Iron Maiden issues

(Topic ID: 217498)

Iron Maiden issues


By rvdv

8 months ago



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  • Latest reply 14 hours ago by RA77
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Topic index (key posts)

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There are 1680 posts in this topic. You are on page 34 of 34.
#1651 9 days ago
Quoted from MJW:

Works great on this game. Wish old SAM systems had that adjustment. Somebody was selling a kit for awhile that would dim backbox lighting as soon as game started.

I bought one 2 of those kits for both SM and GB. They work great. Sold by Arcade Upkeep and only $65.00. I actually got them for $45.00 during their black Friday sale. Even normal price is a good deal.

#1652 9 days ago
Quoted from Supersquid:

I bought one 2 of those kits for both SM and GB. They work great. Sold by Arcade Upkeep and only $65.00. I actually got them for $45.00 during their black Friday sale. Even normal price is a good deal.

Good info. Thanks!!

#1653 9 days ago
Quoted from MJW:

Works great on this game. Wish old SAM systems had that adjustment. Somebody was selling a kit for awhile that would dim backbox lighting as soon as game started.

I have where mine dims down to about 10% when you play and then goes back to 100% in attract mode. It’s in the stern settings.

#1654 9 days ago
Quoted from BillySastard:

You can turn down the backglass/translite led brightness in the settings.

Where? Need a code update?
Thanks

#1655 9 days ago
Quoted from barakandl:

Yep i did that.. mostly to just save on those LED beads.
There is a setting for game play GI bright, attract mode GI bright, and test mode GI bright. I went like 75 / 50 / 10. For the amount of current saved the brightness loss is minimal... i was kinda thinking at 100% they where pushing those LEDs hard... really bright.

I’m at 70/ 33 / 10

Bg is crazy bright at 100 and the LE glass looks much better at the lower brightness (70) and matches my other games better as well.

I also lower the controlled lamps to 75 which is plenty bright enough for the inserts. You can actually see the insert art at that brightness as well.

#1656 9 days ago

So my game has always had some issues. Same as most people, switch issues and manual/auto plunger issues and latley my ramp has been getting stuck in the up position. I was going to work on it today and decided to update to the new code. Now it seems that I have no power from node 9 CN 7. My ramp doesn’t power my up kick doesn’t power. What is really weird is that they don’t even show up in the coil tests as options. Also I my switches from node 9 CN 13 don’t register in switch test as well. This is not anything I have ever dealt with where should I start?

Should I reload the code to see if that was an issue?

Thanks, Mike

#1657 9 days ago
Quoted from jorge5240:

So my game has always had some issues. Same as most people, switch issues and manual/auto plunger issues and latley my ramp has been getting stuck in the up position. I was going to work on it today and decided to update to the new code. Now it seems that I have no power from node 9 CN 7. My ramp doesn’t power my up kick doesn’t power. What is really weird is that they don’t even show up in the coil tests as options. Also I my switches from node 9 CN 13 don’t register in switch test as well. This is not anything I have ever dealt with where should I start?
Should I reload the code to see if that was an issue?
Thanks, Mike

Are you sure that you didn't accidentally load the PRO code instead of the Premium/LE? I did that once (in reverse) and had some... interesting... issues until I realized my mistake.

#1658 9 days ago
Quoted from Fezmid:

Are you sure that you didn't accidentally load the PRO code instead of the Premium/LE? I did that once (in reverse) and had some... interesting... issues until I realized my mistake.

Dude you the man and I am an idiot. Thanks

#1659 9 days ago
Quoted from jorge5240:

Dude you the man and I am an idiot. Thanks

I'm glad my past stupidity has helped someone else.

#1660 9 days ago
Quoted from Fezmid:

I'm glad my past stupidity has helped someone else.

It's weird that there's not a check to see what machine you're trying to update before flashing the code to prevent those mistakes.

#1661 9 days ago
Quoted from vireland:

It's weird that there's not a check to see what machine you're trying to update before flashing the code to prevent those mistakes.

Something to add to either the bug or the feature request thread?

