(Topic ID: 187082)

Sega/stern whitestar coil help

By jewboyflowerhead

4 years ago



Topic Stats

  • 7 posts
  • 3 Pinsiders participating
  • Latest reply 4 years ago by jewboyflowerhead
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#1 4 years ago

On my baywatch, the orbit gate coil fires, but does not hold the gate up in the open position. Mechanically, everything checks out fine. Clays guide does not mention the coil hold functions. I have limited experience working with sega/stern. Anybody have any ideas where to start or can explain to me (in idiot terms) the logic of the coil hold function on a sega?

#2 4 years ago
Quoted from jewboyflowerhead:

On my baywatch, the orbit gate coil fires, but does not hold the gate up in the open position. Mechanically, everything checks out fine. Clays guide does not mention the coil hold functions. I have limited experience working with sega/stern. Anybody have any ideas where to start or can explain to me (in idiot terms) the logic of the coil hold function on a sega?

How do you know it fires? Does it fire during game play or only in solenoid test? These coils don't have hold power. The cpu pulses them to hold them. My thinking here is that you only tested in coil test in the menu. The problem is likely the switches that tell the game to open the gate aren't registering with the ball.

#3 4 years ago

The coil fires in test and during gameplay. I assume it is supposed to drop once the switch down stream is activated. It drops immediately and there is no evidence of a phantom switch closure

#4 4 years ago
Quoted from markmon:

These coils don't have hold power.

He's right, there isn't any hold coil in a gate. I'd go to the switch test and run the ball around the orbit and see if you're getting the right switch closures when the ball passes them.

If all the right switches are being read then maybe post a quick video of what it's doing so it's easier for us to see.

#5 4 years ago

on further inspection, there are not any switches down stream. Basically, you can select 1 of 3 different skill shots. 2 of the options require the ball to travel through the gate, rather than deflect to the pop bumpers. When you select either of those two options, the gate opens up on launch as it should, but falls immediately.

During test mode it does the same. There are two other similar gates in the game, and during test mode, those remain energized for about 3-4 seconds. Everything mechanically is fine, so essentialy....what tells the gate to stay energized?

#6 4 years ago
Quoted from jewboyflowerhead:

on further inspection, there are not any switches down stream. Basically, you can select 1 of 3 different skill shots. 2 of the options require the ball to travel through the gate, rather than deflect to the pop bumpers. When you select either of those two options, the gate opens up on launch as it should, but falls immediately.
During test mode it does the same. There are two other similar gates in the game, and during test mode, those remain energized for about 3-4 seconds. Everything mechanically is fine, so essentialy....what tells the gate to stay energized?

The game software tells the gate to stay open. If the coil files at all, then that portion is all working fine. My guess is there's another switch in the game somewhere that is firing when it shouldn't. This would tell the game that the skill shot is over and to go ahead and let the gate close because the ball is now "over there" (wherever that other switch that fired is at).

The other possibility is that you have some extremely loose linkage in your mechanics of the mech and when it gets a heavy pulse to open it moves but then it just falls down because it's loose (maybe not all the way down but enough for the ball to not pass through). You can trouble shoot this probably by just swapping with another gate that works.

#7 4 years ago

Thanks for the replies, i found an old rpg thread stating that is a software glitch. Apparently, if you set coil strength to "hard" the gate will not stay up the proper amount of time

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