(Topic ID: 41261)

GnR Weird Magnet issue

By dsuperbee

11 years ago



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  • 10 posts
  • 4 Pinsiders participating
  • Latest reply 10 years ago by btw75
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#1 11 years ago

(Cross posted to RGP)

So I have a very strange issue on my GnR.

Magnets will not work in test. However, when in game play, the lower
right magnet will pulse 2-3 times, and then no more magnets! All
fuses test good.

Now I did recently add in a cold cathode tube that I tapped the 12v
for at an unused plug by the coin door. I thought this might be the
issue and unplugged the mod. No difference. Doesn't come up in test,
same magnet pulses 2-3 times, then no more magnets!

I also have an extra magnet board, and swapped that in place to see if
possibly the board was the issue. No change in the outcome.

No clue what to start looking at next. The magnet board schem. used
to be up on ipdb, but seems to have been removed.

ANY help would be awesome! (Checked RGP google archives, haven't
found anything that comes even close to this problem.)

#2 11 years ago

Have you tested the transistors on the magnet board? Often the cause of a lot of GN'R magnet issues.

#3 11 years ago

I did, but they gave some weird readings. Not too sure if I tested them correctly (the are FET transistors)

I will be adding in the capacitor fix, and probably just replacing all 3 transistors to be safe.

#4 11 years ago

Also replace the 74HCT273 while you have the board out. Adding the 2.2uF cap between the clock input pin 11 and ground helps but doesn't prevent spurious magnet activation which is common on GNR.

Here's the schematic:

image-83.jpgimage-83.jpg

#5 11 years ago

Buzzed out the magnets, all came back around 4.8ohms.

All transistors and associated diodes tested OK.

Will be buying a .27 UF capacitor and some breakers tomorrow to allow further testing without going through my fuses.

Oh yes, I have both the Mad Amusements replacement board, and an original. The problem seems to happen on both. Did not have this problem when I tore it down in Oct, but I have moved since then, and everyone knows how common it is to have something happen when ya move!

#6 11 years ago

Your measurements on the magnets look good. Maybe the cabling was disturbed with the move bringing on your current problem.

Since the problem repeats on two different magnet boards you may want to check your cables on both ends associated with the magnet driver circuit. The IDC connectors have problems with the wires needing to be driven back down to make good contact. Folks have a tendency to pull on the wires to remove the connectors loosening wires in the contacts.

Sorry, I meant .22uF for the noise limiting cap in my previous post.

1 week later
#7 11 years ago

Update:

Added capacitor in. Game blows f5 fuse on PPB almost immediately when any magnet activity happens, BUT only if all 3 magnets are fused (IE....ready to work). Any combination of one magnet or 2 magnets, no problem. I add in a 3rd...BAM! Blows f5 (no magnet fuses pop)

No idea what this means, but at this point I am leaning towards something on the PPB board. No issues with the wiring or the connector pins. All solder joints are good, no corrosion, etc..

3 months later
#8 10 years ago

Any Luck?

I have a new Mad board and am getting both the 5v and the 50v signals to the board but can't light a LED in test mode. Any thoughts on continued troubleshooting?

#9 10 years ago

I missed some solder spots. Rob Anthony found em and fixed em at pagg!

Let me stick the replacement board in and see what I can come up with

1 week later
#10 10 years ago

Mine is finally working - the clock signal was not properly connected. Now I have magnets, which is cool, but it will take some time to get used to - seems like they come on an awful lot - or maybe always have a little power which makes it seem like they have a little influence from time to time.

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