(Topic ID: 57136)

Star Trek Club.... Members Only!


By Jean-Luc-Picard

6 years ago



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#983 5 years ago

While playing ST last night, the kicker made a beta ramp for me. Never saw that before, thought it was exciting enough to share. Usually my kicker sends the ball just about to the upper flipper.

#1000 5 years ago

Looks like there's plenty of room next to it for you second pin

#1020 5 years ago
Quoted from fluffybunny:

I had a suprising number of air balls with my game, and in one ball I had the ball go into the glass twice, once it was shot up by the drop target, the other time it bounced near the warp ramp not sure if it was on the post or the actual ramp but yea. According to the bubble level I am a little too much slope which I might adjust to get things slowed down a little, but it is fun playing a faster game.

The pinbits protector plastic will prevent the drop target from sending air balls. I just did the install, a little time consuming, but not too difficult.
Turning down the power on the slings is also worth looking at.
That being said, I'm still getting air balls as well.

1 month later
#1148 5 years ago

Just got my first Super Jackpot in ST Klingon MB! 360,000 pts, lol. 16 shots. That needs fixing. Still awesome. Call out was slightly disappointing, but that's likely just because I think the Double Jackpot call out is among the best in pinball.

I died immediately after hitting the Super. Anyone know if it stays lit? Or is there a Double Super?

#1152 5 years ago
Quoted from Gorgar1:

I have no idea how you get SJ and or double jackpots on this game!! Maybe i need to play more lol

It's not an easy task. Start Klingon MB. Hit all lit shots, which is scoop, spinner, ramp, vengence, ramp, outlane, warp ramp x2. 14 Shots in total. After that, 1 lit shot rotates around the playfield, that's the double. After you hit that, the warp ramp is lit for the super.

#1166 5 years ago
Quoted from nicoga3000:

I may just change the bottom flippers to supers and leave the top. Since the top flipper is purely an active flipper, keeping it stock is probably the better option. Thanks guys!

I have supers on the top flipper, and don't have any problem hitting the warp ramp. Additionally, and I don't know if this is the case with stock rubber, but with the super I am frequently able to corral the ball back up the out lane and onto the flipper to get another shot at the warp ramp. I feel like the stickyness of the supers is whats letting this happen.

2 weeks later
#1304 5 years ago
Quoted from nicoga3000:

Took the GC score on my machine last night! Only like 77m, but at least it's me and not some factory initials! Was almost about to light my 6th mode and start the first wizard mode, but of course...I drained.

Nicely done. Gotta get those defaults out of there.

My first milestones were 50 and 100 mil. Felt good to get there. I put up 98-99, 4 times before actually cracking 100.

If you want to put up a beefier number, for now, Super Ramps going: Spinner to Warp ramp is where it's at. If you can use all of your super ramps shots like that, that's 50mil right there. A couple modes, and a vengeance kill and you'll crack 100.

#1307 5 years ago

If I'm playing strictly for points my strategy is:

Prime Directive, Space Jump. Then, Destroy the Drill, Nero.
Then I do Save the Enterprise.
After that you will have both Super spinner and Super ramps going at once.

Someone can correct me if I'm wrong, but I believe with the current code, if you don't get two supers going at once, the 2nd/3rd super don't actually score any bonus.

Once the supers are going, it's time to focus on spinner/warp.
I like to get Klingon Battle going at this point as well, mainly because the spinner and warp ramp are lit basically the whole time.
Dialing in that warp ramp is key. As is avoiding wasting your warp ramp shots on the other ramps.

During that whole ordeal or after, take out the Vengeance, making sure to kill it on a combo.

Another point that can help beef up your score, again with the warp ramp. You get the add-a-ball at warp 9.9. I'm generally hitting the warp ramp as much as possible, but I like to get it in the 9.6-9.8 range before starting Kobayashi Maru. Then if you can get to 9.9 during KM, your in business. Unfortunately, it doesn't seem like you get much of or any bonus for completing KM at this time, but that will likely change.

If I'm still cruising, it's time to start the process over again. Get Super Ramps cooking again, and put up some more dirty points.

1 week later
#1365 5 years ago

Played a couple games last night, during one of which I set my new personal best consecutive warp ramp hits. Got to warp 9.5 after the first plunge! Started the game with 12mil, not too shabby. Of course I played like a donkey for the rest of the game and ended up around 95mil.

I need to just turn off my brain and I would be a pinball god. I think my previous best was warp 6 or 7 of the plunge. So around there I started to get excited. Then when I hit 9, the thought crept into my mind, what if get it all the way around past 9.9? My brain was all like, do that and your going to get so many internet high fives it'll be insane. Then my brain was like, it doesn't even matter cause your never gonna take down Eskaybee's ridiculous 380mil. At which point my brain just taunted me for the rest of the game. Stupid brain.

#1372 5 years ago
Quoted from SunKing:

It depends on your settings. I have mine set to auto adjust. When I started playing, it was giving out extra ball on warp three. Now that it's self-adjusted a few times, I don't get extra ball until warp 9.1.

It only rewards the EB the first time through.

Mine is currently at 4. I haven't ever adjusted it, but it doesn't seem to move on me now. I more or less always get the EB, but the rest of the fam, not so much, which I guess is what's keeping it at 4.

#1373 5 years ago
Quoted from Craig:

I completely understand! I get my best scores when I am not paying attention to the score. As soon as I know I am closing in on a personal record of some kind, I am far more likely to mess up.

I should make some sort of mod, which is basically just a piece of cardboard that you put in front of the display so you can't see your score.

Give it a cool name, sell it for $5, and set the countdown til early retirement.

#1390 5 years ago

At the Silverball Museum in Asbury Park last night. Gave the Picard Maneuver the business.

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#1402 5 years ago
Quoted from MustangPaul:

Not a problem. An LE pf in a Premium game, someone at Stern messed up. You may have the only one.

It might not be an error. I have a premium as well, and I know for certain that all the wire labels on the bottom of the playfield are labled LE. Not sure what the pf says though.

#1408 5 years ago
Quoted from nicoga3000:

Anyone have replacement apron cards available to print? The yellow stock ones are taaaaacky.

Some good ones in here:
http://pinside.com/pinball/forum/topic/my-stle-custom-apron-cards

#1415 5 years ago
Quoted from Roo:

I must suck; the highest I've ever gotten is warp 9.1 in a FULL GAME. I haven't changed my setting so I believe it's on auto but I've never seen EB at anything other than 3 (I assume that's the minimum).
After 300 games I thought I'd hit it more consistently but I'll still brick it a few dozen times in a row sometimes and then all of a sudden hit it 4 times in a row.

It took me a while to get to 9.9, but after that it seemed like I've been able to harness some Spock like focus and hit it all days and all nights.

Once you can figure out the timing to hit a couple in a row, the numbers add up quickly.

1 week later
#1444 5 years ago

Thinking a little more about ST scoring strategy.

I believe I've read mention that in the current code some of the multipliers don't work. Anyone know if I'm remembering correctly and if so what multipliers? Pops/Combos/3-in-row ?

Anyway, was reading through this thread:
https://pinside.com/pinball/forum/topic/stern-st-boring-to-watch
1. It sounds like that thread was based on orig code, and
2. It sounded like timing out modes was a very big part of most peoples strategies.

I don't ever time out any modes. I've thought about it, but it just doesn't seem right. I wasn't aware of the 3 in a row shot multiplier though until reading that thread.

