(Topic ID: 278199)

Pop Art Pinball with Homemade Mechs

By TheSupremePapaya

3 years ago


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    There are 106 posts in this topic. You are on page 1 of 3.
    21
    #1 3 years ago

    First Pinside Post! Be kind internet.

    So what started out as innocent scrap wood tinkering has gotten out of hand. It was supposed to be just an all mechanical novelty, but a few "I wonder if I could make that"-s later and now I would really like to follow through on making it a real (albeit unconventional) table.

    BLAM!, a Roy Lichtenstein inspired game. It's a small, almost entirely handcrafted, EM-inspired game with a multiball mode. Its features include mechanical flippers, a 5 bank drop target, a kickout hole, a captive ball, a pop-bumper like device, and The Bomb, which is 5 holes surrounding a mini flipper. The balls lock in any 3 of those holes, the flipper spins, the balls eject in all directions to start multiball.

    My question is what is the next step to computerize? I'm not a programmer, nor do I have much experience in electronics. Mission Pinball looks quite user friendly, but it seems like the required hardware is overkill for my machine, which frankly doesn't have alot going on in it.

    Thanks in advance for any advice.
    PinballRough_Web (resized).jpgPinballRough_Web (resized).jpg

    #2 3 years ago

    First off - this is really cool! Love the giant flippers, the bomb, and custom made mechs.

    To understand your goal - you want to add sound/video/rules and maybe lighting stuff as well? MPF would be awesome for all that — esp. for a non coder. However, as you mention.. maybe overkill for this given that it typically would be looking to interface with PROC or FAST board systems. And skeletongame would require PROC boards and more coding.

    W/out using those board sets I think your looking at a lot of coding and custom electronics — but keeping it simpler maybe an arduino board and switch inputs to it could get you close to where you want to be? Tie in a rasp pi for some audio / visual stuff?

    #3 3 years ago

    Welcome to the homebrew community! MPF supports a bunch of different hardware solutions. The cheapest ones come at less than 100 bucks (OPP, APC, Lisy). However, they require some soldering on your side (not too much though). FAST and P3-Roc come at a higher price tag but they are also more robust and ready to go. You can also use a RPi and roll your own drivers (and control them with MPF). However, in that case OPP is probably easier and more battle tested.

    Personally, if you are not so much into electronics I would recommend you to get some FAST or Multimorphic boards. If you want to learn electronics OPP might be a good choice. For MPF almost any old computer will do.

    Jan

    #4 3 years ago

    Nice work! I love the Pop Art based theme. Will you be adding art to the playfield? Also, kudos for going with Lichtenstein over Warhol. Not that there is anything wrong with Warhol.

    #5 3 years ago

    My skill set is in Art/Animation, so it's really hard for me to dismiss video, but don't know if the project merits it. It certainly doesn't need an elaborate light show.

    The mechs are homemade, which was cheap and a fun challenge, but they obviously don't function as well as the real deal. I don't want to sink at lot of cost in electronics for a "just ok" machine.

    Would it be helpful if I posted a component list and basic rules outline?

    Krupps4 Yep, the plan is for original art on the playfield and backglass. Here's a little tease of what I've been doodling.

    GraphicsTease (resized).pngGraphicsTease (resized).png
    #6 3 years ago

    I’d love to hear more, so please feel free to share. I love the art. I say go with it!

    #7 3 years ago

    I guess as a minimum you need 8 drivers, 48 lights and 48 switches (just from counting and rounding up). Right?

    Jan

    #8 3 years ago

    Hey, pretty close! I think it will have 34 switches, 36 insert lights, 1 light for the bomb fuse, 1-2 lights for the inside of the bomb (to add alittle drama when the bomb "explodes") and an undetermined number of lights for illumination under the plastics, though those wouldn't need to be controlled individually.

    When it comes to things that need drivers, it gets weird and a bit... embarrassing. The flippers are purely human powered. I'm still working out how I want to reset the drop target. It is currently cable driven by a lever in the front of the machine, which admittedly creates a fun amount risk like an action button, but I don't know if it'll stay that way. A 12v motor spins the bomb mini flipper. There are 3 solenoids; the kickout, the ball trough, and let's call it a jumper bumper. They're 12V, running at 2A because... I don't really know what I'm doing.

    Plus display and lighting in the backbox, etc.

