Let's figure out the minimum parts to build a whitewood

(Topic ID: 112929)

Let's figure out the minimum parts to build a whitewood

By Aurich

3 years ago

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  • 1,861 posts
  • 113 Pinsiders participating
  • Latest reply 32 days ago by MrSanRamon
  • Topic is favorited by 123 Pinsiders


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    #49 3 years ago

    You may want to get in touch with this guy:


    AFAIK he's mentioned in several threads that he's been slowly assembling STLs (or something I assume you could export as an STL with some reasonable level of fidelity) for his render projects.

    #101 3 years ago

    Why doesn't someone just make and maybe even sell *just* shooter lanes for whitewoods with a clamp assembly or something? It seems like a lot less work to cut out the corner of a prototype playfield and screw or clamp a pre-routed shooter lane in place than to route each playfield.

    Also, why do we need shooter lanes on new games? Because those flipperless gobble-hole pins from the 20s had them?

    1 week later
    #479 3 years ago
    Quoted from Mocean:

    I'm pretty sure you can just say "C++11" and most C++ purists will just back away...

    Hey... I like tuples...

    1 week later
    #542 3 years ago

    So, lets say I have a mixed bag of logic controllers with reasonable built-in protection available, and I'm using a quality regulated power supply.

    Is anyone aware of any good (read cheap and robust) really basic driver boards with just a bunch of MOSFETs and maybe (a) fuse(s)?

    I'm aware of a few of the Pinball-oriented driver boards available as replacement parts or development platforms, but they have way more bells and whistles than I need or want right now. I'm looking for a "save me twenty minutes soldering MOSFETs and/or mounting breadboards in my cabinet" type board. Super basic.

    5 months later
    #941 2 years ago


    Maybe not quite a whitewood... call it a screenwood?

    In any case, Multimorphic posted yesterday that their development kit is available to design games. Awesome stuff, I'm seeing what I can do with it right now. Obviously there's no hardware available yet to flip with so it's just simulated in Unity but it that does look pretty promising.

    #944 2 years ago
    Quoted from Aurich:

    Developing a P3 game is going to be a ridiculous amount of work. And without a large built in base the payoff just isn't there. Multimorphic needs to prove the platform, ship games, and demonstrate some viability before anyone is going to jump into that pool.
    I wish them luck! But there's a real hill to climb in front of them just to see some first party success, definitely feels too early for expecting 3rd party support. IMHO.

    Respect you a lot, Aurich, but going to have to disagree with most of your assertions there.

    However much work it is to develop a p3 game, it's going to be less than starting from scratch. Adding 2d art and blinking lights to a screen in Unity is not that difficult. If you've used Photoshop you can do it.

    As for third party support, I don't think that is the intent of the release based on the other thread. Seems more like something they're putting out there so that anyone that feels like it can get their hands dirty using a simulator.

    Didn't Heigway try to do something similar but with the caveat of "we own everything you create" only a month or so ago? No such restrictions here as far as I can tell.

    #975 2 years ago

    You could almost certainly build a two-axis servo mechanism to individually control targets within a bank of drop targets for a whopping fifteen or twenty bucks (retail cost). Those individual small solenoids are what, 10 bucks each?

    I'd put in a position that reset the whole bank while I was at it, but you could do any combination of linked targets with some offset contact brackets or whatever the appropriate term for those would be. You'd have to consider how to account for failure modes where things bind up, the plates get bent or fatigue, or the servo is misaligned. I feel like it'd take up more space as well compared to the older mini-solenoids. Also requires more control logic. Hmm.

    2 months later
    #1151 2 years ago

    I think Zitt used hall effect sensors in the mirror universe pin.

    1 week later
    #1156 2 years ago
    Quoted from DDDwingmaster:

    He is using glass epoxy/photo epoxy to coat the playfield instead of a clearcoat.

    I'll be very interested to see how it holds up.

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