My immediate thought was to get a warp ramp multiplier going and then super ramps, but it doesn't seem like that's an option. The rest of the shots do have multipliers though.

So here's my new super strategy game plan 3000:

PrimeD 1 & 2,
SpaceJ 1 & 2,
DtD 1
Nero 1, 2, 3
StE 1 (consider timing out - boo!)

The thought being, to get super spinner/ramps going at the same time, but take advantage of the spinner multiplier you get from going 3 deep on Nero(Porno title much?).

The next step would be to go:
KlingonB (time out - or don't)
KM

And for the finale, complete StE 2. Once your done that, you'll have super ramps going again.

I'm going to enjoy a beverage and relax, and then give it a go later. Feel free to take my strategy for a spin, or tell me why it sucks in the meantime.

#1446 5 years ago
Quoted from nicoga3000:

Curious why you're doing PrimeD and SpaceJ 1&2 right off the bat? Also, you probably want to do StE before Nero 1,2,3 so you can get super spinners, no?
I like your organic approach, but I don't quite understand a few choices. Elaborate!!!

The strategy is basically just a super sized version of my old gameplan of getting 2 supers going at once. As such, the order above is only a guideline. The goal being to finish both 3 in a rows at the same time, so you have to do StE last to get Super Ramps and Super Spinners going at once.

The reason for completing all of the Nero's is that the award for doing so is 2X Spinner. The problem is, that 2X only lasts for the ball your on, it doesn't stay put like the Supers do. So that was the reasoning behind doing the 3 Nero's and then StE. After the completion of StE you would have 2X Spinner going, on top of Super Spinners, and Super Ramps.

With Super Spinner alone, I usually get 1mil+ for the spinner. If you could align all of the above, a hit to the spinner(2mil+) followed by a warp ramp(2-5mil) could be very lucrative.

That last piece of the strategy is just pregaming to get get Super Ramps going a second time. You can't get Super Ramps a second time until you complete the entire triangle once. And it's been my experience that PrimeD 2 is a pain in the balls, so I figured just get it out of the way early so you don't have to worry about it later.

I didn't have much luck last night. I shifted gears to just try and get the 2X Super Spinner going to get a real idea of what kind of points it was worth, and the best I could do was get 2X spinner, and then drain immediately, following by an abundance of profanity.

#1448 5 years ago

If you complete all 3 levels of a mission, you are awarded a specific 2X multiplier. It is only active for the duration of your current ball.

Here is the list of 2X awards:
Prime Directive: Left saucer
Klingon Battle: left ramp
Save the Enterprise: Right ramp
Space Jump: right orbit
Destroy the Drill:Vengeance Target
Nero:Left Spinner

As for the Supers (ramps/spinner/pops), you get them for completing 3 in a row on the triangle
PD + SJ + STE : Super Ramps
PD + KB + DTD: Super Pops
DTD + Nero + STE : Super Spinner.
The Supers are active until you complete all the shots you are allotted, and carry over ball to ball. ie, I believe you get 10 shots at Super Ramps, you can hit a couple, drain, and then on your next ball Super Ramps are still active.

2 months later
#1708 4 years ago

Stern Trekkers, I've got some warp ramp issues/questions.

What type of rubber are you using on the entrance to the warp ramp? I destroy that thing constantly. The stock rubber broke in about a week. I've had 3 different super band colored rings on there, they seem to last the longest but still only 1-2 months. And just this last weekend, I replaced a broken colored ring with a clear one and it broke over the weekend.

The ring is tight in there, as in being pinched at the back by the ramp. I'm thinking its putting extra stress on it which could be causing them to break. Pin gets played a lot, but not more than 1-2 hours a day generally.

Next, the metal flap on the entrance to my warp ramp is starting to warp. It sticks up a little and affects ball movement. Should I tape it down some how? Or adjust the ramp? I remember seeing a thread on adjusting the ramp, however, my warp ramp is still very makable, and gives a consistent feed to the flipper, hence I haven't been too eager to mess with it.

I'm guessing if I could adjust the ramp by moving it back away from the post a little it might solve both my issues, just not sure how feasible that was.

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Post edited by ectobar: added picture

#1710 4 years ago

The pinching on the rubbers is what I suspected as well. I replaced all of them on the pin originally, and all are still going strong with this exception.

#1713 4 years ago
Quoted from Nokoro:

The white rubber in your picture looks larger than the blue one to the right. Are they the same size? It definitely shouldn't be pinched. They also look different, with the blue one having a flat bottom. The blue rubber looks correct. The white one does not.

They are the same size to my knowledge. Didn't actually measure, but when I ordered them I got a variety of colored ones, and then another batch of clear ones. The one in the picture is 'clear'. Got them from pinball life, the clear ones are most certainly shaped different. Colored ones having a flat bottom, clear not. I think diameter is the same, just the clear one in the pic is split open so looks a little wider.

1 week later
#1729 4 years ago
Quoted from Trekkie1978:

The rubber for the warp ramp, I ordered a bunch of them. I trimmed the back of the rubber and it has lasted a lot longer than the original untrimmed rubber.
Different note, is stern sending a fix out for the emblem on the warp ramp? Note sure how they didn't perfect that before shipping. Lots of times, I don't even realize it is blinking.
STLE & STTNG here!

Stern no. But TMezel did. Cheap mod with good results. Pics and how to make your own in here:
https://pinside.com/pinball/forum/topic/st-proprele-warp-ramp-insignia-lighting-mod-/page/2

2 weeks later
#1822 4 years ago
Quoted from Trekkie1978:

The rubber for the warp ramp, I ordered a bunch of them. I trimmed the back of the rubber and it has lasted a lot longer than the original untrimmed rubber.

Did this to a Super Band rubber over 2 weeks ago and it is still good to go. An easy and effective solution. Nice recommend.

2 months later
#2290 4 years ago
Quoted from Stradermays:

I just became a proud owner of a STTNG! Does that give me access to the club

Most certainly. Welcome. Fun looking gameroom, looks like you got plenty of room for your next couple pins.

2 months later
#2769 4 years ago
Quoted from Nokoro:

I noticed something about DTD1 tonight. If you fail to make shots, the inserts start lighting up in order from left to right, every few seconds or so. For every shot you hit, an insert turns off from right to left. Wait too long (a few seconds) before making another shot, and the insert lights up again from left to right. I wasn't looking at the DMD to see if this was affecting scoring at all. And, it seemed that when I got the shots down to the spinner and the kick out, those two stay lit, even when I made them. So, I'm not sure how this all ties together. Anyone else figure this out and whether there is scoring attached to the way the inserts behave?

Not currently at my pin, but from memory:

DTD's main shots are the kick out and spinner. If you don't make one of them, the other shots start lighting up as you described. If you make those shots though, they are the only thing that is lit. Also, if you start the galatic mode, the kickout and the spinner are the only shots that are lit, the other shots don't light, but the spinner is worth big points.

I like to try and drill the spinner, let it come all the way around to the lower right flipper and then drill the spinner again. You'll get the combo score if you nail it. It's a tough shot to make, but very satisfying when you do. It's the only way to get a lot of combo shots during DTD, because otherwise as mentioned, you will have to wait for the other shots to light to set up the combo.

Lastly, remember that the trek lanes increase your spinner value. As such, it's pays off to save DTD for after you've been having a decent ball and hopefully spelled TREK a couple times. Then when you pull of the spinner combo, the points start rolling in.