    1 week later
    #9 3 years ago

    Alright, so I have spent the last week doing a lot of reading, evaluating my options, etc. I think I would like to go the OPP/MPF route. The soldering is a bit intimidating, but I really like how modular it is.

    I do have a few quick questions though. On what wing would a motor go? Neopixels takes one pin, am I reading that right?

    Sorry everyone, I'm trying to learn it all. It's just going to take me a while...

    #10 3 years ago

    Motors are usually driven by one or two FETs. Depending if you want to drive the motor in one or two directions. Any normal output will do if you only want to drive in one direction. For two directions you need a H-bridge which you can usually find on motor controllers. Pololu has some inexpensive controllers which can be directly controlled by MPF via USB for all kinds of motors.

    Jan

    3 months later
    #11 3 years ago

    Long time, no post. Haven't had much time to work, but what time I've had has been spent on the virtual version of my table in Mission Pinball.

    As a non-coder, I love this thing!!! I've already configured probably 80% of my game rules!

    I have gotten stuck though. I followed the documentation on how to setup a traditional, physical ball lock (super helpful), but when I add "locked_ball_counting_strategy: physical_only" to my multiball lock it stops functioning right. The lock doesn't post the "_full" event, despite "_locked_balls" matching the "balls_to_lock:" in the config.

    jabdoa Is this because I'm running it as a virtual machine and there are no actual switches to check, or is something else going on here?

    #12 3 years ago
    Quoted from TheSupremePapaya:

    Long time, no post. Haven't had much time to work, but what time I've had has been spent on the virtual version of my table in Mission Pinball.
    As a non-coder, I love this thing!!! I've already configured probably 80% of my game rules!
    I have gotten stuck though. I followed the documentation on how to setup a traditional, physical ball lock (super helpful), but when I add "locked_ball_counting_strategy: physical_only" to my multiball lock it stops functioning right. The lock doesn't post the "_full" event, despite "_locked_balls" matching the "balls_to_lock:" in the config.
    jabdoa Is this because I'm running it as a virtual machine and there are no actual switches to check, or is something else going on here?

    Happy to hear that!

    Quoted from TheSupremePapaya:

    Long time, no post. Haven't had much time to work, but what time I've had has been spent on the virtual version of my table in Mission Pinball.
    As a non-coder, I love this thing!!! I've already configured probably 80% of my game rules!
    I have gotten stuck though. I followed the documentation on how to setup a traditional, physical ball lock (super helpful), but when I add "locked_ball_counting_strategy: physical_only" to my multiball lock it stops functioning right. The lock doesn't post the "_full" event, despite "_locked_balls" matching the "balls_to_lock:" in the config.
    jabdoa Is this because I'm running it as a virtual machine and there are no actual switches to check, or is something else going on here?

    That should work. Which MPF version are you running? Can you post a log (with mpf both -v -V for full debug output) where you fill up the lock and the event is not posted?

    #13 3 years ago

    jabdoa Sure thing, mpf version v0.54.2.

