Lose ball with WOW lit??

(Topic ID: 208057)

Lose ball with WOW lit??


By amxman

10 months ago



Topic Stats

  • 69 posts
  • 6 Pinsiders participating
  • Latest reply 9 months ago by amxman
  • Topic is favorited by 2 Pinsiders

You

Linked Games

Topic Gallery

There have been 15 images uploaded to this topic. (View topic image gallery).

gtb-a9032t (resized).jpg
Dimension (resized).jpg
pasted_image (resized).png
pasted_image (resized).png
pasted_image (resized).png
201802109509055695Burst01 (1) (resized).jpg
201802109509044095Burst01 (resized).jpg
switch (resized).jpg
BCU (resized).JPG
DSC05413 (resized).JPG
ballcount (resized).JPG
LAU (resized).jpg
Lightboxunit1.pdf (PDF preview)
LAU (resized).png
InkedLightboxUnit_LI (resized).jpg

There are 69 posts in this topic. You are on page 2 of 2.
#51 10 months ago

I confirmed, my ship ahoy does this upon reset... when everything is zero'ed out ball count is 6th position and the ball then gets kicked then hits a switch which then turns ball count to 5.

What you have to do is figure out why your ball drain/kick is not activating. That may be a bigger deal, a little above my knowledge. Something to do with either the switch itself or what about the whole credit/no credit switch? I haven't had to play with mine any, it was disabled by someone else or I should say it always has credit. But that would prevent the game from reset.

What about the door rattle thingy, doesn't that need to energize allowing the game to proceed with kicking the ball for play?? I always thought it was something to do with credit switch.

Bee-Barf can you take a picture of the switch on the underside of your drain/kick area?? I'll compare to mine.

#52 10 months ago
Quoted from Bee-barf:

The ball doesn't kick out on ball 6 (game start) so manually put ball in play, everything is good until ball drains, then nothing happens? I also have it set on Add A Ball -when it goes threw the spinner, where the yellow light stops, isn't that number to lite on the wheel?

There is a adjustment for how the spinner plays. If the "when lit" is not lit when you hit the spinner you don't get the number... during game play keep an eye on it, does it light for a little while then go out, then come back? It follows score to alternate when lit or not. Again it can be adjusted, on the bottom board on the far right there should be a "spin-n-spot" adjustment. You can move this up or down changing how much the "when lit" light stays lit. I have my always lit by putting the three pins connecting with the three sockets that have wires going to them(furthest back or rear). The arrow points to LIB. whatever that means on the little label.

Let me know if that helps any.

#53 10 months ago

Thanks amxman, I have my spinner adjustment at liberal. I have to find out why, my ball kick out is not working, it did recently. Just a few contact adjustments ago. What a hobby! Thanks

#54 10 months ago

I got it now, I reversed the middle switch on the ball count unit Now it will play. BUT, it still will not kick the ball out. Manually roll ball over subtract ball count, everything is great, then ball drains and stays there. Thanks. Almost there.

#55 10 months ago

I'd like to use a jumper wire, but, where do I connect to?

#56 10 months ago

Out hole switch and coil to switch arm.

#57 10 months ago
Quoted from Bee-barf:

Out hole switch and coil to switch arm.

The hole kicker coil (that kicks the ball out of the outhole) is fired by a switch on the score motor and a closed switch on the O relay, which is probably not energizing.

This should be the next thing you investigate: why is the O relay not energizing when the ball is in the outhole?

Do you have a schematic for Ship Ahoy?

#58 10 months ago

Double post, ignore.

#59 10 months ago

Thanks leckmeck, here is a shot of my schematic. Thanks so much!

pasted_image (resized).png

#60 10 months ago

Sorry, this is better.

pasted_image (resized).png

#61 10 months ago

I think i'm learning schematics. I played a couple of games. The only thing is - I can get 100,000 lite to lite, but, no 200,000 or higher. Here is my schematic of this area. Please help me follow the path. Or suggestions to try. Thank you.

pasted_image (resized).png

#62 10 months ago
Quoted from Bee-barf:

I think i'm learning schematics. I played a couple of games. The only thing is - I can get 100,000 lite to lite, but, no 200,000 or higher. Here is my schematic of this area. Please help me follow the path. Or suggestions to try. Thank you.

Ship Ahoy has two game modes: add-a-ball and novelty.

In add-a-ball mode, the litebox advance unit steps up each time you get a WOW, which illuminates those little flags on the backglass. When your score goes above 99k, the JX relay lights the 100k light, but that is the highest it goes.