If you find that hitting the spinner a couple times in a row is very doable for you, then it's time to consider getting some things set up before hand.
ie:
Spell TREK a couple times(as much as possible really),
Get to warp 9.0 or 9.8 to have double scoring prepped,
Start DTD1
Start DTD Galatic mode
Hit the warp ramp to start double scoring
Now spam that Galatic Spinner for crazy points.

#2772 4 years ago
Quoted from Nokoro:

Ha! Your skills are way better than mine, but I am trying to get more into the strategy of the game. Right now, my goal is to do StE 1-3 followed by KB 1-3 and then get super ramps. I've come close, but not quite there.

I use that strategy often as well. However, I generally do the KB's first. Reason being, in StE 1, the Alpha Ramp will often be lit for consecutive shots. If you have the Alpha Ramp doubled from beating the KB's, and it's lit, backhanding the ramp multiple times in a row can lead to some quick points. Playing StE without a ramp doubler, my score for that mode usually comes in around 6-9mil, with the doubler, 15-25mil.

That being said, the same basic strategy can be employed doing the StE's first because in KB1 the Beta Ramp is lit almost the whole time. I'm just much more comfortable hitting the Alpha Ramp than the Beta.

In conclusion, I play too much ST.
The fun side effect of playing too much ST though, now I'm pretty good at SM, XMen, and I500, because they all have the exact same warp ramp shot.

3 weeks later
#2973 4 years ago
Quoted from PWhiz:

Obvious playfield differences are the VUK return to left flipper on Prem/LE vs. the saucer's sorta randomish kickout on the Pro

As minor as this feature seems, I think it's a huge bonus. I play 3 different Pro's regularly, and on all of them the ball clips the top of the sling at least 50% of the time, which often leads to a lost ball.

That shot is essential to the game, and somewhat difficult to make. Having to worry about a drain every time I start a mission or hit that shot during the mode is awful. I'll take my Premiums return to flipper all day.

#3001 4 years ago

Playing some ST right now.

Trying to slow the game down, and pay more attention to important shots, check on timers and lock balls.
Which led to me getting to see more of the dmd.
Which quickly got me to notice that the timer/score is in a different position for all of the modes.
KB1 and Nero1 use the top corners, but not in the same order. StE uses the bottom corner for score, and the center for timer.
Madness.
Scores/Timers should always be in the same spot.

#3007 4 years ago
Quoted from Rob_G:

ST is going to be even more amazing when it gets colorized!
Rob

I don't think so. It's dead center in StE with annimations running behind it.

It looks more like a case of different people working on different screens and not having a unified direction. Certainly not the end of the world, but looking up is tough enough, would have been nice if I only had to look at one spot to get the info needed.

#3012 4 years ago
Quoted from KingNine:

I heard closer to what Arcade heard. What I remember is him saying he would also like to see a few more light show effects and stuff like that as well and that is what he wasn't sure would occur or not due to timing issues. I'm pretty sure he said another update for rules/bugs was in the works.

I sure hope so. ST as it stands is already one of the greats. One last push and it could be legendary.

#3014 4 years ago

I need some extra eyes on this:

Play KB2 and keep an eye on the dmd.

During this mode, Spock and Kirk are shown on the dmd crouched at each side of the display. When you make a lit shot, Kirk on the right, leans out and shoots. Spock never does anything. That is certainly not Spock's style.

I've been trying to pay attention, and I've never seen him move.

My primary strategy in this mode is to continuously backhand the alpha ramp. You can get gold easily with this method. Maybe there are other shots that I'm not shooting that get Spock off his ass?

Anyone see Spock fire a shot during KB2?

#3055 4 years ago
Quoted from Nokoro:

I just realized I don't think I ever got a response on this, but this is continuing to bug me. Is it just me, or is it impossible to post pass left to right on Star Trek?

I can't on my pin. Not sure if it's my super bands or what, but it's not a move I can pull off with any consistency. On most other pins I have solid post passing skills, but not on my ST. Haven't really tried it too much on the few I've played on location.

#3060 4 years ago
Quoted from Nokoro:

In fact, you have two ways to get from left to right (orbit and right ramp), though just one way from going right to left (left ramp). Perhaps that's why you can sometimes post pass from right to left but not the other way.

Only true for the pro. On the Prem/LE the Start Mission shot feeds directly to the flipper.

#3063 4 years ago
Quoted from Nokoro:

Yes. There is, but I forget exactly how. I think you need to set the credit award to extra ball, and then set the credit threshold at a certain number of points. If you can't figure it out by playing with the menus, let me know, and I'll take a closer look tomorrow.

This.

Set your reply type to EB. Then set replay at 100,000,000. Both found in the standard adjustment menu. Not sure how you would get another at 200,000,000 though, but guessing it's in the same menu if possible.

1 week later
#3088 4 years ago

ST_GettingUpdates.png

#3090 4 years ago

The news has inspired my weekend play.

Just put up 667 mil. Had 2x going into KM, got awarded ~125mil!
Actually completed KM as well. Had just gotten super spinner round 2 going when the game ended.

The hunt for 1BIL continues...

#3096 4 years ago

The game literally gives you a blue print for how to hit the shot. When the ball gets to the dot with the arrows pointing at the warp ramp, shoot! Duh.

Just kidding.

Definitely takes practice, but once you find that sweet spot, it's very makable.

#3097 4 years ago

Here's my list of things I hope are addressed:

Lighting issues

  1. Nero 1 galactic mode. The red matter targets don't always reset when the mode is over. ie, I'll have purple targets for a shot or two during the start of the next mode.
  2. PD 1. Similar to Nero 1. Beam me up lights will occasionally stay bright blue starting the next mode.
  3. Nero 2 seems to be giving people issues still. Seems like it might be a lighting issue with the pro's. I play Nero 2 quite often, and don't have any problems. However, I don't bring a mb into it that often, and I think that's where things are going wrong.

Call Outs/Sound

  1. Some call outs need adjusting. For instance, when hitting the away team with time in a mode expired, you will hear the call out 'Galactic Mode X Started' and then the next mode will start instead since time is expired.
  2. No sound at the end of Nero 2.

Scoring

  1. Warp Ramp during Super Ramps. Was previously worth lots, now is worth the same as other ramps. Initially, I thought this was awful, but I have come around to it a little because it levels out the game. I think just a slight increase for warp shots would be ideal.
  2. Warp Ramp Skill Shot. Worth 500k. A beam me up lane, 1-2 pop hits and a warp ramp make is worth about ~450k. I think 700-750k would be ideal.
  3. Some type of bonus for completing KM
  4. Gold Medal awards need a little bump. Not really worth that much more than silver/bronze now, and are much harder to earn.

Dots

  1. KB 2. Spock's on the display, and never does anything! I've brought this up before and nobody cared, but it's craziness. Spock is not neceserilly primarily a man of action, but he's certainly not just going to sit there the whole time.</nerdrage!>

Other

  1. Some coding to put a ball back in play when the kicker doesn't fire in time.
  2. More Black Hole awards. Enough with getting 200k all the time.

Additions to consider

  1. Warp 9.9 Mode
  2. Another way to start missions
1 week later
#3165 4 years ago
Quoted from Nokoro:

I just saw Spock shoot a Klingon tonight while playing KB2. I don't know how often he does, as opposed to Kirk, but he does.

Excellent! I still haven't seen him do anything. I usually get a Gold Medal in that mode as well. I might have to pull the glass and play around.

