(Topic ID: 104158)

Special Force owners club

By Nokoro

9 years ago


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There are 380 posts in this topic. You are on page 8 of 8.
#351 11 months ago
Quoted from Nokoro:

No damage if it is removed. The game will still play, but fast switch hits may not register. The cap stores a charge that it lets out when the switch is closed so if the switch is closed for too short of a time for the computer to register it, the cap gives that extra millisecond or two of charge that gets picked up. That’s my lay person’s understanding.
The manual will have the correct cap type. The one online is hard to read. I have some I use that are labeled 470,000 pf.

Yeah I keep a bag of these ceramic disc caps on hand for my 6803 games. Cheap and easy to replace.

#352 11 months ago
Quoted from MoSeS_1592:

Yeah I keep a bag of these ceramic disc caps on hand for my 6803 games. Cheap and easy to replace.

Awesome! Thanks for the information! I have to place an order with PBL soon. I'll check to see if they have them.

2 months later
#353 8 months ago

Keypad photo please

Hi guys I’ve picked up a ‘special force’ project pin and am having issues with the key pad.

Can someone please post a pick of their keypad connected to the machine so I can confirm the wire colours and order.

Much appreciated

#354 8 months ago

Let me know if you need more

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#355 8 months ago
Quoted from Boycer:

Let me know if you need more
[quoted image][quoted image]

Thanks. My machine seems to have different coloured wires. Interesting. Is your photo a 'special force' or a different 6803 game ?

#356 8 months ago

6803 keypad connected to Special Force. I’ve managed to get it all working this is what it looks like. New keypad ordered from Marco on the way but old keypad functioning as it should

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#357 8 months ago
Quoted from Whitewater:

Thanks. My machine seems to have different coloured wires. Interesting. Is your photo a 'special force' or a different 6803 game ?

Special Force

1 month later
#358 7 months ago

Basically finished! A long time coming, I've put off printing the final graphics for the backbox for months. 2hrs later, done! The only things left I'll do eventually are painting the legs, making a custom topper, and a custom plunger handle. I now have a one of a kind! I couldn't be happier how this turned out!

Things done:
- Full LEDs
- Complete tear down and cleaning (was a mess!)
- new bands and wax
- new plunger and spring
- stripped and painted cabinet
- painted lockbar and side rails
- new vinyl graphics to mimic a Vietnam vehicle (cricut!)
- bullet hole graphics
- destunk it (smell horribly like cigarettes)
- new glass guide
- new buttons
- new drop targets
- added Vietnam Special Edition plate
- new t-channel

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#359 7 months ago
Quoted from wastedthelight:

Basically finished! A long time coming, I've put off printing the final graphics for the backbox for months. 2hrs later, done! The only things left I'll do eventually are painting the legs, making a custom topper, and a custom plunger handle. I now have a one of a kind! I couldn't be happier how this turned out!
Things done:
- Full LEDs
- Complete tear down and cleaning (was a mess!)
- new bands and wax
- new plunger and spring
- stripped and painted cabinet
- painted lockbar and side rails
- new vinyl graphics to mimic a Vietnam vehicle (cricut!)
- bullet hole graphics
- destunk it (smell horribly like cigarettes)
- new glass guide
- new buttons
- new drop targets
- added Vietnam Special Edition plate
- new t-channel
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Looks fantastic! If you're making a custom topper that can be replicated I might be interested in one. Let me know how it turns out and post pics!

#360 7 months ago

wastedthelight,

I made these mods to my SF a while back and thought you may appreciate them...

-Installed a rocket launcher on the right flipper lane rail. It's mounted on a servo that oscillates the rocket launcher around 70 degrees back and forth when the right ramp shot is completed.

-installed a helicopter as seen in the photo. When the helicopter ramp is completed the rotors spin for 10 seconds.

-installed a Predator figurine, trees, and a tank. Two spotlights illuminate the helicopter and Predator when the ramp shot is completed.

-installed a toggle switch under the cabinet that allows you to choose between three different game modes. There is the normal game mode, there is a mode that completely disables the Rockets, and a game mode that enables the rockets for 10 seconds only when the right ramp is completed. In this mode the Rocket toy oscillates when the Rockets are enabled and stops when the Rockets are disabled.

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3 weeks later
#361 6 months ago

just picked up a special force this week. Had this pin for quite a long time on my wishlist. Was sold with a problem, tthe tilt switch error. So didn't start up. Found out that is was the capacitor under/next to the plumb weight which made" ground". Cut it out and now it works fine. Swopt bulbs for green leds which really makes the difference. Love it!

2 months later
#362 3 months ago

Just bought a Special Force and have a ton or work ahead of me. I chose to find the one in most need or repair. I couldn't let another one bite the dust. Looking around I was hoping to find a cap rebuild kit for the sound board & power supply. I beleive the MPU was recapped but the sticker doesn't indicate when. The guy flipping the game just said the MPU was rebuilt at some point by the previous owner.

Every link to a kit has been expired or out of stock. Do I need to build my own kit or does someone have a link or extra caps they would sell?

Thank you

#363 3 months ago
Quoted from Green5:

Just bought a Special Force and have a ton or work ahead of me. I chose to find the one in most need or repair. I couldn't let another one bite the dust. Looking around I was hoping to find a cap rebuild kit for the sound board & power supply. I beleive the MPU was recapped but the sticker doesn't indicate when. The guy flipping the game just said the MPU was rebuilt at some point by the previous owner.
Every link to a kit has been expired or out of stock. Do I need to build my own kit or does someone have a link or extra caps they would sell?
Thank you

Going off memory, but I think there are only 4 caps to replace. 2 on MPU and 2 on power supply. I don't recall the sound board. I ordered my caps off Marco.