    A version where it works:
    2021-01-26 21:46:57,369 : INFO : SwitchController : <<<<<<< 's_bomb_2' active >>>>>>>
    2021-01-26 21:46:57,370 : INFO : EventManager : Event: ======'machine_var_audits_switches_s_bomb_2'====== Args={'value': 123, 'prev_value': 122, 'change': 1}
    2021-01-26 21:46:57,873 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_count_changed'====== Args={'balls': 3}
    2021-01-26 21:46:57,874 : INFO : ball_device.bd_bomb : Received unexpected ball
    2021-01-26 21:46:57,875 : INFO : EventManager : Event: ======'balldevice_captured_from_playfield'====== Args={'balls': 1}
    2021-01-26 21:46:57,876 : INFO : EventManager : Event: ======'sw_playfield_active'====== Args={'balls': 1}
    2021-01-26 21:46:57,877 : INFO : EventManager : Event: ======'playfield_ball_count_change'====== Args={'balls': 0, 'change': -1}
    2021-01-26 21:46:57,880 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_enter'====== Args={'new_balls': 1, 'unclaimed_balls': 1, 'new_available_balls': 1, 'device': <ball_device.bd_bomb>}
    2021-01-26 21:46:57,881 : DEBUG : Player : Setting 'bomblock_locked_balls' to: 3, (prior: 2, change: 1)
    2021-01-26 21:46:57,881 : INFO : EventManager : Event: ======'player_bomblock_locked_balls'====== Args={'value': 3, 'prev_value': 2, 'change': 1, 'player_num': 1}
    2021-01-26 21:46:57,884 : INFO : EventManager : Event: ======'balldevice_balls_available'====== Args={}
    2021-01-26 21:46:57,885 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_entered'====== Args={'new_balls': 1, 'device': <ball_device.bd_bomb>}
    2021-01-26 21:46:57,886 : INFO : EventManager : Event: ======'multiball_lock_bomblock_locked_ball'====== Args={'total_balls_locked': 3}
    2021-01-26 21:46:57,887 : INFO : EventManager : Event: ======'multiball_lock_bomblock_full'====== Args={'balls': 3}
    2021-01-26 21:46:57,888 : DEBUG : Player : Setting 'mball_locked' to: 3, (prior: 2, change: 1)
    2021-01-26 21:46:57,889 : INFO : EventManager : Event: ======'player_mball_locked'====== Args={'value': 3, 'prev_value': 2, 'change': 1, 'player_num': 1}
    2021-01-26 21:46:57,890 : DEBUG : Player : Setting 'bomblock_locked_balls' to: 0, (prior: 3, change: -3)
    2021-01-26 21:46:57,891 : INFO : EventManager : Event: ======'player_bomblock_locked_balls'====== Args={'value': 0, 'prev_value': 3, 'change': -3, 'player_num': 1}
    2021-01-26 21:46:57,892 : INFO : EventManager : Event: ======'start_mode_bombmultiball'====== Args={'priority': 0}

    The version where it doesn't:
    2021-01-26 21:51:16,689 : INFO : SwitchController : <<<<<<< 's_bomb_2' active >>>>>>>
    2021-01-26 21:51:16,690 : INFO : EventManager : Event: ======'machine_var_audits_switches_s_bomb_2'====== Args={'value': 124, 'prev_value': 123, 'change': 1}
    2021-01-26 21:51:17,195 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_count_changed'====== Args={'balls': 3}
    2021-01-26 21:51:17,196 : INFO : ball_device.bd_bomb : Received unexpected ball
    2021-01-26 21:51:17,197 : INFO : EventManager : Event: ======'balldevice_captured_from_playfield'====== Args={'balls': 1}
    2021-01-26 21:51:17,198 : INFO : EventManager : Event: ======'sw_playfield_active'====== Args={'balls': 1}
    2021-01-26 21:51:17,199 : INFO : EventManager : Event: ======'playfield_ball_count_change'====== Args={'balls': 0, 'change': -1}
    2021-01-26 21:51:17,202 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_enter'====== Args={'new_balls': 1, 'unclaimed_balls': 1, 'new_available_balls': 1, 'device': <ball_device.bd_bomb>}
    2021-01-26 21:51:17,203 : INFO : ball_device.bd_plunger : Adding 1 ball(s) to the eject_queue with target <playfield.playfield>.
    2021-01-26 21:51:17,205 : INFO : EventManager : Event: ======'balldevice_balls_available'====== Args={}
    2021-01-26 21:51:17,207 : INFO : EventManager : Event: ======'balldevice_balls_available'====== Args={}
    2021-01-26 21:51:17,208 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_entered'====== Args={'new_balls': 1, 'device': <ball_device.bd_bomb>}
    2021-01-26 21:51:17,209 : INFO : EventManager : Event: ======'multiball_lock_bomblock_locked_ball'====== Args={'total_balls_locked': 3}
    2021-01-26 21:51:17,210 : DEBUG : Player : Setting 'mball_locked' to: 3, (prior: 2, change: 1)
    2021-01-26 21:51:17,211 : INFO : EventManager : Event: ======'player_mball_locked'====== Args={'value': 3, 'prev_value': 2, 'change': 1, 'player_num': 1}
    2021-01-26 21:51:17,214 : INFO : ball_device.bd_trough : State: waiting_for_target_ready

    Both are from when player 1 locks a 3rd ball, the only difference is that "physical_only" is on the second one.

    #14 3 years ago

    I guess you lock is smaller than the physical device. This turned out to be a bug in MPF. I fixed it in 0.54.6. Please give that a try.

    Jan

    #15 3 years ago

    Thank you so much!!!