#3166 4 years ago

I saw Spock shoot! 3 times oddly enough. Twice in the same game. It appears he only shoots the Klingons when they are close, and Kirk takes care of all the long shots. I'm usually just spamming the alpha ramp with the left flipper backhand during this mode, which generally keeps the Klingons far away. In any case, it's nice to know Spock contributes.

And for everyone else. My pro tip of the day.

How to get a gold medal during Nero III.

1. Get the ball cradled on the left flipper.
2. Hit the right flipper until the Alpha Ramp is lit.
(No more using the right flipper at this point)
3. Backhand the Alpha Ramp.
4. As the ball is traveling, flip the left flipper 6 times.
5. Repeat 3 and 4 until mode ends.

Takes some practice, but once you get the hang of it, the mode if very beatable.

For those that don't know. The way Nero III works is that there are two lit shots. The available lit shots are tied to your flippers. Meaning, when you flip, they move. Flip the right flipper, and one lit shot moves 1 to the left. Flip the left flipper and the other shot moves 1 to the right. The key is to get both available shots aligned if you can.
The process above accomplishes this because while your cradling the ball on your left, you use your right flipper to get the Alpha ramp lit. After you get the Alpha ramp lit, don't use your right flipper anymore or the shot will move. After you hit the Alpha ramp using your left flipper, flipping 6 times will put the active shot on the warp ramp, and then when you flip again to shoot the Alpha ramp both of your active shots will be on the Alpha ramp.

After that, you'll have the spinner doubler lit for the rest of the game. And who doesn't like a juicy doubled spinner?

#3170 4 years ago
Quoted from Nokoro:

So, on Star Trek Pro, right after I drained my final ball, and after the bonus was awarded, the DMD flashed the words "INCOMING TRANSMISSION" in small letters at the bottom. Needless to say, there was no incoming transmission. Has anyone else seen this? I did shake the machine a bit in frustration as the bonus was awarded. Is this some sort of Easter Egg?

Interesting. Never saw that. You didn't happen to notice if you got any points did you? There's a bonus for a double flip when data talks in STTNG, maybe it's something like that.

#3175 4 years ago
Quoted from Eskaybee:

Have to share moment. Just defeated the vengeance 3 for 105mil! I had double scoring going and wussed out on the chance to combo it for a 40% score. Decided to take the conservative shot for 20%. Love this game.

Nicely done.

I've only played v3 once so far. Kinda crazy, think I might need to make it more of a focus if all those points are out there.

#3190 4 years ago
Quoted from rai:

Any link for the rules?

I don't believe anyone has compiled a ruleset yet.

With the exception of EA/5Y rules, I pretty much know the rest. Anything specific your wondering about?

#3195 4 years ago
Quoted from rai:

Or at least, can you guys explain does the Away Team award last for a set time or the duration of the mission or until you drain? Also is the Away Team only for level one missions?

Away Team isn't an award. It's a Galactic Mode start. Only for level 1 missions. Does nothing for level 2/3. Once you hit 1 lit mode shot, the away team shot becomes active. Most of the Galactic modes are worth good points, but if you take the time to set some things up, scores can escalate quickly. The Galactic Modes run on timers. When you stat them, 20 seconds are added to your current mode timer.

For instance, a fun strategy that SKB has mentioned before:
The Galactic mode for StE gives you the spinner, and the warp ramp as lit shots.
By itself this mode is worth some solid points when you hit the spinner and then hit the warp ramp on the combo shot. However, for crazy points do:
Nero 1-3 : Gives you double Spinner.
DtD 1-3 : Gives you double Warp Ramp.
Now do StE and start the Galactic Mode.
At this point, you get 6-10 mil for both the spinner and warp shot.

#3196 4 years ago
Quoted from rai:

I am trying to understand how the completed mission scores or medals work, do you get a certain amount for completing the mission and if you get to the KMMB you collect those values as jackpots or super jackpots?

Depending on how many shots you make during a mode, a medal is awarded. When you start KM/EA/5Y, you awarded points based on how many medals you collected. You get a bonus for acquiring a set of medals. I think a set is 7.

What this means is that it benefits you to do more modes before starting KM. ie, don't just do all the level 1 modes and then start KM. The max points strategy would be to complete 15 modes leaving any set of modes eg PD1-3 untouched. At that point, you would complete PD1, then start KM. Do PD2, then start EA. Do PD3, then start 5Y.

Add to all that, and this is huge, 2X playfield you get from warp 9.1/9.9 doubles your medal awards. So in the above max points strategy you would really want to:
Complete 15 modes, while finishing PD1 get 2X running, start KM...

The above methods really apply to the whole game. If your playing for points, most of your game will be setting up for these super scoring opportunities.

My typical games end in the 200-300 mil range, in which I usually end before I have everything set up.

My favorite gamplan is as follows:

KB1-3, Nero 1-3, DtD 1-3, PD1-3, SJ1-3, StE 1, KM, StE 2, EA, StE 3, 5Y

I have never actually made it through that whole progression. I usually take some detours to play more favorable modes during mb's, or things aren't going as planned and I'll just get the Super Spinner going to have some fun.

A real typical game for me ends with me having completed:
KB1-3, Nero1-3, DtD 1, then die trying to cash in during Galactic StE.

#3210 4 years ago

11
#3238 4 years ago

Got my first billion!

2X into KM ~ 160m
EA ~ 150m
Beat Vengeance 3 for the first time ~ 150m
Had 2 ball bonuses each ~ 100m+

Still didn't reach 5Y. Had 3 modes left. What an awesome game.

20150519_184452.jpg

#3244 4 years ago
Quoted from beatmaster:

damn, i'm gonna need to play a lot more, great score!

Thanks!

Quoted from PWhiz:

Man, I would love to see some video of you playing and your technique. I have been struggling to beat my #4 HS lately, which is in the mid 100m. GC is only in the low/mid 200m.

I've been thinking of getting something set up to shoot some video. I'll see what I can do.

Quoted from PWhiz:

BTW, my ST has a Nemesis mode I have become aware of. It causes my ball to instantly drain right after receiving an extra ball...every time.

Didn't you know that mode is on every pinball game? We always say, extra balls are fake.

Quoted from jawjaw:

Nice work. I can't even get half that score or get to amok. I find it kind of odd you have not beat vengeance3 before with a score like that. The hard thing for me is to hold it off until I get a decent score and then try to do sudden death on a combo. Otherwise it's just a handful of shots up the middle and not a huge payout.

It's really only the 2nd time I've battled V3 since code version 1.6. Playing entirely too much pinball has taught me that shooting up the middle is generally bad news. However, I realize there's a nice chunk of points there, so my recent strategy has included taking 3-4 shots at the Vengeance while the ball save is lit. Aside from that, most of my hits to the V are from bricked Warp Ramp shots that bounce over. During that last game it wasn't until after EA that I battled V3. I was really going for the combo shot too. I knocked the target down 4 times trying to get the combo shot set up, but ultimately the shot that went in wasn't a combo.

Also, for some clarification. The scores I listed for KM/EA(160/150) were for the medals. Not sure what I actually got for the modes. I think I only had 1 or 2 shots left to complete KM. As for EA, this was only my 4th time getting there. I think I did pretty well, but still not really sure what's going on with that mode.

I believe my order of mode progression for the game was:
KB1-3, Nero1-3, DtD1, StE1, PD1, SJ1, KM, PD2(dnf), DtD2, StE2, SJ2(dnf), SJ2, PD2, EA, PD3(dnf), SJ3

Next stop, 5 Year Mission.

