(Topic ID: 158288)

Ghostbuster Issue Thread


By exflexer

3 years ago



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  • Latest reply 29 days ago by Midway-Man
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There are 4321 posts in this topic. You are on page 87 of 87.
#4301 3 months ago

I finally was able to copy Stern's SD card. I used Balena Etcher and it work just fine. I'm using a Transcend 16GB SD Card to copy to.

3 weeks later
#4302 65 days ago
Quoted from pinballnut3:

I have a premium ghostbusters. The slimmer mech is lost in its travel path. Its stuck over by the fire house. Does anyone know what causes this or where to look?

Is The calibration error? Mine too

#4303 65 days ago

Could be calibration. Know bug if you start a game right after it ends a game, especially if balls are locked or up in the dog leg. If you turn off and back on does it fix it

1 week later
#4304 52 days ago

Hey guys,

I know this has been talked about a lot in the past but I have forgotten...

What are the fixes to make the ball go around the orbit from launch or autolaunch? I find it often hits something around the Stay Puft guy and not get around the loop.

1 week later
#4305 43 days ago

I'm guessing it's a common issue but I haven't found it exactly yet searching... My slimer is registering hits randomly when he isn't hit with the ball. Any suggestions?

#4306 43 days ago
Quoted from seenev:

I'm guessing it's a common issue but I haven't found it exactly yet searching... My slimer is registering hits randomly when he isn't hit with the ball. Any suggestions?

Sounds like it is just out of adjustment. Here is what I did to mine when it was to tight and not registering almost any hit. Been working fine ever since.

Had my machine now for about 3 weeks. The Slimer mech would only count shots that were straight on for the most part and that wasn't bad. Last night for some reason, it wasn't even registering those. It had to be the perfect shot. I took off the top cover plate on Slimer, loosened the 2 nuts under it, moved the black block to the middle of the ovaled out holes, tightened the nuts to hold it in place, and installed the cover back on. It loosened up Slimer and now it registers pretty much any hit on Slimer. Thought I would share in case anybody else has this problem. Mine was a NIB purchase, so it has the updated Slimer mech on it.

#4307 43 days ago
Quoted from Supersquid:

Sounds like it is just out of adjustment. Here is what I did to mine when it was to tight and not registering almost any hit. Been working fine ever since.
Had my machine now for about 3 weeks. The Slimer mech would only count shots that were straight on for the most part and that wasn't bad. Last night for some reason, it wasn't even registering those. It had to be the perfect shot. I took off the top cover plate on Slimer, loosened the 2 nuts under it, moved the black block to the middle of the ovaled out holes, tightened the nuts to hold it in place, and installed the cover back on. It loosened up Slimer and now it registers pretty much any hit on Slimer. Thought I would share in case anybody else has this problem. Mine was a NIB purchase, so it has the updated Slimer mech on it.

Thanks. I tinkered with the alignment and it seems to work better now. I doubt this mech would ever be 100% reliable but it is better.

#4308 38 days ago

Just picked this up. Only 54 plays but the magnetic gate at the back loop is inop, both in game and in the coil test. Everything is connected and visually ok. No tech alerts or other notifications. Not familiar enough with this machine to really dive deeper. Anyone else have this issue or know what to look for? Thank you.
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#4309 38 days ago

Hello all, please excuse my english.

I have my GB Pro since 3 weeks now and enjoying it alot with my family.
Reading the GB "Issue" and "Family" thread helped me out, thank you.
I have some questions and I wanted to share a fix which is brilliant and not shared enough imo.

Inlane/Outlane fix:
I have had no Ball hopping since.
For this fix you dont even have to lift your playfield, its superfast and safe.
Use a big flat head screwdriver with a non abberassive underlaying material.
Simply turn the screwdriver until the rail reaches your desired hight, note that the small inlane rail also causes airballs, so dont forget to raise these too. (image 1 & 2)