In novelty mode, WOWs are worth 50k points instead of extra balls, so the wiring for the litebox advance unit is different. In this mode, it lights the lamps behind the 100k, 200k, 300k, etc. translucent areas for much higher scoring.

#63 10 months ago

Thanks, Ship Ahoy is a great game. It's up and running then 100%. Sweet Thanks for all your help and expertise. Are you an Add a Ball fan also?

#64 10 months ago
Quoted from Bee-barf:

Thanks, Ship Ahoy is a great game. It's up and running then 100%. Sweet Thanks for all your help and expertise. Are you an Add a Ball fan also?

Glad to hear your game is working!

I’d say half my collection consists of AAB titles. They were kind of an infatuation when I began collecting because I lived in Wisconsin at the time.

#65 9 months ago

Hey leckmeck, didn't you do a rehab on Dimension a while back, I also have a dimension. It's almost 100% working. Here's whats going on. Starting a new game, no targets reset. When you get the targets down, and the ball drains, then the targets reset. What contacts do you think are not connecting? Thank You!

#66 9 months ago
Quoted from Bee-barf:

Hey leckmeck, didn't you do a rehab on Dimension a while back, I also have a dimension. It's almost 100% working. Here's whats going on. Starting a new game, no targets reset. When you get the targets down, and the ball drains, then the targets reset. What contacts do you think are not connecting? Thank You!

My Dimension is still mid-restoration; I had to set it aside because of a large project at work.

But I can take a look at my schematic for you. I'll let you know if I see anything.

#67 9 months ago
Quoted from Bee-barf:

Hey leckmeck, didn't you do a rehab on Dimension a while back, I also have a dimension. It's almost 100% working. Here's whats going on. Starting a new game, no targets reset. When you get the targets down, and the ball drains, then the targets reset. What contacts do you think are not connecting? Thank You!

Have a look at this annotated schematic. The green lines are the path when the target banks reset during startup. The pink line is the path taken when draining the ball resets the targets. The blue path is circuit they share in common.

My hunch is you have a problem with the make-break switch on DB or the switches on the LB and AB armatures. These armatures are the switches on the other side of the sequence bank. They are operated by part number A-9032, a plate with a small round insulator upon which the switches rest. This insulator prevents the entire sequence bank from getting electrified with line voltage. On my Dimension, these insulators were missing and the switches did not work correctly. See attached picture of A-9032 from PBR’s website.

Dimension Schematic

A-9032

#68 9 months ago

Thanks, I had that carriage unscrewed and upside down working on those miserable hidden switches. I thought that might be shorting. I did put electrical tape on the frame to prevent that. I will put on small plugs in the holes to isolate the two. It will be a couple days, before I can get at that and checking the DB, LB and AB armatures. Thanks for your wisdom and encouragement. I will keep you updated. Thanks

#69 9 months ago

-UPDATE

I was able to adjust the switch's away from the WOW ball count gear unit pin, it now works as it should, no loss of ball when on last WOW.

Thanks for your help!

Promoted items from the Pinside Marketplace
From: $ 185.00
Gameroom - Decorations
Pinball Photos
$ 99.99
Playfield - Toys/Add-ons
Lighted Pinball Mods
$ 40.00
Playfield - Decals
Great American Pinball
From: $ 42.00
Cabinet - Shooter Rods
ModFather Pinball Mods
From: $ 9.99
Eproms
Matt's Basement Arcade
$ 15.00
Playfield - Decals
Metal-Mods
$ 129.00
Electronics
Iron Transfer LLC
$ 239.00
Cabinet - Toppers
Tilttopper
$ 25.00
Playfield - Toys/Add-ons
Great American Pinball
$ 89.95
Lighting - Interactive
Pin Bright
$ 35.00
$ 69.99
Playfield - Toys/Add-ons
Lighted Pinball Mods
$ 22.00
Cabinet - Sound/Speakers
ModFather Pinball Mods
$ 69.99
Playfield - Toys/Add-ons
Lighted Pinball Mods
$ 45.00
Playfield - Toys/Add-ons
Sparky Pinball
$ 86.95
Cabinet - Shooter Rods
Super Skill Shot Shop
$ 80.00
Playfield - Toys/Add-ons
Latenight Weeknight Mods
$ 11.95
From: $ 99.99
$ 15.00
Playfield - Decals
Metal-Mods
$ 6,499.00
Pinball Machine
Classic Game Rooms
€ 339.00
Displays
GermanGamingSupplies.com
There are 69 posts in this topic. You are on page 2 of 2.

Hey there! Got a moment?

Great to see you're enjoying Pinside! Did you know Pinside is able to run thanks to donations from our visitors? Please donate to Pinside, support the site and get anext to your username to show for it! Donate to Pinside