#1662 9 days ago
Quoted from Fezmid:

Something to add to either the bug or the feature request thread?

Good idea. I'll add it to the wishlist in the IM bug thread. But they're not fixing even dead simple actual bugs, so not sure if it will do any good.

#1663 6 days ago

just noticed the LE stern manual has the roll over switches in the sarcophagus tear down pictures!!! Do you think Stern changed it or ran out of roll over switches!?

#1664 6 days ago

I'm betting they were replaced with cheaper switches.

#1665 5 days ago
Quoted from NeilMcRae:

just noticed the LE stern manual has the roll over switches in the sarcophagus tear down pictures!!! Do you think Stern changed it or ran out of roll over switches!?

It's probably more where the regular switches worked better than the roll over type. I just checked my game and the rear switch bottoms out before the arm is all the way down, creating stress on the switch arm when the ball rolls over it - a possible point of premature failure.

Rob

#1666 5 days ago
Quoted from hank35:

Make sure your playfield is level.
Make sure both your auto fire prongs are touching the ball "at rest" and at the end of its cycle.
Clean and wax your playfield prior to adjustments.
MAKE ALL ADJUSTMENTS WITH YOUR LOCKDOWN BAR ON AND LATCHED.
Trust me on this one. Bar on and off produces different results.

Here's a follow up to this fix. About a week ago, balls were hitting the upper left flipper every 8-10 launches.
Manual and auto plunges produced the same results.
Prior to this happening, all plunges were working 100%
I cleaned the playfield with Novus 1 and the balls now hit the post below the upper left flipper. I waxed the playfield and the game returned to 100%.

I would say this happened in as few as 50-75 games.
So. Before making any adjustments, clean and wax the playfield.

#1667 5 days ago
Quoted from hank35:

Here's a follow up to this fix. About a week ago, balls were hitting the upper left flipper every 8-10 launches.
Manual and auto plunges produced the same results.
Prior to this happening, all plunges were working 100%
I cleaned the playfield with Novus 1 and the balls now hit the post below the upper left flipper. I waxed the playfield and the game returned to 100%.
I would say this happened in as few as 50-75 games.
So. Before making any adjustments, clean and wax the playfield.

Lockdown bars and wax aren't solutions to the shooter lane failures. I get you've worked hard on finding a solution, but no other machine I've ever owned behaved this way. Sure, it's great to attach your lockdown and wax your PF, however shot failures shouldn't depend on pristine, waxed PF's. All it tells me is the solution you've arrived at is on the hairy edge of workable and when other variables change, shots start failing again.

The shooter lane guide is flawed...on some installations the angle is causing it to fail more than other installations. Getting the angle "just right" is really tricky, but once it's right, it shouldn't be effected by minor dirt (in a HUO environment, where it's not being played 1000 times per week).

So while it's great your game is working well again, keeping it waxed isn't a general solution for the shooter lane failures many of us have dealt with.

#1668 3 days ago

Once again, my ORB captive ball was out of whack (resulting in not being able to select a song because it was registering prematurely). The mech has the revised pointy armature secured with a dab of blue loctite. Turns out the screws that secure the mech to the PF were loose (even though I tightened them 20 games ago?). I just added a couple toothpicks to secure the screws. Tested. Seems like the weight/orientation of the mech loosens the screws no matter how tight/secure they appear to be. The wood screws are tight, but without a locking mechanism, they come loose no matter how many toothpicks I add. The loctite works great for machine screws. Any tips on what might do a better job securing these wood screws? Maybe a wider screw? I've tweaked a lot of games and never encountered a mech loosening so quickly after tightening. Weird.

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#1669 3 days ago
Quoted from snaroff:

Lockdown bars and wax aren't solutions to the shooter lane failures.