    Good news, the multiball and lock now works across multiple players!

    Bad news, the trough is kicking out an extra ball. (multiball at 3, it adds a 4th. Mulitball set to 2, it adds a 3rd, etc.)

    balls_to_replace: and replace_balls_in_play: are in their respective places.

    2021-01-31 14:39:51,969 : INFO : EventManager : Event: ======'multiball_bombmball_started'====== Args={'balls': 3}
    2021-01-31 14:39:51,969 : DEBUG : Player : Setting 'mball' to: 1, (prior: 0, change: 1)
    2021-01-31 14:39:51,969 : INFO : EventManager : Event: ======'player_mball'====== Args={'value': 1, 'prev_value': 0, 'change': 1, 'player_num': 1}
    2021-01-31 14:39:51,971 : DEBUG : Player : Setting 'mball_play' to: 0, (prior: 0, change: 0)
    2021-01-31 14:39:51,971 : INFO : EventManager : Event: ======'player_mball_play'====== Args={'value': 0, 'prev_value': 0, 'change': 0, 'player_num': 1}
    2021-01-31 14:39:51,973 : INFO : Mode.global : Stopped.
    2021-01-31 14:39:51,973 : INFO : EventManager : Event: ======'modes_active_modes_changed'====== Args={}
    2021-01-31 14:39:51,974 : INFO : EventManager : Event: ======'mode_global_stopped'====== Args={}
    2021-01-31 14:39:51,974 : INFO : EventManager : Event: ======'clear'====== Args={'key': 'global'}
    2021-01-31 14:39:51,998 : INFO : EventManager : Event: ======'slide_bombmultiball.slide_player-mode_bombmultiball_started_created'====== Args={'_from_bcp': True}
    2021-01-31 14:39:51,999 : INFO : EventManager : Event: ======'slide_bombmultiball.slide_player-mode_bombmultiball_started_active'====== Args={'_from_bcp': True}
    2021-01-31 14:39:51,999 : INFO : ball_device.bd_trough : State: waiting_for_target_ready
    2021-01-31 14:39:52,000 : INFO : EventManager : Event: ======'balldevice_bd_trough_ball_eject_attempt'====== Args={'balls': 1, 'target': <ball_device.bd_plunger>, 'source': <ball_device.bd_trough>, 'mechanical_eject': False, 'num_attempts': 0}
    2021-01-31 14:39:52,000 : INFO : ball_device.bd_plunger : State: waiting_for_ball
    2021-01-31 14:39:52,001 : INFO : ball_device.bd_trough : State: ejecting
    2021-01-31 14:39:52,001 : INFO : ball_device.bd_trough : Ejecting ball to <ball_device.bd_plunger>
    2021-01-31 14:39:52,001 : INFO : EventManager : Event: ======'balldevice_bd_trough_ejecting_ball'====== Args={'balls': 1, 'target': <ball_device.bd_plunger>, 'source': <ball_device.bd_trough>, 'mechanical_eject': False, 'num_attempts': 0}
    2021-01-31 14:39:52,002 : DEBUG : SmartVirtual Coil Action : Setting eject target. bd_trough -> bd_plunger. Mechanical: False
    2021-01-31 14:39:52,002 : INFO : ball_device.bd_bomb : State: waiting_for_target_ready
    2021-01-31 14:39:52,002 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ball_eject_attempt'====== Args={'balls': 1, 'target': <playfield.playfield>, 'source': <ball_device.bd_bomb>, 'mechanical_eject': False, 'num_attempts': 0}
    2021-01-31 14:39:52,003 : INFO : ball_device.bd_bomb : State: ejecting
    2021-01-31 14:39:52,003 : INFO : ball_device.bd_bomb : Ejecting ball to <playfield.playfield>
    2021-01-31 14:39:52,003 : INFO : EventManager : Event: ======'balldevice_bd_bomb_ejecting_ball'====== Args={'balls': 1, 'target': <playfield.playfield>, 'source': <ball_device.bd_bomb>, 'mechanical_eject': False, 'num_attempts': 0}
    2021-01-31 14:39:52,004 : DEBUG : SmartVirtual Coil Action : Setting eject target. bd_bomb -> playfield. Mechanical: False
    2021-01-31 14:39:52,005 : INFO : ball_device.bd_trough : Wait for ball to leave device
    2021-01-31 14:39:52,005 : INFO : coil.c_trough_eject : Pulsing Driver for 20ms (1.0 pulse_power)
    2021-01-31 14:39:52,005 : DEBUG : VirtualDriver.0 : Pulsing driver for 20ms
    2021-01-31 14:39:52,005 : DEBUG : SmartVirtual Coil Action : Removing ball from device bd_trough
    2021-01-31 14:39:52,005 : DEBUG : SmartVirtual Coil Action : Adding delay for bd_plunger to receive ball in 100ms
    2021-01-31 14:39:52,006 : INFO : ball_device.bd_bomb : Wait for ball to leave device
    2021-01-31 14:39:52,006 : INFO : ball_device.bd_trough : State: ball_left
    2021-01-31 14:39:52,007 : INFO : ball_device.bd_trough : Ball left