My problem:
I want people to have fun with the game and right now I feel like they get frustrated fast- me included. My highest score so far are 550 millions, i just reached 100 ghosts once.
I get better at nudging, aiming, learning the angles and it helps, but I cant expect causual players to learn all this. Main problem is the SDTM drain.
Adjusting the flipper angles (image 3) helps a little bit, but the game feels strange. Especially when the flippers are in up-position it feels like cheating, because you can hold the ball tight in place.
Also when the ball comes out of the Subway Eject, the dead bounce bounces now off, right to the right slingshot and decreasing coil strength in the option menu did not help.
So center post VS carrot flipper came to mind. I wanted to try the carrot flippers but they are SO UGLY, do you have any other option for those?
We have the metric system here in Austria and i dont understand the size description (Bottom edge is 3-9/64 inches long Shaft length is 2-3/16 inches).
I just want simple white flippers. Here are the carrots: https://www.marcospecialties.com/pinball-parts/20-9592-5

Waxing my playfield and Balls was a big improvement for the smooth overall feeling, but the drain got worse since its much faster now.
Making a bigger gap at the slingshot contacts did help too, since they dont get activated too easy now.
I could raise the Ball per game to 5 , but I dont like that idea somehow, and it will not help with drain frustration.
The playfeelds is angled about 7°, bubble indicator right in the middle.

The last issue is the left ramp. (image 4)
I think the ball often crashes against the metal gate on higher speeds, maybe some kind of airball. Any ideas? I just found one post about this. Waxing the ramp did not help here.

Here is a frustrating gameplay example.
I know my aim really sucked in this game, normaly I do much better, but I thought its a good example of the frustration
I know most of the game mechanics, and what to hit, you just dont see it in this game

Thank You

20190808_230147 (resized).jpg20190808_225339 (resized).jpg20190808_225010 (resized).jpg20190808_225658 (resized).jpg
#4310 38 days ago
Quoted from Prodoshi:

Hello all, please excuse my english.
I have my GB Pro since 3 weeks now and enjoying it alot with my family.
Reading the GB "Issue" and "Family" thread helped me out, thank you.
I have some questions and I wanted to share a fix which is brilliant and not shared enough imo.
Inlane/Outlane fix:
I have had no Ball hopping since.
For this fix you dont even have to lift your playfield, its superfast and safe.
Use a big flat head screwdriver with a non abberassive underlaying material.
Simply turn the screwdriver until the rail reaches your desired hight, note that the small inlane rail also causes airballs, so dont forget to raise these too. (image 1 & 2)
My problem:
I want people to have fun with the game and right now I feel like they get frustrated fast- me included. My highest score so far are 550 millions, i just reached 100 ghosts once.
I get better at nudging, aiming, learning the angles and it helps, but I cant expect causual players to learn all this. Main problem is the SDTM drain.
Adjusting the flipper angles (image 3) helps a little bit, but the game feels strange. Especially when the flippers are in up-position it feels like cheating, because you can hold the ball tight in place.
Also when the ball comes out of the Subway Eject, the dead bounce bounces now off, right to the right slingshot and decreasing coil strength in the option menu did not help.
So center post VS carrot flipper came to mind. I wanted to try the carrot flippers but they are SO UGLY, do you have any other option for those?
We have the metric system here in Austria and i dont understand the size description (Bottom edge is 3-9/64 inches long Shaft length is 2-3/16 inches).
I just want simple white flippers. Here are the carrots: https://www.marcospecialties.com/pinball-parts/20-9592-5
Waxing my playfield and Balls was a big improvement for the smooth overall feeling, but the drain got worse since its much faster now.
Making a bigger gap at the slingshot contacts did help too, since they dont get activated too easy now.
I could raise the Ball per game to 5 , but I dont like that idea somehow, and it will not help with drain frustration.
The playfeelds is angled about 7°, bubble indicator right in the middle.
The last issue is the left ramp. (image 4)
I think the ball often crashes against the metal gate on higher speeds, maybe some kind of airball. Any ideas? I just found one post about this. Waxing the ramp did not help here.
Here is a frustrating gameplay example.
I know my aim really sucked in this game, normaly I do much better, but I thought its a good example of the frustration
I know most of the game mechanics, and what to hit, you just dont see it in this game
Thank You
[quoted image][quoted image][quoted image][quoted image]

Instead of prying with wood against the playfield, you can also just raise the playfield and tap them from underneath.