2 weeks later
#3291 4 years ago

ST Premium/LE owners: When the ball comes out of the vuk to the left flipper, can you immediately get it cradled?

Previously, I could but had to work it, which could get dicey at times. Played a couple games last night and it seems like I can now consistently just get it stopped just holding the flipper up.

I'm concerned it's going to make the game too easy. But...being that I haven't made it too 5Y yet, I'll leave it alone for now. Stopping the flow of the game like that is going to cause me too miss out on some combo points, but being able to pick my shot every time will definitely help progress through the modes. Just curious how other pins are playing.

#3294 4 years ago
Quoted from MustangPaul:

Checked your level side to side lately?

Checked it last night. It's a pinch tilted to the right, but when the balls drops from the Vengeance it just hits the right flipper. I feel like whenever I get it perfectly level it goes SDTM. The reality is I need to get a good digital torpedo level. Been just using a phone app, and it sure seems flaky sometimes.

Quoted from Eskaybee:

Did you put new flipper rubbers on? Super bands perhaps? Off memory Im pretty certain I can't cradle from a ramp or VUK/ramp return.

Been using Super Bands the whole time. I dropped my pitch a little though. Phone app was saying pitch was 7.5-8. Dropped it down so now it's just over 7. Again, need a proper level to confirm. Have been meaning to pick up some Titan rubber though. The Super bands are grippy, I'm going to guess they are the culprit.

3 weeks later
#3397 4 years ago

I recently switched out my ST's Super Bands for Titans.

I'm liking them a lot. The warp ramp seems much smoother to hit now.
SKB has mentioned not using a Super Band on the upper flipper before, but I smuggly ignored him. I feel foolish now. Would definitely recommend not using Super Band on the upper flipper.

As for the bottom flippers. They feel mostly the same, but overall there seems to be less crazy spin on the ball. Both ramp shots feel smoother now.

I went with light blue bottom flippers, orange upper and orange slings. I'm digging it.

In the scoring dept:
Spinner Max's out at 68,000, and resets every ball. I had no idea. Thought it was cumulative the whole game. However, there are still lots of points to be had. With the Nero's complete for 2X spinner, and the spinner at 68,000, a solid shot to the spinner while not in a mode was giving me about 1mil.

Also, I've tripled confirmed: PD2&3 are the exact same mode. Dumb. ST does not have 18 modes. 17.1? I hope this gets updated. At the very minimum they could at least code it so the order your supposed to go for is different. That would still be pretty lame though.

Previously in one of the ST threads I mentioned a honey pot of points waiting after you get the Double Super JP in Klingon MB. Also not the case. The mode just restarts as normal.

#3411 4 years ago
Quoted from PWhiz:

Ectobar - Which bands did you get for you flippers? The regular ones or the competition silicone? And what size rings do the slings use?

Competition Silicone for the flippers. 2.5" for the slings.

20150628_084149.jpg

Quoted from Captain_Kirk:

I've heard this before too. Why do you think? What's different about the upper flipper with Superbands that doesn't affect the lower?

I've got Superbands on the way. I guess I'll find out soon, but was curious.

To clarify, I wouldn't say that it doesn't affect the lowers, more the end result is the same. The Super Bands are harder and feel grippier, so the ball would have a tendency to carry a little more speed coming down the flipper, then grip and stop abruptly and seem to have a little backspin on it. Whereas the Titans are softer, so you lose a little speed as the ball comes down the flipper. Not sure if that makes sense to anyone.

(Quick shout out for anyone in the tristate are. If you go to https://www.facebook.com/Pincrossing, Jay has Titans on ACDC, MET, Embryon, and maybe another pin. He also has Super Bands on some other pins, as well as traditional rubber on others, so you can really get to see the whole guantlet in action if you want)

Quoted from Nokoro:

Would love to see some pictures of this. Also, did you swap out every ring or just the easy to reach ones? In other words, did you do the rings by the pops, and if so, how hard was it to access them?

For the titans I only did the flippers, slings, and the ring next to the black whole. The rest of my posts have the Super Bands mini post rubbers. Mostly these: http://www.pinballlife.com/index.php?p=product&id=3305
I put the pinbits protector set in, and while I was doing that I was able to get most of the black rubber out of the pin. I think there is 1 or 2 rings that I couldn't get to, so I left them alone for now.

#3414 4 years ago
Quoted from Nokoro:

Thanks for the photo ectobar. I just ordered orange for the slings. I think it looks great and accents the orange area of the playfield.

Agreed.

The other thing of note about the Titans are that they are super easy to put on. As in, so easy I might buy some other colors just to try out. Opposed to Super Bands, which are a real pain to get on, so once they are on no way I was going to try and change them out for a quick fashion show.

#3430 4 years ago

Well done with the code updates Stern!

Now, can you please make this true again?
ST-Modes.png

if(PrimeDirective2 == PrimeDirective3) {
Missions = 17;
}
else {
Missions = 18;
}

1 week later
#3481 4 years ago
Quoted from BigDan:

Does the ball launch out of the VUK every time on the Prem/LE? Mine had an issue and now notice that it doesn't always launch out of the VUK, sometimes it kicks it out like a Pro model.

It's supposed to. On occasion, mine has done that as well, but it should go to the habitrail every time. Might be something going on with your coil or switch, give them a look.

2 weeks later
#3577 4 years ago
Quoted from Eskaybee:

WOOO HOOOO MOTHER TRUCKERS I FINALLY DID IT!

Nicely done

And the fun part, don't you feel like you still left a ton on the table? I know my couple monster games I did.

2-5 bil is out there. Might take all day, but it's going
to happen.

#3587 4 years ago
Quoted from urbanledge:

Just picked up a sttng.is there another thred for that game?

You're in the right spot. All flavors of Trek appreciated here.

Welcome to the club!

#3614 4 years ago
Quoted from golfingdad1:

Help me out guys what is this Blackout Mod and where can I get it?

https://pinside.com/pinball/forum/topic/star-trek-le-laser-blackout-mod

2 weeks later
#3706 4 years ago

FWIW Pinside has an estimated value for each pin if you go to it's individual page.
https://pinside.com/pinball/archive/star-trek-the-next-generation

Says $4070 - $4730. Yours seems pretty nice, so I would say towards the higher end of that spectrum.

1 week later
#3764 4 years ago

The orange titans on my slings are starting to tear.

First posted here on page 69:
https://pinside.com/pinball/forum/topic/star-trek-clubmembers-only/page/69#post-2538598

So for those playing along at home, Titan sling rings last approximately 1 month, or 7 ST club pages.

#3767 4 years ago
Quoted from pinnyheadhead:

Uh. That is a little quick. I liked the look of yours also.

Both slings have slight tears at the bottom near the flippers. I'm going to rotate them a little this weekend, so hopefully that will keep them alive a little longer. As for the flipper rubbers, they don't have any tears yet, but the tip of the one seems to be slightly deformed now. I'll probably rotate them as well.

1 week later
#3787 4 years ago

Seems like Stern likes to drop updates around holidays, so maybe some Labor day action? Just speculating, no inside knowledge.

#3791 4 years ago
Quoted from investingdad:

I just got my ST Pro a week ago and it has the 1.61 code on it.
What are the main drivers for Stern wanting to release another update?

