Getaway opto switches too slow

(Topic ID: 214765)

Getaway opto switches too slow


By simonzzz

3 months ago



Topic Stats

  • 21 posts
  • 8 Pinsiders participating
  • Latest reply 83 days ago by simonzzz
  • Topic is favorited by 1 Pinsider

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#1 3 months ago

Hi there,

I have searched for this topic but found nothing so I will start a new post.

I am fixing up a Getaway I bought, and have found the opto on the supercharger ramp and ALSO the opto on the supercharger itself do not activate with the fast-moving ball. They only work using my finger or slow object. I have not encountered this before. Firstly I tried replacing the transmitter and receiver of the first switch I was checking, to no avail, and then I doscovered the fault was common to both switches, and probably any other opto on the game. I wonder if the crystal on the CPU board is at fault? Anyone else had this problem, and what did you do to fix it?

Thanks,
SIMON

#2 3 months ago
Quoted from simonzzz:

Hi there,
I have searched for this topic but found nothing so I will start a new post.
I am fixing up a Getaway I bought, and have found the opto on the supercharger ramp and ALSO the opto on the supercharger itself do not activate with the fast-moving ball. They only work using my finger or slow object. I have not encountered this before. Firstly I tried replacing the transmitter and receiver of the first switch I was checking, to no avail, and then I doscovered the fault was common to both switches, and probably any other opto on the game. I wonder if the crystal on the CPU board is at fault? Anyone else had this problem, and what did you do to fix it?
Thanks,
SIMON

check to see the 12 volts unregulated to see what that reads

#3 3 months ago
Quoted from simonzzz:

the crystal on the CPU board

What do you mean "crystal"??

Also,Try reseating the connectors on the opto board..Put the game in switch test,Using a business card or a piece of cardboard test those optos and see if they are registering properly on the display.Sometimes if an opto is misalined or misadjusted it won't register fast enough/Properly.

#4 3 months ago

Also, be aware that the "speed of switch registering" during test mode compared to how the switches are looked at during actual game play could be very different.

Just because it seems like a slow response in test does not 100% mean it is also slow during game play - it may well be arranged like that to enable easier testing and fault finding???

I don't know this is the case in the Getaway I'm just speaking from our own experience where (in a Homepin pinball) if you operate the solenoids in test mode they work VERY differently to when they are switched by the microprocessor during actual game play.

#5 3 months ago
Quoted from Homepin:

solenoids in test mode they work VERY differently

They are more powerful because they are being tested one at a time

#6 3 months ago
Quoted from Homepin:

I don't know this is the case in the Getaway

They are all the same

#7 3 months ago
Quoted from pinmike:

They are more powerful because they are being tested one at a time

Not really - in our machines they are sent a different length pulse in test mode compared to actual game play where they are fired differently depending on the actual application.

#8 3 months ago
Quoted from Homepin:

Not really - in our machines they are sent a different length pulse in test mode compared to actual game play where they are fired differently depending on the actual application.

Your in a different country,Maybe more or less volts

#9 3 months ago
Quoted from pinmike:

Your in a different country,Maybe more or less volts

I am well aware how our machine works. The programmer has set it so in test mode a longer pulse is sent to each solenoid to make testing easier. In game play the pulse lengths are different depending on the actual solenoid and its use. I also made it clear I was unsure if this also applied to machines like Getaway but that it should be considered as a possibility.

We also run machines here on all mains supply voltages from 100V through to 260V - the only thing we don't change (simply because it's too hard) is the Hz - we run 50Hz.

#10 3 months ago
Quoted from Homepin:

I don't know this is the case in the Getaway I'm just speaking from our own experience where (in a Homepin pinball)

Hmmmm,I see you just learned all of the sudden,Thanks to the net.

#11 3 months ago
Quoted from pinmike:

Hmmmm,I see you just learned all of the sudden,Thanks to the net.

I have no idea what you are on about? Anyway - let me quote my original post where I was trying to offer assistance to the OP with his problem - how about you don't chop my post up to suit some alternate agenda you seem to have:

"Also, be aware that the "speed of switch registering" during test mode compared to how the switches are looked at during actual game play could be very different.

