Quoted from mcvetyty:I feel like we should be able to figure this out... Can you tell me what happens in this circumstance:
Manually push drop target down. Start game. Does it go up (it should)? If not, does it even TRY?
And then, when you raise the playfield, are you seeing any issues with wiring to the DT coil? Maybe you have a loose solder connection that only connects sometimes?
Finally, it sounds like it's almost the DT switch that's confused - thinking its up and when its down or vice versa.. Is it possible these switches are wired in reverse?
thanks for your help trying to troubleshoot.
I believe the drop should go up when the game is started (as long as it is not disabled in settings). It does try (it clicks), but then gives up and stays down. This clicking is interesting, because it suggests the drop is trying to go up but can't. I've tested with the playfield up, but haven't started a game this way. Maybe I'll do that and see what it does.
I've inspected the assembly from underneath, and it all looks good. The reset (up) is pretty smooth and clicks nicely when it gets the the ledge. There is a little play in the release bracket and spring, but that too seems to function just as it should. I can simulate those coil functions and reset UP and release DOWN. The drop and standup switches also seem perfect. The opto detects when the target is down, and the orb standup switch consistently registers when it's hit, during tests and also gameplay.
Video link: https://drive.google.com/file/d/1Bb_7GRQsFxECowf4-miBx3taLMZWOzSe/view?usp=sharing
seems like it could still be a physical issue, that I haven't found yet.
When I also consider the other issue - disabling the drop target should allow virtual locks, but it doesn't - it makes me wonder about a logic, which might explain both issues? That's why I really wish I could try an older code rev.
no virtual locks video: https://drive.google.com/file/d/1Csfz7APX4ZVVToDH1c8338NUSYCUO8oU/view?usp=sharing
thanks again for any troubleshooting suggestions.