Mostly these:

https://pinside.com/pinball/forum/topic/star-trek-v161-bugs

#3857 4 years ago
Quoted from spidey:

On Nero 2, if you hit all 3 blinking lights you get a "bonus jackpot." I managed to hit the 3-way combo for the entire mode (Alpha Ramp, Beta Ramp, left scoop). The bonus jackpot doubled each time and the last one was over 5M, with the total mode score being 38M. Normally that left scoop is frustrating so I don't know what happened there, got in the zone.

Cool find. Just confirmed.
Would have never know without starring at the dmd. Some kind of call out should be there. (paging Aurich to talk about TS)

Hit that sequence twice. First time I was awarded 3.8 mil. Second time it was 5.x mil.

Also, in another go at it, I hit Alpha/Beta/Spinner and was still awarded the bonus jackpot, but it was only for 1.3 mil.

I think you can hit the whole sequence 3 times, if you don't miss at all, so possibly more points are out there.

#3864 4 years ago
Quoted from investingdad:

I just figured out that pressing the right flipper button part way activates only the bottom flipper. Pushing all the way in activates both on ST.

FYI: It's called staging the flippers.

#3870 4 years ago

2 switches
20150904_134600.jpg

4 months later
#4633 3 years ago

My ST has been away on a trade for a LOTR for the past 4 months. Getting it back this weekend, and very excited about it.

1 week later
#4708 3 years ago
Quoted from rai:

For the ST modes, there is no insert for warp ramp, are there any modes that count warp ramp shots?

Many modes use the warp ramp. While there isn't an insert, there is a light on the ramp that lets you know if you should be shooting for it. Unfortunately from the factory though, it's not very noticeable.

There's a cheap fix though. One of the guys on here sells a plastic piece that tapes onto the back of the light for about $10 that makes it much more noticeable. It's practically a mandatory mod. Here's a thread on how to make your own, I think the person selling it is in the thread somewhere as well.

https://pinside.com/pinball/forum/topic/st-proprele-warp-ramp-insignia-lighting-mod-

#4710 3 years ago
Quoted from monkeyboypaul:

My LE has Mylar in the pop bumpers and a big piece in front of the vengeance - all the way across from the warp ramp to the beta ramp, and up to the drop target.
It looks factory, but as the 2nd owner I can't say for sure.

I have a Premium, and have the same setup. Definitely interesting that some have it and some don't.

#4720 3 years ago
Quoted from rai:

maybe there is an add-a-ball, the tutorial said something about this but I don't know what adds a ball.

When you light up all the Red Matter Targets(standups), BlackHole is lit for a random award. You always get Add-a-ball as your first award during a MB.

#4728 3 years ago
Quoted from rai:

On an un-related note, as I was testing my Away Team switch during the game with the glass off, I got the Nero 'Super Targets' award. I don't know how many points it starts with, but as you hit the targets it adds another 100K each time so after a while you are getting 1M+ per hit. That's a very rewarding shot if you can make it.

Very rewarding, but dangerous. Try to stack it with a mb and your good to go.

#4751 3 years ago

jawjaw pretty much covers it, but here's some more intel.

SJ, Nero, DTD are the ones where you can make a decision.

SJ - one shot. So its terrible for mb. I don't even like to play SJ during a mb in the off chance that I start the Galactic Mode by accident.

Nero - great for mb, but scary for regular play.

DTD - Gives you Galactic Spinner, which is 75k per spin. Definitely worth good points, however, you can get the spinner value up to 68K via the TREK lanes. If you've got it maxed out, you don't get to much more for the Galactic. If you've got that away team shot down, then hey, why not. The flip of this means that it's very valuable to start Galactic Spinner if you're early into your game.

Some additional spinner intel.
Spinner increases every time you spell TREK.
Spinner resets every ball. However, once you get it to 20k, it resets to 20k. Meaning on your first ball it benefits you to pay extra attention to the TREK lanes and get it there.

#4770 3 years ago
Quoted from tp:

I'm waiting for my st to be built. In anticipation are there any custom rule cards? Thanks.

Aurich's look great. You can get them in here:
https://pinside.com/pinball/forum/topic/stern-star-trek-new-original-translite-decals

Some other ones here:
https://pinside.com/pinball/forum/topic/my-stle-custom-apron-cards

#4773 3 years ago

There's one in the market right now for $7500

#4781 3 years ago
Quoted from Zitt:

Not anymore. He stopped selling them due to a "request" from stern.

tp was looking for rule cards. You can still just download them and print them yourself though.

3 weeks later
#4903 3 years ago

Just got the Double Super Jackpot from KMB!

That call out is so great. Haven't gotten it in a while.

Ended up almost completing all the shots to have another shot at it, but no such magic. Got about 100 million out of the mb. Fun times.

Been playing some solid ST lately. 5Y remains elusive, but I feel like the time has come for me to get there.

#4907 3 years ago
Quoted from gweempose:

That's probably my favorite callout in all of pinball, and it's damn hard to get. My strategy is to focus on the warp ramp while the ball saver is on. I'll even purposely let the balls drain so I can get more shots at it.

I do the same. But the ball buster is you still have to hit it again at the very end. I've hit the roving shot plenty of times, but then when it's time to step up and make one final Warp Ramp, the nerves kick in.

Finally got my sub hooked up to ST last night. Played 1 game, didn't do much of anything, but it sounded good.

Then my daughter went to sleep so I turned the sub off. Played another game, and it was a monster. Got the Double Super again, made it to EA, and actually managed to get some good points out of it for once. Ended up putting up some initials in my pin in the #2 spot @ 960mil!

So on one hand, I was sad I didn't get to hear the awesome Klingon call out through the sub, but on the other the game was still awesome. Finished 2 more modes past EA and drained in the 3rd.

While 5Y is still the ultimate goal, this weekends task is going to be to crank the volume and get the Double Super call out to shake my basement.

#4911 3 years ago
Quoted from rai:

Curious, you guys seem to like ST code a lot? It hasn't grabbed me yet. Would you consider the code great or just difficult?
I know it's rules make it a hard game, but hard is not the same as great.
Maybe because I'm low-intermediate level player haven't gotten too far.

I think the code is very good, borderline great.

As has been stated many times, it could use some polish, and maybe some additions, but overall it's solid and fun to shoot.

That being said, I think the sound is lacking. I play ST a lot while blasting other music, and my enjoyment of playing isn't really affected. Except of course for the Super and Double Super Jackpot call outs, I find the rest uninspired. Contrast that with a game like Tron, which I love by the way, where playing it with the sound off is pretty boring.

You need to be able to get through some modes to appreciate the game though. If you're not able to get some supers running, or get close to KM regularly, you probably won't like the game too much. All of the real scoring opportunities take some planning and setup which just isn't going to happen if you can't get through at least 5+ modes a game.

#4914 3 years ago
Quoted from golfingdad1:

Have you tried playing with the cinematic music from the movie ?
It fills in alot of dead air with nice sound,
Like when attempting to start a new mode.

I haven't, but have certainly been meaning to give it a go.

I've seen some video of it though. It sounds good, but at the same time, still don't think it will fill the void I'm talking about.

Again, with a Tron reference. The sound the Gem shot makes when you hit it. That shot is a bear, you have to earn it, and when you do manage to hit it, you're rewarded with a cool little jingle. It becomes almost Pavlovian, you here that sound, you do a little happy dance. The only time that happens for me in ST is when hitting the Jackpots, and I just think it would be cool if there was more of that.

1 month later
#5071 3 years ago

DE:ST turned into a coffee table

http://toyland.gizmodo.com/no-living-room-is-complete-without-a-star-trek-pinball-1771576912

Says it's still playable. Kind of neat, but pricey.