    #16 3 years ago

    Thats bad. Will have a look tomorrow. Guess physical_only strategie needs some tests for the case where ball capacity is not equal lock capacity. There is some special handling for that case. I will revisit that. Thanks for testing!

    #17 3 years ago

    No problem! Let me know if you need anything else from me to help diagnose.

    #18 3 years ago
    Quoted from TheSupremePapaya:

    No problem! Let me know if you need anything else from me to help diagnose.

    Cannot reproduce this issue. The multiball works as it should in out integration tests. Can you post your config (only the multiball_lock + multiball + ball_device config)?

    Jan

    #19 3 years ago

    Uh oh, that means it's probably my sloppy work.

    My lock is five holes surrounding a spinning mini flipper, with the intent that if any 3 of them are locked, the multiball starts. I would like to later add a timer that starts multiball ball early, even if there is only 1 or 2 balls locked.

    So if any of my configs are not the best practice for this intent (they probably aren't), I'll gladly rework it all if you point me in the proper direction.

    ball device config:
    bd_bomb:
    ball_switches: s_bomb_1, s_bomb_2, s_bomb_3, s_bomb_4, s_bomb_5
    eject_coil: c_bomb_motor
    eject_timeouts: 500ms

    multiball lock, which is part of the global mode config group:
    event_player:
    multiball_lock_bomblock_full: start_mode_bombmultiball

    ...

    multiball_locks:
    bomblock:
    balls_to_lock: 3
    balls_to_replace: 2
    lock_devices: bd_bomb
    locked_ball_counting_strategy: physical_only

    multiball, in the wizard type, bombmultiball config:
    multiballs:
    bombmball:
    ball_count: 3
    ball_locks: bd_bomb
    start_events: mode_bombmultiball_started
    shoot_again: 0s
    replace_balls_in_play: true

    1 week later
    #20 3 years ago

    jabdoa Thinking about it, i'm going to post my trough/plunger config too. No idea if it could be related, but it is also slightly atypical.

    bd_trough:
    entrance_switch: s_trough_enter
    entrance_switch_full_timeout: 500ms
    ball_capacity: 4
    eject_coil: c_trough_eject
    tags: trough, home, drain
    eject_targets: bd_plunger
    eject_timeouts: 3s
    bd_plunger:
    ball_switches: s_plunger
    mechanical_eject: true
    eject_timeouts: 3s

    ...

    machine:
    balls_installed: 4

    #21 3 years ago

    Cool project! I’m a big fan of Roy Lichtenstein, and of course pinball.

    #22 3 years ago

    what a cool project, well done and this looks to be a great father and son style project

    curious on the construction of the non-powered mechs very clever - are willing to show more, very impressed.

    #23 3 years ago
    Quoted from Nokoro:

    Cool project! I’m a big fan of Roy Lichtenstein, and of course pinball.

    Lichtenstein is a perfect match, right? Pinball playfields are so Pop Art already.

    Quoted from swinks:

    what a cool project, well done and this looks to be a great father and son style project
    curious on the construction of the non-powered mechs very clever - are willing to show more, very impressed.

    I honestly thought my wooden mechs would be scoffed as amateurish, but if people are really interested I can take some pictures next time I'm in my shop.

    #24 3 years ago
    Quoted from TheSupremePapaya:

    Lichtenstein is a perfect match, right? Pinball playfields are so Pop Art already.

    I honestly thought my wooden mechs would be scoffed as amateurish, but if people are really interested I can take some pictures next time I'm in my shop.

