(Topic ID: 240503)

jjPirates of the Caribbean Troubleshooting/Tips/Issues jjPotC Tech

By PinMonk

4 years ago


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  • 3,536 posts
  • 198 Pinsiders participating
  • Latest reply 67 days ago by wcbrandes
  • Topic is favorited by 125 Pinsiders

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Topic index (key posts)

29 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 #2 INITIAL CHECK: Install 2 piece MAP Cliffy Posted by PinMonk (4 years ago)

Post #4 INITIAL CHECK: Remove all shipping foam? Posted by PinMonk (4 years ago)

Post #5 TECH: PLAYFIELD. Auto launch issue fix Posted by PinMonk (4 years ago)

Post #7 TECH: PLAYFIELD. Chest rejecting most shots fix Posted by PinMonk (4 years ago)

Post #12 TECH: SWITCHES. [Switch name] is not working Posted by PinMonk (4 years ago)

Post #13 TECH: SWITCHES. Game reports stuck MAP targets Posted by PinMonk (4 years ago)

Post #14 TECH: SWITCHES. Game reports stuck GOLD targets Posted by PinMonk (4 years ago)

Post #35 INITIAL CHECK: Installing Mystery Hole Cliffy Posted by PinMonk (4 years ago)

Post #47 TECH: RAMPS. Stop right ramp decal from tearing Posted by PinMonk (4 years ago)

Post #100 TECH: TILT. Tilt is too active/sensitive Posted by PinMonk (4 years ago)


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#3283 3 years ago

When a ball is on the black pearl mini play field and after activating opening of the cannon loading door (the green “lite fuse” arrow is lit) it’s very difficult to load the cannon because that flap does not stay open. The flap opens momentarily, but then drops right back down, and then if it gets hit several times with the ball it might hold it open again for about 10 seconds before it drops back down again.
Is this normal game play? I have not had the game for very long and it has been this way ever since I acquired the game.
I have checked the mechanical connections and the flap raises and lowers easily manually. In the coil test (coil number 072: black pearl cannon load door lock) when testing the coil will fire and flip the flap up momentarily.

#3286 3 years ago
Quoted from PinMonk:

You have a switch somewhere on the lower playfield firing randomly. When the game gets a lower playfield "hit" it thinks you're done with the upper and closes shop. Put the game in switch test mode and smack your open hand on the playfield in a few areas to see what switch(es) trigger from the vibration. Fix those.

OK. So when I do that switch number 71 (right orbit enter) seems to trigger fairly reliably.

#3288 3 years ago
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#3289 3 years ago
Quoted from PinMonk:

In switch mode wiggle the wiring to it to see if triggers the switch (as a broken wire that's intermittent inside the insulation will). If the wire is solid, check the opto mounting to make sure both are firmly mounted. If both those check out, raise or lower the optos (as required) with a washer so the beam isn't so close to whatever is triggering it (ball guide, etc)

OK thanks. Wiggling the wires does not trigger the switch at all amd the bracket looks to be attached to the bottom of the playfield. I will go ahead and remove the bracket to pull the optos out and make sure that they are firmly attached to the bracket.

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#3291 3 years ago

So the wires all seem solid. I’m sure you already know this but the Optos are just snapped onto the bracket so there is no adjustability there. So I will place a couple of washers as you suggest and lower them and see what that does.

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#3292 3 years ago

So I tried lowering the bracket and perhaps it made it even worse. It still triggers very easily now when bumping the playfield. I don’t see any possible way to raise the height of the Opto’s because of the way they are bracketed. So I removed the washers.

I wonder if the opto sensor transmitter or receiver might be bad. Unlike the ones on a W/B or Stern game that I am used to the connections at the sensors themselves are covered so I see no way to check the connections or redo the solder. But the switch triggers entirely appropriately in switch test mode so perhaps that argues against a bad sensor? But bumping the playfield does cause it to trigger inappropriately. So this does seem to be the problem in terms of my cannon load gate issue, but I don’t know what to do next?

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#3294 3 years ago

OK, I think now I have some additional information. I found if I wiggle the wires underneath the playfield going to switch 72 or tap on the board that all the Opto‘s are plugged into or touch any of those wires it activates intermittently switch is 69-72. Pictured is the board which I assume is some type of Opto board.

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#3296 3 years ago
Quoted from PinMonk:

Yeah, that's the opto distribution board. So it sounds like maybe one or more loose connections there. Maybe try plugging/unplugging a few times on each plug to clean the connectors a bit and see if that solves it.

So that’s what I was doing while I was waiting on your reply. That took care of the problem. Gate stays open now! Thank you for hanging in there with me and for all of your advice.

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