(Topic ID: 201799)

Guardians of the Galaxy owner's thread

By Blacksun

6 years ago


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Topic index (key posts)

14 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #22 Gold Side Rail option picture Posted by Blacksun (6 years ago)

Post #2129 TECH: PLAYFIELD Magnet grab improvement fix. Posted by MapleSyrup (5 years ago)

Post #2448 MOD: hd60609 sign mod Posted by bobukcat (5 years ago)

Post #4883 TECH: PLAYFIELD Magnet grab improvement tips Posted by mcvetyty (3 years ago)

Post #5401 TECH: PLAYFIELD Groot mouth replacement motor information. Posted by Markharris2000 (2 years ago)

Post #6642 MOD: PLAYFIELD Spinner add-on mod for GOTG Pro Posted by aaron6920 (1 year ago)

Post #6643 MOD: PLAYFIELD Spinner Mod Tip for cutting the plastic Posted by Spiderpin (1 year ago)

Post #6773 TECH: PLAYFIELD Orb drop target issue fix - with video Posted by mcvetyty (1 year ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#4629 3 years ago

I've got a NIB GoG Pro (24hrs old now), and I've had slightly different drop target issues. The issue is that the target doesn't come up during gameplay, with very rare exceptions. In the game tests, the drop target up and down works perfectly. In fact, if I leave it up after testing, and then start a game, it drops, as if I've configured it that way. The only option I've found is the disable drop target, which is set to factory default of NO. The standup in there works, but never counts toward orb shots. Any suggestions?

#4631 3 years ago

Switch test reads it correctly. It’s not dropping from vibration. Magnet works too, but only in test mode. It’s tempting to try older code. I guess I’ll call Stern tomorrow.

#4632 3 years ago

I called Stern. The recording said they aren't taking calls. So I emailed. I got a reply with a one-page .pdf on how to fix the drop target not dropping issue. I replied within 10 minutes explaining that those were not the symptoms of my game. No response back yet. I was hoping to have something new to try this weekend.

#4642 3 years ago
Quoted from bobukcat:

So you can't collect orb's and start orb MB? Maybe try disabling fast boot and / or burning a new SD card with the full image (you should do this with cleland sound package anyway if you already haven't). Also make sure competition mode isn't enabled.

correct - can't start orb MB. I've actually completed all of the modes too, so no orb prevents me from getting to Immolation. If I disable the drop target, shouldn't it do virtual locks and allow Orb MB? I tried that too, but still no Orb progress. I tried a brand new SD card, and also a full flash of the original, using a USB stick. No change in behavior. I wish I had a prior code to try. I will look for a fast boot option.
NIB game arrived on 8/8 with these issues
switches
drop target opto and orb standup - works fine in diag tests
coils
drop target reset and release both work *almost perfect in test mode. Up/down the cycle coil test never fails. The game specific drop target test is inconsistent, and has sometimes failed to work entirely, even right after a successful cycle coil test.
drop target in game play? nope - doesn't go up, and appears to go down on purpose, as if programmed that way.
I have no idea what could cause these types of symptoms. I'd love to try other code versions, if anyone knows where I can find it.

#4644 3 years ago
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.

#4646 3 years ago

I didn't see a resolution there, but it looked like his opto was not soldered or working correctly. I just got off of a very good call with Stern. They've asked me to do some checking to see if the trip and reset coils are wired backwards, causing the trip to fire when it should be the reset coil, and vice-versa. If so, that would explain some of the behavior I'm seeing, maybe all? I'm hopeful, and anxious to go check...

#4647 3 years ago

update: I should have looked closer during my coil tests. The drop target reset and trip coils were both working during tests, but they are wired backwards. The trip fires when the reset should fire, and vice-versa.
Coil test 10 should drop the target (mine was raising it)
Coil test 11 should raise (mine was dropping it)
The clicking movement of the target when it is down is not the reset coil trying to raise it up. It is the trip coil firing, touching the drop target plastic and wiggling it just a little.
I don't know if this is the root cause of all of the issues. I'll see how it looks after this is corrected.

1 week later
#4649 3 years ago

Update:. I switched wiring to the up and down drop target coils and now the game plays correctly. I still don't know how to enable virtual orb locks though. I suspect it might be done by setting the competition mode, but I haven't tried it yet.

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