    I think it is very clever and hats off to you and yes please on some photos

    #25 3 years ago
    Quoted from TheSupremePapaya:

    multiball_locks:
    bomblock:
    balls_to_lock: 3
    balls_to_replace: 2
    lock_devices: bd_bomb
    locked_ball_counting_strategy: physical_only

    Just remove balls_to_replace. That option is not what you want. You probably want a two ball lock and then start the multiball on ball entry of the third. The third ball is not technically locked.

    #26 3 years ago

    Perfect! Works flawlessly! Thank you so much @jabdoa!

    #27 3 years ago

    Here are some closeups of some of the homemade mechs. They're not too dissimilar from the real ones, just scaled to chunky .25 and .5 inch plywood dimensions.

    Saucer MechSaucer Mech
    Several of the mechs were designed before I decided I wanted to power it. They were actuated by cables that attached to pulls in the front of the machine. It will be interesting finding a place to fit a switch in this saucer.

    Drop Target in playfieldDrop Target in playfield
    Drop Target FrontDrop Target Front
    Drop Target BackDrop Target Back
    The drop targets were especially satisfying when they came together. Alot of fine tuning to find the "sweet spot" during the solenoid retrofit. Like the saucer, installing switches is going to take some creativity...

    Spinning Mini Flipper for ball lockSpinning Mini Flipper for ball lock
    Yep, that is a rubber band acting as the drive belt for my ball lock. It's cheap and works well enough, which is pretty much the motto for this whole project.

    Pop Bumper like thingPop Bumper like thing
    The pop bumper-ish device was the last addition. Obviously, it was designed with solenoids in mind (though it did work pretty well with a foot pedal!). Crafting the traditional skirt and spoon setup is hard to replicate in wood. The best I could come up with involves switch wires coming up through holes and soldered to a pair of brass discs. The discs are separated by a rubber washer, and the top disc is held flat by the tension of the spring that holds the cap up. You can also see some of the homemade stand ups nearby.

    Flipper pics coming soon.

    1 week later
    #28 3 years ago

    I was taking apart the table last night for revision 4 of the flipper mechanisms, so it was a good time to snap some pictures.
    Flippers on playfieldFlippers on playfield

    The flippers are attached to wooden posts that pass through the playfield and into the flipper mechanism.

    Flipper mechanism baseFlipper mechanism base
    The flipper mechanism, the trough, and the plunger are on a separate piece than the playfield. The playfield lays on top and the flipper posts fit into the holes on a fixed rail and the slides.

    Flipper base undersideFlipper base underside
    On the underside of the base piece are the levers and springs. At first I had a spring that simply pulled the slide back. That worked perfectly fine, but I found that I like this setup. There is a little bit of tension let off when the flipper is at the end of the stroke. It creates a "snappy" feeling that I think feels more authentic.

    Snapping GifSnapping Gif
    Of course, this means more friction, but I don't think it's anything that some extra sanding and maybe some drawer wax couldn't fix.

    2 months later
    #29 2 years ago

    Hey pinsiders! Yes, I still exist. No, I haven't given up yet.

    I keep telling myself, "Post when you have completed something worth talking about". Well, that just doesn't seem to be happening. I'll get a few decent hours to work on the project one of these weeks. In the meantime, here are the little bits that I have.

    If this thread has shown anything, it's that there is a sound and proper way to make a pinball machine... and then there's my way.

    Created an odd but functional switch bracket for my drop targets.
    Drop target switchesDrop target switches

    Made some lane switches.
    Lane switch bracketLane switch bracketLane switch underneathLane switch underneathLane switch on topLane switch on top

    Currently making bends and brackets for the locks and saucer.
    Lock SwitchLock Switch

    Other items on the short list are another revision to the flippers to reduce more friction, creating the world's worst tilt sensor, and installing a little shaker motor I found that gives a surprisingly decent buzz.

    2 weeks later
    #30 2 years ago

    As promised, the worst tilt sensor. Does it work? Um, I guess. It's kinda pointless put more effort into it right now since the game isn't really in a cabinet. It's more like a 1/4 plywood shell on some legs made from scrap wood.

    Janky Tilt SensorJanky Tilt Sensor

    The little shaker motor does seem to work. It provides decent sensation and hopefully it will continue to do so when the cabinet is a little heavier. It's mounted on the underside of the flipper base.