#4311 38 days ago
Quoted from Prodoshi:

Hello all, please excuse my english.
I have my GB Pro since 3 weeks now and enjoying it alot with my family.
Reading the GB "Issue" and "Family" thread helped me out, thank you.
I have some questions and I wanted to share a fix which is brilliant and not shared enough imo.
Inlane/Outlane fix:
I have had no Ball hopping since.
For this fix you dont even have to lift your playfield, its superfast and safe.
Use a big flat head screwdriver with a non abberassive underlaying material.
Simply turn the screwdriver until the rail reaches your desired hight, note that the small inlane rail also causes airballs, so dont forget to raise these too. (image 1 & 2)
My problem:
I want people to have fun with the game and right now I feel like they get frustrated fast- me included. My highest score so far are 550 millions, i just reached 100 ghosts once.
I get better at nudging, aiming, learning the angles and it helps, but I cant expect causual players to learn all this. Main problem is the SDTM drain.
Adjusting the flipper angles (image 3) helps a little bit, but the game feels strange. Especially when the flippers are in up-position it feels like cheating, because you can hold the ball tight in place.
Also when the ball comes out of the Subway Eject, the dead bounce bounces now off, right to the right slingshot and decreasing coil strength in the option menu did not help.
So center post VS carrot flipper came to mind. I wanted to try the carrot flippers but they are SO UGLY, do you have any other option for those?
We have the metric system here in Austria and i dont understand the size description (Bottom edge is 3-9/64 inches long Shaft length is 2-3/16 inches).
I just want simple white flippers. Here are the carrots: https://www.marcospecialties.com/pinball-parts/20-9592-5
Waxing my playfield and Balls was a big improvement for the smooth overall feeling, but the drain got worse since its much faster now.
Making a bigger gap at the slingshot contacts did help too, since they dont get activated too easy now.
I could raise the Ball per game to 5 , but I dont like that idea somehow, and it will not help with drain frustration.
The playfeelds is angled about 7°, bubble indicator right in the middle.
The last issue is the left ramp. (image 4)
I think the ball often crashes against the metal gate on higher speeds, maybe some kind of airball. Any ideas? I just found one post about this. Waxing the ramp did not help here.
Here is a frustrating gameplay example.
I know my aim really sucked in this game, normaly I do much better, but I thought its a good example of the frustration
I know most of the game mechanics, and what to hit, you just dont see it in this game
Thank You
[quoted image][quoted image][quoted image][quoted image]

Regarding the carrot flippers, I agree they are ugly and would prefer plain white, but they do make the game play better. It's still the most difficult game in my collection even with the carrots. The impact is certainly not dramatic. I'm not a tournament player and have no chip on my shoulder about making slight modifications to make the game more fun. I put some flipper bat covers on mine and they look ok.

Regarding the left ramp, you could try tightening the nuts underneath the ramp flap. I have a premium so the ramp is a bit different, but tightening the flap really reduced airballs for me. Also, you could try bending the gate up slightly to give a bit more ball clearance. Good luck.

#4312 37 days ago
Quoted from Spelunk71:

Regarding the carrot flippers, I agree they are ugly and would prefer plain white, but they do make the game play better. It's still the most difficult game in my collection even with the carrots. The impact is certainly not dramatic. I'm not a tournament player and have no chip on my shoulder about making slight modifications to make the game more fun. I put some flipper bat covers on mine and they look ok.
Regarding the left ramp, you could try tightening the nuts underneath the ramp flap. I have a premium so the ramp is a bit different, but tightening the flap really reduced airballs for me. Also, you could try bending the gate up slightly to give a bit more ball clearance. Good luck.

Thank You,

I couldnt find any similar flippers, so i ordered the carrots.
I installed the center post. It helps, but im not a fan. It feels like cheating and i will remove it as soon as my carrots are here.
Regarding the left ramp, tightening the nuts did not help, but i removed the metal gate clamp thing, since removing the whole gate is a pain ***.
It works perfectly now, i dont need the upwards stop since i cant hit the ramp full power anyway

I changed my sling shot rubbers to super bands, but unfortunately they are tighter than the origals and my slingshots are not strong enough now.
I cant find the coil strength setting, anyone can tell me the option path?

cheers

#4313 37 days ago
Quoted from Prodoshi:

Thank You,
I couldnt find any similar flippers, so i ordered the carrots.
I installed the center post. It helps, but im not a fan. It feels like cheating and i will remove it as soon as my carrots are here.
Regarding the left ramp, tightening the nuts did not help, but i removed the metal gate clamp thing, since removing the whole gate is a pain ***.
It works perfectly now, i dont need the upwards stop since i cant hit the ramp full power anyway
I changed my sling shot rubbers to super bands, but unfortunately they are tighter than the origals and my slingshots are not strong enough now.
I cant find the coil strength setting, anyone can tell me the option path?
cheers

The centerpost feels like cheating, but longer flippers won't ?

#4314 37 days ago
Quoted from yzfguy:

The centerpost feels like cheating, but longer flippers won't ?

Hehe, I know its a contradictorily view. Of corse the game is designed without them, but i hope it feels more natural like other pinball games with a smaller gap, we will see.
I came to the conclusion that it makes no sense to stay original, if noone likes to play the game.
I would have bought another game, but my son loved the GB theme and me too, so I make the best out of it.
Maybe we are getting better and go back to original someday, but I dont think this will happen any soon

Anyone have a explaination for the software settings of the game? The manual do not help here

#4315 36 days ago

I have problems with slimer not registering hits. I found some info on how to adjust it, but I did not get the hang of it. Especially on where to tie a zip tie, if that is the work-around - or perhaps it was meant for situations where the Slimer was too sensitive? Maybe someone would be willing to give tips based on the pics I have attached here? Thanks for any help on how to adjust the slimer mech to work!
IMG_6749 (resized).JPGIMG_6751 (resized).JPGIMG_6752 (resized).JPGIMG_6753 (resized).JPG

#4316 36 days ago

This is how I put it together: now it registers fine hits to slimers' sides and back, but not at all front hits... Even when I now move the slimer with hand, it does not register the front hits. I have tried to put the slimer together now four different times, but always the same result.

Some pics of the latest install and a video. Any tips - might some part be broken?

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#4317 32 days ago

Up!

I discussed the matter one evening with Stern tech and we were unable to find the problem. I even switched node boards 8 and 9 (with dip-switches adjusted) to see if there was something wrong with the node board. There was not. Also the connection from Slimer to node board 8/connector 13 seems to work ok. Apparently its the Slimer-mechanism itself that has the problem. I read that some folks have adjusted the white ball to be in the center, but I think that was for Slimer-mech v1 and not for v2, that I have? Also I am wondering - should the slimer be registering hits from his back? Mine registers hits from Slimer's back and from Slimer's sides, but just not the front hits.

Any help is much appreciated!

#4318 32 days ago

I've never had mine apart but I'm guessing the braided silver wire comes in contact with the silver ring and that's what triggers a "hit". If that's so it looks like there is a black washer like thingy next to the white pivot ball that's preventing the cable from touching from a frontal hit. You need to turn that 180 degrees so you get side to side and frontal hits. Again, I don't know what I'm talking about but it's a guess.

#4319 32 days ago
Quoted from wtatumjr:

I've never had mine apart but I'm guessing the braided silver wire comes in contact with the silver ring and that's what triggers a "hit". If that's so it looks like there is a black washer like thingy next to the white pivot ball that's preventing the cable from touching from a frontal hit. You need to turn that 180 degrees so you get side to side and frontal hits. Again, I don't know what I'm talking about but it's a guess.

Thanks, I will try to turn it!

#4320 31 days ago

Well, no help there. It really seems that the black plastic spacers surrounding the white ball prohibit it from making a contact if hit directly. I noticed in this thread that some folks had drilled new holes and also black zip ties have been used. But it is difficult for me to say, was it a v1 or v2 mechanism.
Any help with people that have solved this would be much appreciated.

#4321 29 days ago

Hey guys I could need some help also.
I am having some issues with my droptargets.


This is now the second time i have noticed this issue. Yesterday and a few month ago it’s started doing this. However they are working fine during this behavior. I had this issue during multiball yesterday. One was up and once I hit it, it did go down and counted a hit the other one came up. And vice versa. But the one wich was down always tried do go down again as seen in the video.

Anyone knows if this is a hardware issue or a software issue?

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