2 months later
#5328 3 years ago
Quoted from PureTO:

Is there any updated or recent rules list?
I've figured most of the stuff out on the ST Pro, but still not sure on a few.
1 - What does the Captains Chair do?
2 - During a mission, Prime Directive for example... all shots are blue, but I'll get one flashing blue/yellow.
As well, one will go white/light purple.
3 - Shields?
4 - Away team - I know this is for starting next mission as well, but sometimes is on it's own with a call out.

1. Complete a row of missions on the grid and you awarded a Super. Either Super Ramps, Pops, or Spinner depending upon which row you completed.
PD/SJ/StE = Ramps. PD,KB,DtD = Pops. DtD, Nero, StE = Spinner. Supers are for X number of hits. Captains chair flashes while you have supers remaining.

2. At the end of the mode, you will be given a multicolored shot which counts as 2 shots towards your medals. It's always the same shot. For PD its the right ramp. KB is left ramp. Think StE gives you a couple options (spinner and right orbit?). DtD is the left vuk. Not sure about SJ. Nero is the Black Hole target.

3. Complete shields to re light your kickback.

4. During level 1 modes, after completing 1 mode shot, Away Team is lit to start a Galatic Mode. Galatic Modes typically have just 1 or 2 shots your going for and are worth good points.

#5329 3 years ago

As far as a strategy guide. You don't need one. While there are most certainly some scoring strategies that you can work towards, all the real points are in doing well in the modes and getting medals, and then making it to the wizard modes to cash in those medals.

Here's a general strategy progression:

Get used to all the shots. Play a variety of modes. Try out an occasional level 2/3 mode.
Get Captains chair lit, regularly. Get the super points. Ramps are a good starting point.
Get Captains chair lit for 2 supers at the same time.
Once you can make it fairly regularly to KM, then you want to start exploring some of the more advanced scoring options.

#5331 3 years ago
Quoted from PureTO:

Thanks for the reply!
It's my first pin and really enjoying it.
2 - I do see the blue/yellow flashing.... but at the same time I see on that is white/purple. Only unknown I have now. Maybe have to play with the glass off for a bit. When ever I see that shot and want to see what it does, I never make it.
As far as progression... I need to get alot better at pinball in general. Have a long way to go. lol

We'll have to let another pro owner chime in. While code is the same, the lights behave a little differently as there aren't color changers in the pro.

ST is an excellent pin. Easy enough to have some fun without knowing too much, but enough substance to keep you occupied once you get the hang of things.

Have a read through this thread. Most of the game is covered.
https://pinside.com/pinball/forum/topic/star-trek-strategies-for-the-average-player

4 weeks later
#5429 3 years ago
Quoted from Tuna_Delight:

Sure beats my 55" "big screen"! I almost asked "What - no ST pinball machine?!" and then I saw his gameroom (at 1:14) in the imbedded video.
(Spoiler alert!) He has an LE.

That's awesome. I only looked at the pictures and thought the same thing.

Makes sense he has one. When you're throwing around that kind of coin, not much is off limits.

1 month later
#5514 3 years ago

ST miracle!...Sort of.

There's been a single half of a column on my ST's dmd toward the right side out for a couple months now. Was playing a 2 player game with my wife tonight and while playing she pointed it out and touched the column and it fixed itself. It lasted for a couple games and then crapped out again. I then pushed on the spot and it once again fixed.

So the question to you guys is: Is that column doomed, or can I take some action now to actually fix it?

Fun experience none the less. My wife thought she was a pin guru for a short while.

#5516 3 years ago

It's a Stern ST. I'll give it a proper look later today. Would be cool if I could fix it.

1 week later
15
#5531 3 years ago

It took 3ish years, but I finally got to 5 Year Mission!

What a rush. Almost completed it as well.

Was on ball 3 with an EB from the Vengeance already secured. Had 3 modes left to go. Got to the last one, KB3 and drained. Completed KB3, and then the nerves really kicked in. Proceeded to brick the Vengeance shot to start 5YM at least 4-5 times. Got double dangered recovering one of the shots, but finally manged to put it home.

It's time to sip on a beverage to calm my nerves while I grin and enjoy the rest of the weekend.

29428267265_048012c522_z (resized).jpg

#5535 3 years ago
Quoted from Nokoro:

Nice! Did you play enough of it to get a feel for the rules?

5YM just seems like it's hit every shot 3 times. Think I just had the warp ramp left. Not sure if the shots reset or not after that.

Lost a ball and was down to single ball and the mode ended and was back into normal mode and almost immediately drained. Wish I would I have hung tough for another mode, curious to see if they are worth more points the second time around.

Was hard to keep my cool at that point though as I was pretty much already trying out my sweet 'made it to 5YM' dance moves.

#5536 3 years ago
Quoted from jawjaw:

Impressive, ectobar. I'm still trying to get to enterprise amok. I get the nerves thing, too, anytime I start getting close. Sure makes it tough.

When first setting out to get to EA, I think it's a good idea to abandon your normal routine. Aka, don't worry about points/combos. Take your time. Take it slow. Cradle up and just make the shots you need to move forward. Get some of the level 2 modes complete before you get to KM, that way once you complete KM, the remaining task doesn't seem too daunting.

2 weeks later
#5566 2 years ago
Quoted from rubberducks:

Is the centre target (Vengeance) on Stern Star Trek meant to give you a momentary ball save when you hit it?
My ball save insert light flashes when I hit, but I've never been awarded a ball save when it shoots back STDM or cannons straight down the right outlane.
'Feature' that's supposed to be there and isn't? It would make sense that there was one, and the light indicates there is, but never got it.

Tough to say. Only the programmer could answer I suppose. Hadn't noticed the ball save light flash though, but will keep an eye out for it.

My strategy is usually to backhand the drop from the right as that generally seems to be a safer shot to get control of.

#5569 2 years ago

If it was intended to or not, I agree with the current code. Some shots are supposed to be dangerous.

1 week later
#5590 2 years ago
Quoted from rubberducks:

Vengeance scoring is a useless mode as you almost always want to avoid it (let it time out) due to the very high probability of unsaveable drains.

False. You're most likely going to need that 2nd EB if you want to progress through the game.

Quoted from crwjumper:

I don't have any issue with Vengeance drains. Is your game leveled correctly, especially side-to-side?

This.

When my game is level, a ball falling out of the Vengeance will almost always go to the tip of the right flipper. Vengeance 2 is very beatable on my pin.

#5593 2 years ago
Quoted from rubberducks:

I'm talking about bashing the drop, or worse in Vengeance Scoring having it fire back like the JP raptor pit and insta-draining ... there's a reason why ChadH added a ball save to the latter.

The Vengeance is the superior vessel to the Enterprise. You don't get to just attack it and not have to worry about losing your ship.

3 months later
#5703 2 years ago
Quoted from PureTO:

Found this little thumb screw in the bottom of my ST Pro.
Any ideas where it could be from?

Check your coin mechs. I believe I had the same screw fall out when I first got mine.

1 month later
#5824 2 years ago
Quoted from OTRChief:

Does the VUK ever put the ball directly on the playfield rather than rotating and putting the ball on the wire ramp?

Not intentionally. On occasion the ball will dribble out like it does on the pro. It's supposed to go to the wire form every time.

Quoted from OTRChief:

What does the red light on the emblem above the warp ramp indicate?

It's the combo light for that shot.

