(Topic ID: 171416)

Hobbit Code 1.9 Now Available!

By PanzerFreak

7 years ago


Topic Heartbeat

Topic Stats

  • 156 posts
  • 64 Pinsiders participating
  • Latest reply 6 years ago by Sammy31
  • Topic is favorited by 14 Pinsiders

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#8 7 years ago

I'm encouraged by the fact that this is "1.9" and not 2.0.

Maybe I'm reading too much into it, but I prefer to be optimistic that more is coming.

#17 7 years ago
Quoted from Borygard:

No, that's exactly what was said. Though if that was actually the case, I would think that V2.0 would be the release. V1.9 at least implies another fairly significant update.
--
Rob Anthony
Pinball Classics
http://www.LockWhenLit.com
Quality Board Work - In Home Service
borygard at gmail dot com

Exactly my point.

#30 7 years ago
Quoted from PanzerFreak:

6.5 to 6.8 seems like a normal pitch from what I read.

6.5 might be normal for most pins, but not Hobbit. I think it is pretty much accepted that Hobbit should be set around 6.9 degrees or more. I have mine at 7.0.

#38 7 years ago

My screen went completely dark and I got a message saying "no signal" when I was playing yesterday. It had never done that to me before. A reboot fixed the issue, but I wonder if there is a bug in the new code?

#41 7 years ago
Quoted from crwjumper:

Your big screen or the "Book" screen? Only my book screen went dark and it came right back on after the mode.

Both.

Quoted from jeffspinballpalace:

Think I saw a bug last night that was fixed for v1.35, but is broken again. Shot 3 balls into the orbits to save them for mode play and then locked 2 balls to start Smaug mb. Once Smaug was over I started a mode, but it was only single ball. So code no longer kept track of my 3 saved balls.
**disclaimer - I may have been drunk and this may have happened to me twice. Only thing I remember of yesterday with certainty, is that it was pretty fantastic!

I can definitely confirm this.

I mean the part about the mode start not remembering saved balls after Smaug, not the drunk part.

#47 7 years ago
Quoted from smassa:

Sure would be nice if he would code in a ball save when the kick back fails and the ball drains.

I just don't understand why coders don't do this? Is it hard? I guess the problem is that the only way to really do it is to have a ball save turn on every time the kick back (if lit) switch is activated, so even when it works, you will still have a ball save active, even if for a very short period of time.

Same issue on STLE when I owned it.

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