea what it is anymore

#12802 19 days ago
Quoted from finnflash:

I think he is the impossible orbit you have to hit 3 times in a row

Quoted from EtzEtz:

Nate is for me the hardest band combo. I rarely get it. As you hit the loop, the ball just goes sooo fast, and then faster, then faster still. Getting the timing right has mostly eluded me.

I switched how I flip lately taking a cue from Tim Sexton and his stage flipping video and it has enabled be to feel the timing to a greater extent...I can hit that loop 4 and 5 times in a row now since I've started using Tim's technique and honestly (not bragging) the Nate shot has become rather easy to pull off repeatedly...timing and having a properly balanced game are also key.

#12854 18 days ago
Quoted from Mutt:

I know there have been plenty of pics of the topper but here are some showing all the LED panels
[quoted image][quoted image][quoted image]

Yep, and this thing is heavy too (feels well built)...I don't have a Black Kighht topper to compare but this is the heaviest one I have including Mando

#12955 14 days ago
Quoted from Kkoss24:

Is everyone else finding Combotron very hard to collect SJPs? Harder than the A-51 SJP for sure and that’s a tough cookie. I love it and need to keep trying, but man it’s hard to trap up in this game. Great challenging mode team! Foo is balancing out very nicely .

I haven't been playing it until they fix the code...my combo's don't register most of the time

#13068 11 days ago
Quoted from SpacelySpliffs:

Question for those of you that bought the official shooter rod. In regards to durability, does it look like its going to hold up for the long term? How does it shoot? Notice any issues with manual shots? I'm considering purchasing it, but it looks like it might be easily broken. And, I ask about how it shoots because I've changed shooters out on games and had them perform badly (ie. Elvira Dagger rod). TIA

Mine feels and looks great the plastic is nice and smooth and sturdy it doesn't feel cheap and I usually grab the fins for my precision plunges as before I was using the palm of my hand to cheese the rockometer... Synced up well with the light show also

#13147 8 days ago
Quoted from BrandonLaw:

Does y'alls topper show the three band members on the right and Taylor on the left lit if nothing is going on? Tested ALL LEDs and the others do light up. I assume a code thing?

You need to capture the band members. When you install the topper <after> you've already played 1.0 Toy Time code, any already collected band members will light up until you collect them all and launch Toy Time, then it will reset to all off

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