(Topic ID: 311876)

Score motor blues

By Rolo

2 years ago


Topic Heartbeat

Topic Stats

  • 41 posts
  • 6 Pinsiders participating
  • Latest reply 2 years ago by Rolo
  • Topic is favorited by 3 Pinsiders

You

Linked Games

Topic Gallery

View topic image gallery

ta2 (resized).png
pasted_image (resized).png
Target Alpha Last Ball Relay reset (resized).jpg
ta_issue (resized).png
Target Alpha Z1 Z2 relays (resized).jpg
Target Alpha Player Unit 2 (resized).jpg
Target Alpha Startup (resized).jpg

You're currently viewing posts by Pinsider baldtwit.
Click here to go back to viewing the entire thread.

#22 2 years ago

if I understand the issue correctly, you haven't gotten to where Z1 and Z2 matters yet. Even if your wipers are mispositioned, the player unit should be stepping if AX is tripped, P5B or S switch is closed, the score motor is running and score motor 1A switch is generating pulses.

dmarston is saying the issue is an AX relay switch (because you stepped the player unit manually to position 20 and Z1 did nothing).

To test, you have two options:

1] jumper from the power rail (red highlight on schem below) to the YEL-BLK wire on the most convenient place to get to it (yellow highlight on schem below).

2] use a voltmeter with one probe on the black power rail (most coils have one lug attached to this - purple highlight), other probe on YEL-BLK and see if you have around 25VAC. If not, the AX relay switch isn't working.

3] just check/clean the AX switch with the YEL-BLK and RED-WH wires on it.

tmi:
-----
the schem chunk below is much bigger than needed. For a coil to fire, you need a path from the power rail on the right (red highight) to the right side of the coil symbol.

if using a jumper, you can attach one end to the power rail anywhere it's convenient to access ... it's all the same wire daisy chaining around.

attaching one end of the jumper to the power rail is not the only way to use a jumper, but when doing it that way you are proving you have a good path from where you put the other end of the jumper all the way to the coil IF the coil powers.

ta_issue (resized).pngta_issue (resized).png

#24 2 years ago

ok, so you're at least to the second half of step 5b in the sequence markg has in post #2.

if the Z2 relay is unpowered, the player unit should have continued stepping then stopped at its home position. You'd need to start checking the sequence at step 6.

if Z2 didn't unpower, that would be a problem with the score reel switches. There's two switches on each reel involved in reset. One opens and stops the reel from incrementing when it gets to zero, the other is in the add player unit step-up circuit and needs to close when the reel is zero.

#30 2 years ago

jumping the switch on the R relay is cheating ... that switch should be open except at initial power on. It opens immediately when the game is reset and stays open forever. Jumping it kinda aborts the reset sequence.

it's the DX switch that should be closed to complete the path to AXR and BXR.

take a look at what the DX relay is doing. If it's tripped, push in the armature plate with your finger so the relay latches (resets / switches lift up). If that finishes the reset sequence, then as markg said the DXR coil isn't firing.

btw, the schem oopsed the label on the R relay coil symbol. It says "tilt hold relay (R)" instead of "hold relay (R)".

Added over 2 years ago:

I see this is mostly a repeat of what mark said in the previous post ... sorry about that.

#32 2 years ago

game over relay (Q) not tripping will cause the score motor to stay running.

the O relay stays powered until the ball is kicked to the shooter or the Q relay trips, and O causes the score motor to run.

the circuit path for the Q relay you need to check is the one thru the coin unit, O, BX and motor 2C switches ... assuming the Q relay trips at power on so you know the coil is good.

#36 2 years ago

take a look at switches on the highlighted path below and the motor 1C switch (forgot to highlight that).

when the ball is staying in the outhole, look and see if the O relay is powered.
ta2 (resized).pngta2 (resized).png

#40 2 years ago

the circuit in post 36 is mainly addressing the ball not leaving the outhole.

closing the outhole switch with your finger can push the switch blades more than putting a ball in the outhole.

hold a ball in there and check/adjust the switches. Make sure you have good switch overtravel - i.e. the contacts should touch before the ball hits the bottom of the outhole. The additional switch blade movement after the contacts touch makes a better connection that is somewhat self-cleaning.

if you are getting stuck figuring out the issue in howard's circuit, one way to see what is going on is to pull out the score motor service plug. That disconnects the score motor, so you can turn the score motor cams manually and watch what happens.

try not to leave the score motor in a position where a solenoid (coil with plunger) is powered for more than a few seconds when looking around, and don't do manual score motor rotation when the 120V bank reset coils will fire or you'll probably blow those fuses.

note for the player to advance, the DX relay needs to trip. Make sure you score 10 or 100 pts before activating the outhole or trough switch manually.

1] reset game and score 10 points. Verify DX has tripped.
2] remove score motor service plug
3] you can ignore the outhole if it's working ok and just close the trough switch and let go. The P relay should power and stay powered.
4] turn the score motor cams by hand until score motor 2C and 1A are both closed. See the score motor timing chart ... it will be the second time the score motor 1 switch stack lifts up. Stop turning the score motor cams.

at this point, the circuit howard highlighted should be closed and the add player solenoid powered. If it isn't, you can use a jumper wire or voltmeter to figure out what switch in the circuit is not closed.

Promoted items from Pinside Marketplace and Pinside Shops!
From: $ 3.00
Cabinet - Other
Space Coast Pinball
 
From: $ 33.00
Gameroom - Decorations
Rocket City Pinball
 
$ 12.00
Playfield - Toys/Add-ons
UpKick Pinball
 
From: $ 1.00
Playfield - Other
Rocket City Pinball
 
Hey modders!
Your shop name here

You're currently viewing posts by Pinsider baldtwit.
Click here to go back to viewing the entire thread.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/score-motor-blues?tu=baldtwit and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.