2 weeks later
#364 3 months ago

Alright have a Special Forces project I am working on and I can’t get the settings to work. Using the control pad it won’t allow me to go into basic options. I was watching a video on YouTube how to do it but it doesn’t work.

#365 3 months ago

How many balls is this game? 2 or 3 balls in the trough..

#366 3 months ago
Quoted from pacman11:

How many balls is this game? 2 or 3 balls in the trough..

3, but if you are missing a ball, it could be in one of the capture saucers, especially if the settings aren’t set to release at end of game.

#367 3 months ago
Quoted from Nokoro:

3, but if you are missing a ball, it could be in one of the capture saucers, especially if the settings aren’t set to release at end of game.

Thanks I got the game playing now. I just recently installed a new coin battery and I think that was the issue before I couldn't even start a game on it. Now I was able to put the game in free play mode and it plays good. Now I am working on the soundboard, just put new caps on it and I am missing the switch sounds, so I just order new sound roms hopefully that will fix it. Thanks!

#368 3 months ago

My three left flashers went out recently on my SF. According to the manual they are all on the "Bright 1" solenoid driver. I believe it is Q15 but my manual copy is so blury I can't tell for sure and cannot find Q15 on the manual mpu board diagram (again because it is so blury). Can someone confirm that it is Q15 (flasher circuit for flasher under left helicopter ramp saucer) and the location of this transistor on the mpu board? I haven't worked on bally in a long time. This is a common TIP102/TIP120, correct? Thanks!

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#369 3 months ago

Does anyone know if the knocker coil is disabled if the game is set to free play or if replay/special is set to extra ball instead of free game?

#370 3 months ago

Alright I think my sound is missing something. When I hit the rocket/bomb flipper button I don't hear rockets. Is there something in the settings I have to change for the sounds.

#371 3 months ago
Quoted from MoSeS_1592:

Does anyone know if the knocker coil is disabled if the game is set to free play or if replay/special is set to extra ball instead of free game?

I don’t believe so, but check the manual.

Quoted from pacman11:

Alright I think my sound is missing something. When I hit the rocket/bomb flipper button I don't hear rockets. Is there something in the settings I have to change for the sounds.

There are different sound settings, but I don’t recall them off the top of my head. Check the manual.

#372 3 months ago
Quoted from Nokoro:

I don’t believe so, but check the manual.

There are different sound settings, but I don’t recall them off the top of my head. Check the manual.

Thanks I wish I had a manual. I research it. Update I fixed it by changing the code to 3

4 weeks later
#373 62 days ago

Is the game supposed to kick out locked balls when the game ends?

#374 62 days ago

If I recall, it is a setting to do so.

#375 61 days ago
Quoted from JakePG:

Is the game supposed to kick out locked balls when the game ends?

That's correct there is indeed a setting to retain locked balls over multiple games, plus a setting that decides whether or not the initial plunger shot for each ball counts towards a right ramp shot to start multiball.

I have mine set NOT to retain locked balls over each game and to NOT count the plunger shot to start multiball.

The factory setting retains locked balls and counts plunger shot to start multiball.

#376 61 days ago
Quoted from Nokoro:

If I recall, it is a setting to do so.

It's supposed to from factory,

Quoted from MoSeS_1592:

That's correct there is indeed a setting to retain locked balls over multiple games, plus a setting that decides whether or not the initial plunger shot for each ball counts towards a right ramp shot to start multiball.
I have mine set NOT to retain locked balls over each game and to NOT count the plunger shot to start multiball.
The factory setting retains locked balls and counts plunger shot to start multiball.

Thanks. I saw it in the manual when I got home form work that it comes from factory leaving the balls locked.

Now I just need to figure out why I keep getting the Rebound issue. I've adjusted the switches, but still happening occasionally. Flipper go in and out sometimes so I'll also have to look into that.

Almost got it working nicely! Not much longer. I am also considering painting the cabinet like the poste above. That looked really nice

#377 61 days ago
Quoted from JakePG:

It's supposed to from factory,

Thanks. I saw it in the manual when I got home form work that it comes from factory leaving the balls locked.
Now I just need to figure out why I keep getting the Rebound issue. I've adjusted the switches, but still happening occasionally. Flipper go in and out sometimes so I'll also have to look into that.
Almost got it working nicely! Not much longer. I am also considering painting the cabinet like the poste above. That looked really nice

You might find more answers in the general bally 6803 club thread:

https://pinside.com/pinball/forum/topic/bally-6803-club-all-welcome

#378 60 days ago
Quoted from JakePG:

Now I just need to figure out why I keep getting the Rebound issue. I've adjusted the switches, but still happening occasionally.

What do you mean? Which switch?

These games are notorious for having caps short and causing switch issues, so if you have a switch firing when it’s not being hit, and you’re sure it is not gapped too close, it could be the cap.

#379 60 days ago
Quoted from Nokoro:

What do you mean? Which switch?
These games are notorious for having caps short and causing switch issues, so if you have a switch firing when it’s not being hit, and you’re sure it is not gapped too close, it could be the cap.

Agreed. I've had this in the past on my SF. Both situations happened to me, a glitchy ceramic cap on the switch and on separate occasion a loose solder connection at the cap where it still made passive contact. They both caused phantom switch triggers or intermittent switch failures.

1 month later
#380 27 days ago

Custom plunger underway! Test fit worked first try. Next up, paint!

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