    Shaker BracketShaker Bracket

    I added some brackets to flipper mechanisms to prevent the bolts from skewing at the pivot point. They are gliding nicely now.

    Flipper Revision 5Flipper Revision 5

    Lastly, I put some primer on the bomb. Nothing spectacular, but any progress is a win for me.

    Decorative bomb primedDecorative bomb primed

    I have a few more rollover switches to make and then I will have to stop avoiding the electronics. I will have many, extremely stupid questions.

    #31 2 years ago
    Quoted from TheSupremePapaya:

    As promised, the worst tilt sensor.

    How about a couple of different sized washers installed smallest to largest in a cone shape?

    #32 2 years ago
    Quoted from Quench:

    How about a couple of different sized washers installed smallest to largest in a cone shape?

    Haha, that hadn't occured to me! So obvious.

    2 months later
    #33 2 years ago

    I'm finally back. I did finish installing all the switches on the playfield. Probably should start ordering some OPP parts next.
    Playfield UndersidePlayfield Underside
    I've been pretty burnt out on the whole thing and having doubts. I told myself that a super low budget table is a fresh approach, but now I don't know.

    My son still thinks it pretty cool, but he isn't strong enough yet to flip the balls all the way to the top. So I've been building him a pachinko-style game on the side. Wrapped up the payout mechanism for that. He's pretty excited.
    Pachinko FrontPachinko FrontPachinko BackPachinko Back

    #34 2 years ago

    love your approach to the different mechs and features, well done

    thanks for sharing

    #35 2 years ago

    Hey thanks @swinks! You made my day!

    #36 2 years ago

    (takes deep breath) Alright, the moment I have been avoiding is here. A list of all my electronics and OPP questions, in order of increasing ignorance.

    1. What sort of serial LEDs are people using? I'm looking something low profile with spacing that can be adjusted by a novice

    2. Aside from drool-inducing light shows, a perk of serials seems to be that they take up less room on the blue pill board than other options. Is this accurate?

    3. While it'd be cool to have color changes, my inserts are opaque and I'm going for an EM-ish feel, so I don't really need it. How does one do just plain LEDs with OPP?

    4. If I'm using a motor driver (like a Pololu), is that attached to the blue pill board?

    5. USBs. As I understand it, each blue pill board requires a USB connection with the PC. I'll be testing with an old laptop that has some USB ports that are less than reliable. Can the blue pill boards be run off a USB hub?

    6. I get that floating ground is bad (warnings are always in FULL CAPS after all), but I'm unclear if the PC needs to be attached to the common ground as well. If so, how would I do that with a laptop?

    7. Power. My math and tests seem to show that at 12v, my solenoids aren't going to draw more than 3 amps. Will the OPP power filter work with that? Do I even need it with such low power? Could I get by with a step down module for logic, etc.?

    Thanks in advance for any help.

    #37 2 years ago

    Have you checked out pinballmakers.com page on OPP? That may be able to answer some questions.

    #38 2 years ago

    I have read pinballmakers and the OPP blog, but if the answers are there, I must be missing enough of the core concept that I don't see them.

    If someone knows of a great "Electronics for Beginners" source, that'd be equally good. I could come back with more informed questions next time.

    #39 2 years ago

    MPF has a lot of good info also, for pretty much everything https://docs.missionpinball.org/en/latest/index.html#

    #40 2 years ago

    I have done some MPF reading too.

    I'm just really stuck, because since I don't have any high voltage needs, and the blue pill boards draw power through the USB (right?), it seems that I could run everything else off a 12v Power supply. That sounds too simple.

    Assuming I have all my flyback diodes in place, how much harm am I going to cause?

    #41 2 years ago

    this might help:

    1. maybe try FAST Pinball leds
    https://store.fastpinball.com/product/fast-rgb-led-insert/32?cs=true&cst=custom

    2. this info might help
    https://www.ledsupply.com/blog/wiring-leds-correctly-series-parallel-circuits-explained/

    3. pass

    4. I haven't used Pololu but want to - I only have Macs at home and you need a PC to program but they do not need to connect to anything (other than power) to run is my understanding but the dutch guys who did The Haunted Mansion used this connected to a computer to get different effects. A slightly more expensive way for controlling a servo is with a Servo Trigger Board.
    https://www.sparkfun.com/products/13118

    5. from a quick read I think the blue pill board can be powered by usb or direct power BUT NOT both at the same time. Also most LEDS will be 5vdc so you will need a step down or separate power. maybe you can learn from this guys issues
    https://www.eevblog.com/forum/beginners/a-blue-pill-a-smps-and-led-and-my-total-confusion/

    6. what is the highest amp useage item ?

