Checked that, nothing is touching...
Everything on the machine has been serviced, the ball count unit steps up and resets back to home position really clean.
Checked that, it is, nothing moves unless the coil is stepped up.
Quoted from fredsmythson:On the 25 volt side of the schematic, the only way the 2B coil can be energized is from the ball count unit when the machine is on 3 ball play...
I'm reading that exactly backwards from how you are, are you sure about that? It looks to me like when it's on 5 ball it's connected to the ball count unit and will trip on the second ball, but on 3 ball it's directly connected around the ball count unit... Hence my problem.
Ball #1 lights up as Ball #2, Ball #2 lights up as Ball #2, and Ball #3 lights up as Ball #3.
Yes, on Ball #1 of a 3 ball game, Ball #2 is lit on the apron, Rollover #3 is lit, and Rollover #4 is lit (because 2B has tripped when the game starts).
On Ball #2 of a 3 ball game, the ball count until steps up 4 times (to ball #2, player 1), and the same lights stay lit. Ball #2 on the apron, and rollovers #3 and 4 (since 2B stays tripped, it's on the relay bank).
On Ball #3 of a 3 ball game, the ball count unit steps up 4 times (to ball #3, player 1), and Ball #3 lights up on the apron (since 3b is now tripped). Rollovers #2 and #5 light up....
At the end of the ball, the game ends like it should.
Looking at the schematics, there's no way for 4b or 5b to trip in a 3 ball game, which means rollovers 1 and 6 never light... and the bottom blue targets never light either. Also on ball 5 of a 5 ball game (when 5b trips) you get all the top rollovers and everything on the playfield lit. Can't do that on 3 ball. So they actually make it much harder as a 3 ball game... and you can't get "Ball #1" to light on the apron.
Talking about crippling a game!
I'd love to see an Airport schematic to see if it was designed the same way....