Just because it seems like a slow response in test does not 100% mean it is also slow during game play - it may well be arranged like that to enable easier testing and fault finding???

I don't know this is the case in the Getaway I'm just speaking from our own experience where (in a Homepin pinball) if you operate the solenoids in test mode they work VERY differently to when they are switched by the microprocessor during actual game play."

#12 3 months ago
Quoted from Homepin:

I have no idea what you are on about? Anyway - let me quote my original post where I was trying to offer assistance to the OP with his problem - how about you don't chop my post up to suit some alternate agenda you seem to have:
"Also, be aware that the "speed of switch registering" during test mode compared to how the switches are looked at during actual game play could be very different.
Just because it seems like a slow response in test does not 100% mean it is also slow during game play - it may well be arranged like that to enable easier testing and fault finding???
I don't know this is the case in the Getaway I'm just speaking from our own experience where (in a Homepin pinball) if you operate the solenoids in test mode they work VERY differently to when they are switched by the microprocessor during actual game play."

Can't you take a joke?? No need for lectures!! We have a Pin here that needs attention...You can make your own thread talking about your experience

#13 3 months ago
Quoted from pinmike:

Can't you take a joke?? No need for lectures!! We have a Pin here that needs attention...You can make your own thread talking about your experience

I really don't know why I waste my time here....I was making a very valid suggestion...I fail to see why you think otherwise? I don't get your joke? Maybe it's a cultural difference thing? I have no idea.

Anyway, good luck to the OP with your issue.

#14 3 months ago

OP, do you recognize this only during diagnostic testing, or are the optos failing during gameplay?

#15 3 months ago
Quoted from Homepin:

I really don't know why I waste my time here....I was making a very valid suggestion...I fail to see why you think otherwise? I don't get your joke? Maybe it's a cultural difference thing? I have no idea.
Anyway, good luck to the OP with your issue.

I never asked you for any info or any of your advice..You just typed all that stuff,Doesn't make any difference to me I don't care!!

#16 3 months ago

Are the optos aligned properly? Misaligned optos will often not be able to detect a fast moving ball, but can detect a finger more easily.

#17 3 months ago
Quoted from bigehrl:

OP, do you recognize this only during diagnostic testing, or are the optos failing during gameplay?

Hi guys, thanks for all your comments. I've been working with pins for 20+ years, and had many scenaro's with testing switches so I wouldn't post it here unless it was something rather unique to me. No, as already stated, the LED opto switches do not work in game mode with a fast moving ball, but they do with a slow moving ball or finger or other obstacle. I initially thought maybe the opto transmitter or receiver was at fault, hence I replaced them both with new ones....THEN I realised it wasn't just one opto switch. I think the problem may lie on the CPU board. On this board is a crystal which "I think" could be associated with the opto's. I'm not sure, hence my question to the community... Here's what I read on Wiki about crystals: "to provide a stable clock signal for digital integrated circuits, and to stabilize frequencies for radio transmitters and receivers". I have in the past replaced LM339 chips which are integral to opto circuits but in this case the switches ARE working...but only at slow speeds.
Cheers, SIMON

#18 3 months ago

Did you try one of the new CPU boards in the game?

That could tell you where your problems lies ... your old CPU or the Playfield.

rd

#19 3 months ago
Quoted from rotordave:

Did you try one of the new CPU boards in the game?
That could tell you where your problems lies ... your old CPU or the Playfield.
rd

I don't have the tool for that big square chip. I would use another CPU board first...like from FT or something, but yes, I could try that

#20 3 months ago

y-ou could get one for about $8. handy to have, i just picked up 2

Quoted from simonzzz:I don't have the tool for that big square chip. I would use another CPU board first...like from FT or something, but yes, I could try that

1 week later
#21 83 days ago

OK so I have resolved this. Just to clarify, this game is a recent purchase, and it was pretty badly in need to resto. I hadn't got on the solenoid circuit when I was testing the switches. I did find that 2 fuses were out - F111 (Flasher secondary) and F105 (Solenoids 1 - 8). I had not suspected that these particular fuses would be affecting the switch matrix...but...once I replaced them, the 2 opto switches in question activated correctly. I don't understand why, but they just did.

Hope this might help someone in the future, if you stumble across this thread.

SIMON

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