    7. Like you I lack electronics knowledge so use my advice with care. I use a bench top power supply for experimenting. I set the voltage say at 5vdc or 12vdc and then hook up to my gadgets / design and activate components in different scenarios as well as a worst case many items together and watch the amps being drawn from the bench top power supply and then I know my peak. I allow for a little bit more and get a brick power supply for my design for permanent use. eg when I trigger one servo trigger (which will vary with the servo being used) it runs on 5vdc but the amps peak at 0.3amps but when I daisy chain a second servo trigger board and servo it peaks at roughly 0.7amps. The good thing with servo triggers they peak to get to the position but drop to 0.05amps in rest or hold. This is what I use which is in Australia but sure there is something available your way.
    https://www.jaycar.com.au/0-to-30vdc-0-to-5a-regulated-power-supply/p/MP3840

    hope that helps

    and if you want sounds you could add this
    https://www.sparkfun.com/products/13660

    #42 2 years ago

    oh and this is a more robust way of stepping down instead of the many boards on ebay
    https://www.ebay.com.au/itm/281296554356?ssPageName=STRK%3AMEBIDX%3AIT&_trksid=p2060353.m1438.l2649

    #43 2 years ago

    6.
    you are not using a CobraPin are you?

    for a CobraPin
    i asked cobra18t about this: see attached picture

    so as i understand it when you get a Power Entry Board (for example from multimorphic) or a cobrapin, that will do the job for grounding etc.
    i don't have any knowledge of other opp boards though.

    Unbenannt (resized).pngUnbenannt (resized).png
    #44 2 years ago

    3.

    have you seen this:
    https://docs.missionpinball.org/en/latest/hardware/opp/leds.html

    you should be able to specify the subtype "gi" and declare one number for the one channel.
    https://docs.missionpinball.org/en/latest/mechs/lights/gis.html

    #45 2 years ago

    1.
    here is a current build with a discussion about the LEDs
    https://pinside.com/pinball/forum/topic/phoenix-is-rising-with-a-cobrapin-pinball-controller

    i have ordered some "christmas lights - serial leds" myself, but have not tried it yet.

    #46 2 years ago

    I did a few videos on those topics: https://m.youtube.com/channel/UCPXS1guuUIyC49ysa-nRuzg

    Ground:


    Serial LEDs:

    Jan

    #47 2 years ago

    This is great! Thank you @swinks, stefanmader and @jabdoa! Looks like I have some homework to do!

    #48 2 years ago
    Quoted from stefanmader:6.
    you are not using a CobraPin are you?

    I wasn't planning on it. CobraPin looks awesome, but it seems like I would be wasting it. A lot of it's features would go unused on my minimalist project. Maybe that's the wrong way to think about it.

    Quoted from swinks:

    6. what is the highest amp useage item ?

    My "big" items are my 3 largest solenoids, which v=ir says shouldn't be drawing more than around 3 amps at 12v (if solenoids work that way, I have no idea) Testing somewhat corroborates that, as a solenoid draws around 2.9. Though that is from a small power supply that is listed at only 2 amps. There would rarely be a situation where any of the solenoids would be firing simultaneously.

    Under the rule of thumb of 60ma per LED, 50 LEDs would also be 3 amps, right? (don't know if I'll use that many lights, I'll have to play around with placement)

    #49 2 years ago
    Quoted from TheSupremePapaya:

    Quoted from stefanmader:6.
    you are not using a CobraPin are you?

    I wasn't planning on it. CobraPin looks awesome, but it seems like I would be wasting it. A lot of it's features would go unused on my minimalist project. Maybe that's the wrong way to think about it.

    It is probably still a very inexpensive solution for your application. One OPP board + some power distribution/filter board would not be much cheaper.

    #50 2 years ago

    Really?! I hadn't priced out my needs yet. I'll definitely give CobraPin another look.

    All those extra coil and switch inputs is going to create alot of temptation. I have a few sketches of some scorereel ideas but dismissed them since I already had a old LCD monitor laying around.

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