Quoted from BlackFlag:Concerning my MUTHUR lane kick, it used to be much powered until a screw became really lose and fell into the cab. Since i re-tight everything it became smoother. Maybe your have not a perfect alignement between coil and plunger ? and with coil power it blocks until a sudden release when a certain spot is reached ?? ... or mine is too underpowered ?
Interesting. There is not much clearance for the coil plunger to go through the playfield - I wonder if after your adjustment it is now rubbing against the playfield and that is causing it to reduce power. Just a guess. I'll be taking videos to try to diagnose further, and will work with Cato to come up with a better solution for everyone. I'm not the only one having problems.
Now, heres the other adjustments done on my machine :
Right + Left Flip = +10%
Upper Right Flip = +25% (as the Hypersleep ramp is pain to climb!)
Upper left Flip = Factory default to avoid drop targets destruction.
Lowered the kicker to -5% as sometimes the ball pulls out like hurricane.
I have not played with coil setting much, apart from the trough kickout and auto launcher, which I reduced some. They are not working 100% yet so I will continue tweaking these. I may increase the flipper strengths a bit as they are a bit underpowered (I've been playing too many Sterns).
Now, concerning the up posts by the bumpers, we have the same feeling here. It seems they don't always come out but not easy to check while playing.
I bet on a code issue for that.
I agree here. Pretty sure this is software related - or perhaps the proximity switches that detect the orbit shots are not 100% accurate. I wish through-playfield switches were used rather than proximity.
My main issues are/been :
Random Xeno initialization scheme
Random Xeno work : sometimes i feel like the xeno and the magnet are not working synchronioulsy
Lock 1 (opto) in Hypersleep chamber not perfectly aligned, now Opto 1 is fine but move to opto 3 (certainly after after re-assemblig the ramp)
Sometimes a ball step between reserve and shooting lane, due to the small plastic part which preserve the playfield but just shaking smoothly the machine pull the ball either back inside or in the lane.
And rarely randomly either the machine don't notice the (last) ball is drained or on the opposite consider you've lost the last ball then shut down flip and ... "You failed" ! :p
I think I've also run into just about all of these. I suspected a software issue with the hypersleep chamber coil as well, but maybe it is opto related. I'll need to look at that.
What a fun game though! I'm having a blast playing it.