Quoted from Cariba:Hello all,
Recently purchased PINBOT. I am somewhat new to this hobby but not shy from doing work and electronics etc.
I've been going over this threads many pages...
I have some questions:
1) Firstly the back box has 1 speaker and 1 tweeter right? (this is how they come stock right?) Any suggested speaker upgrades? (sound seems great as is, but wanted to know what others suggest) What about the cabinet speaker, should that be upgraded? I've read that speaker upgrades in general doen make that much difference (but maybe that was an old post)?
2) I currently have LEDs under plastics only and back box (bought like this). I want to switch to good LEDs under the playfield to make this pin really pop. Should I just be using regular comet LEDs? Can this be done without any further modifications (e.g adding further circuit upgrades to be able to use LEDs) etc?
3) I was thinking of also switching to LED flashers, I am aware that there needs to be a modification to the resistors to remove the warm up voltage. But, is switching to LED flashers recommended/worth it?
4) I am looking to do some lighting modification/upgrades. Particular the interactive Pinduino lighting ramp and adding interactive under cabinet/behind back box LEDs. Any recommendations for this (or against this)? I have no problem doing the electrical hook up etc myself if needed (and if its the cheaper option vrs a plug in kit etc).
5) Any other modifications or upgrades suggested? I seen there is a different ROM with different rules, any details on this? what about the Pinbot light mask?
6) My drop target solenoid system seems to be struggling to reset/raise targets - Any common reasons for this?
Thanks in advance fellow Insiders.
To answer a few of your questions:
You don't need to make any modifications to use LED's instead of traditional incandescent bulbs (except cutting warming transistors for flasher bulbs).
I kept my playfield flashers incandescent only because I didn't have any LED flashers that would fit through the playfield holes up behind the visor, although I'm sure they make them. LED flashers definitely 'pop' since they are brighter and turn on instantly but there is something to be said for the incandescent in my opinion. I do like how they fade in and out just slow enough for the eye to catch. Just a matter of opinion. I rebuilt my topper circuit and converted to LED flashers and removed the warming resistors. I used super brite pink flashers under the topper and man does it light the room up when the topper goes off.
In regards to the ROM, I have the PEMBOT rom installed and its just... amazing. Deeper rule set, 'engery drain' penalties, multiple scoring modes, jackpot caps and resets, and most of all a ball saver. I know some people don't like mods and I totally respect that but I personally love the PEMBOT code.
Regarding additional lighting I installed Pinduino in mine and I love it but the code needed some tweaking in my opinion. The lighting is interactive and the code is ingenious, however there are so many triggers that the additional Pinduino lighting just fires off constantly to the point of being annoying. I modified the code in mine to dial it back. For example, I changed the code a bit so the RGB lighting sequences only trigger when a ramp shot is made, the pop bumpers are triggered, the eject hole is obtained or the drop target bank is completed. And when it does trigger the light show only lasts for a few seconds or a half-second depending. Also changed the code so during attract mode it only triggers randomly every 3-5 minutes and for only around 20 seconds at a time. Again, just personal preference here. But I do highly recommend the mod. The Pindiuno board allows for a second RGB strip as well. I used the second one running along the topper for additional interactive lighting. The code is very easy to modify to interact with a second RGB strip.
I had the same issue with the drop target bank solenoid intermittently not having enough kick to push the targets back up. The issue for me was faulty connections on the wire harness. Reflowed solder, tightened contacts and used contact cleaner and haven't had he problem since. But the problem could be a failing solenoid or driver transistor as well.
Lastly, I built a custom made ramp that connects the upper playfield to the left flipper return lane, added a rollover switch to the habitrail lane that triggers the ADV PLANET target, and added an additional arduino that closes the side drains for 30 seconds when the ramp is completed (and advances planet after 3+ ramps are made within 30 seconds) while displaying a countdown time on an illuminated LCD. All of these homebrew mods can be disabled with a switch under the cab. Here are links to the mods if you're interested (these are old):
Original mod:
https://pinside.com/pinball/forum/topic/pinbot-mods
Second mod:
https://pinside.com/pinball/forum/topic/pinbot-mod-part-2
Needless to say the game has a lot of room for mods if that's what you're in to. The drain blocking mod definetely makes the game too easy for experienced players hence I added a disable switch. PinBot is a drain monster and this mod makes the game much more entertaining (and less frustrating) for friends and family.
Hope this helps!