I agree. However, complaining about an issue that Stern hasn't addressed/fixed yet isn't going to fix the problem either.
(Now go put the shim (not that washer I saw you install) in and wax your playfield and have some fun)

#1670 3 days ago
Quoted from snaroff:

Once again, my ORB captive ball was out of whack (resulting in not being able to select a song because it was registering prematurely). The mech has the revised pointy armature secured with a dab of blue loctite. Turns out the screws that secure the mech to the PF were loose (even though I tightened them 20 games ago?). I just added a couple toothpicks to secure the screws. Tested. Seems like the weight/orientation of the mech loosens the screws no matter how tight/secure they appear to be. The wood screws are tight, but without a locking mechanism, they come loose no matter how many toothpicks I add. The loctite works great for machine screws. Any tips on what might do a better job securing these wood screws? Maybe a wider screw? I've tweaked a lot of games and never encountered a mech loosening so quickly after tightening. Weird.
[quoted image]

I normally would use a piece of a bamboo skewer and some good wood glue in the hole. Going to a wider screw is also an option but shouldn't be necessary.

I've rebuilt completely thrashed flipper plate mounting screw holes this way and they've been solid as a rock for years afterwards.

#1671 3 days ago
Quoted from Fytr:

I normally would use a piece of a bamboo skewer and some good wood glue in the hole. Going to a wider screw is also an option but shouldn't be necessary.
I've rebuilt completely thrashed flipper plate mounting screw holes this way and they've been solid as a rock for years afterwards.

Yeah, I try to avoid glue, but in this case I think it's necessary. This is a simple example of a poor design...they should have had this mech bolted down with lock washers/nuts. Tiny wood screws just don't work for this mech. Loosening after hundreds of plays wouldn't be so bad, but this is loosening after 20-30 plays. Unacceptable.

Thanks for the help!

#1672 3 days ago
Quoted from snaroff:

Yeah, I try to avoid glue, but in this case I think it's necessary. This is a simple example of a poor design...they should have had this mech bolted down with lock washers/nuts. Tiny wood screws just don't work for this mech. Loosening after hundreds of plays wouldn't be so bad, but this is loosening after 20-30 plays. Unacceptable.
Thanks for the help!

No reason at all to avoid wood glue in this circumstance.

Agree this mech should have used been machine screws through the PF. Situation isn't helped by people having to remove them to fix them somewhat frequently.

#1673 3 days ago

So i was trying to install a shim to fix the autolaunch issue and i succeeded in losing the two screws to the top plastic on my Premium. Any idea what the specs are for these tiny screws? I am just hoping they fell somewhere where they will stay and not fall onto the playfield (99% sure that is the case as I have looked everywhere for them)

#1674 2 days ago

just find when i play the mode 2 minutes to midnigth supposed to be all the score you make on each mode but they no give you the score you make example fear of the dark you make 32,000,00 points but they just give you 2,800,00 point

#1675 2 days ago
Quoted from LargemouthAss:

So i was trying to install a shim to fix the autolaunch issue and i succeeded in losing the two screws to the top plastic on my Premium. Any idea what the specs are for these tiny screws? I am just hoping they fell somewhere where they will stay and not fall onto the playfield (99% sure that is the case as I have looked everywhere for them)

Nevermind. I found them!

#1676 2 days ago
Quoted from benys13:

just find when i play the mode 2 minutes to midnigth supposed to be all the score you make on each mode but they no give you the score you make example fear of the dark you make 32,000,00 points but they just give you 2,800,00 point

It changes depending on the exchange rate.

#1677 2 days ago

whow vireland thx for your very smart answer i sure silverball is biger that your brain

#1678 2 days ago
Quoted from benys13:

whow vireland thx for your very smart answer

Don't encourage me.

#1679 1 day ago
Quoted from LargemouthAss:

So i was trying to install a shim to fix the autolaunch issue and i succeeded in losing the two screws to the top plastic on my Premium. Any idea what the specs are for these tiny screws? I am just hoping they fell somewhere where they will stay and not fall onto the playfield (99% sure that is the case as I have looked everywhere for them)

Man, I hate when that happens. No idea on the screw spec, but one tip...no need to remove the top plastic to fiddle with autolaunch. The less screw removal, the better...

#1680 14 hours ago

Another place for a ball hang up

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