3 weeks later
#5856 2 years ago
Quoted from trk12fire:

We're can you find the orange sling shot rubbers for ST Pro. Are they Super Bands. I can't find them anywhere.

Get them from Titan. They look great.

1 month later
#5901 2 years ago
Quoted from Zora:

I have an issue with my Center drop target, which goes down when the ball is in the bumpers, sometimes multiple times, without any contact. Seems to be too sensitive. Any idea how to fix this ?
Thank you for any feedback.

You'll most likely need to adjust the spring and or the ledge the drop rests on. I had to add very thin washers to mine.

Some more reading here:
https://pinside.com/pinball/forum/topic/stle-drop-target-issue-need-advice

1 month later
#5979 2 years ago
Quoted from jorant:

So is is there any level 2 or 3 modes that are a lot different than any other? I enjoy the game, but outside of the galactiv modes, they all seem the same to me.

Nero 3 is the most unique. 2 lit shots which are each linked to a flipper and move one space each flip.

Nero 2 has a nice make 3 shots bonus that is progressive. Hitting 3 multi colored shots consecutively yields great points.

DtD 2 is one of the more difficult ones. Need to complete all but 1 of the blinking shots. Once hit they turn solid and won't help you progress.

PD 2&3 are exactly the same which is stupid.

KB 3, you have to hit the first shot. Once you do you will get up to 3 available shots.

The rest are similar and not difficult to complete. Difficult to earn gold on some more than others.

1 month later
#6042 2 years ago

Got to 5YM for the second time last night!

Didn't totally tweak out and insta drain like last time. Actually got to pay attention to the mode and make some shots.

Didn't take a particularly strategic path there. On ball 3 with an eb waiting I got to and through EA.

Drained shortly after.

On my final ball I needed to complete PD3, KB3, SJ3 and StE3. However I had already done most of the work in PD3 and KB3. Only needed 1 shot to complete each. Unfortunately it ended up being the Warp Ramp for both.

Took out SJ and StE and then it was time for some warp action.

It wasn't pretty, but I got it done. Along the way I had qualified Vengeance 3. When all the modes were complete I had the Vengeance shot lit for both 5YM & V3. At this point I was reasonably confident Vengeance was going to start and I was going to drain before getting to 5YM.

Fortunately FYI #spoilerAlert 5YM took precedence.

Put up a new GC of 1.3B

I've had this game for years now. Still enjoying the journey.

#6067 1 year ago
Quoted from InfiniteLives:

This makes the left ramp doubled.

False.

Going 3 deep permanently lights the combo light for a shot. It does not double the shot.

A true double would be much more valuable.

#6069 1 year ago

Say the left ramp is worth 1mil.
The combo in ST is 2x. So the left ramp combo'd is 2mil.

If after you completed KB1-3, and the left ramp was really doubled, that combo would be worth 4mil.

It's not. You get 2mil.

This is a common misconception but it's important to realize that it's not the case.

It makes sense to go 3 deep, because it could still be valuable. Especially if you play a very slow controlled game. But where you get most of the benefit is from having completed more modes and hopefully collected more medals before you get to the wizard modes. Basically every medal you leave on the table before you get to KM are wasted points.

#6071 1 year ago
Quoted from InfiniteLives:

But if you combo the level 3 perma lit shot it's worth more aswell tho, correct?

Nope.

Still worth normal combo'd shot. That's the burn.

3 weeks later
#6155 1 year ago
Quoted from Pahuffman:

Any way you can post a couple of examples? I've been really curious to see what this looks like.

#6193 1 year ago
Quoted from zucot:

Should I be able to easily backhand the beta ramp on my game?

I can do it, but certainly not as easily as Alpha. I consider it a dangerous shot and rarely try it.

3 months later
#6427 1 year ago
Quoted from heni1977:

Hmmmmm..... I think you need to either move the Star Wars cabinet or Star Trek. There is some clashing going on there!!
I do myself love both themes too!

He sold ST long ago and popularized the saying 'shoot blinky lights' while burning on the game play.

The translight is amazing though. As well as the TS one. Happy to have them both in my game room.

1 month later
#6548 1 year ago
Quoted from jaystile:

It is my understanding that the triangles are torpedoes. When fighting the Vengence you can launch them to reduce the number of shots to need to make to complete the mode.

Correct.

Can also be used to advance to Vengeance and to collect victory shots once Vengeance is destroyed.

Light Triangles/Torpedoes by completing the target bank on the right.

2 months later
#6647 1 year ago
Quoted from manadams:

So when I got my Star Trek pro the warp ramp extra ball award was set on three. Read various rule sheets that it is supposed to be awarded on four. The factory default is auto which never gave me an extra ball at all when I hit eight ramps. Should the factory default be giving me one at four warp ramps?

Auto adjusts for your play. So depending on your machine at that time, auto might not award until later. When I left mine on auto, it crept over 9. I hard set it at 3 to give my wife and other guests a chance.

#6651 1 year ago
Quoted from sethi_i:

Strategy question: Is it always beneficial to shoot the Galactic Away Team when it's lit and you're in a mode?

For the most part yes. GAT modes all score more than their counterparts.

Some exceptions:

SJ G Is shoot the vengeance once and it's done. You are awarded a medal higher than when you started it. Meaning for max value you want to first get a silver medal in SJ and then hit the away team.

DtD is the spinner. If you're spinner is maxed out, the galactic mode doesn't score that much more. 75k v 68k per spin I believe.

The other consideration is the shots you have to make in the galactic mode vs normal. Most of the normal modes let you make multiple shots to progress vs 1-3 focused shots in the galactic mode.
StE is a good example. Reg StE is pretty easy. Galactic StE is only spinner and warp. If you're struggling with the warp, you might want to avoid.

Nero also falls into this cat. Nero g is shoot the standups. They don't re light until you complete them which can be dangerous. This is a great mode to bring into a mb.

#6654 1 year ago
Quoted from sethi_i:

I read thru some old strategy threads that went into serious detail about Nero stacks and other 3 deep strategies. There was some disagreement about how the scoring actually worked. When it got to the glass off testing discussions, it got a little too intense for me!

Probably me telling everyone they're wrong

Moral of the story is going 3 deep is not a true doubler, hence not nearly as valuable as everyone makes it out to be.

1 month later
#6936 1 year ago
Quoted from Mathazar:

11ft before it was finished, 10ft to the new ceiling, ~9ft in the soffit areas. Here are a few pix of the whole thing (we just finished it about 3 months ago). It started off as a family rec room idea and kinda morphed into a Man Cave (complete with a bookcase doorway that leads to a 30x15 unfinished area for storage, my workbench, and rear access to the AV gear in the wall). Still to add: curio cabinet near the utility room door for my wife's Marvel collectibles and either a shuffleboard setup or maybe another pin (STTNG or Black Knight) by the stairway wall near the wetbar.

Nice looking basement! Looks like you've got plenty of room for your next 20 or so pins

#6948 1 year ago
Quoted from DaveH:

Mine is in the medium hole. Kobayashi is very rare, but I tend to play Nero to double the spinner.

Nero isn't doubling the spinner. It isn't doubling anything in fact. It gives you a permanent lit combo in the left orbit.

#6952 1 year ago
Quoted from StylesBitchly:

Please share any more insight like this if you can!

Posts #6066-6071 in this thread.
More strategy discussion in the thread linked in #6066

https://pinside.com/pinball/forum/topic/star-trek-clubmembers-only/page/122#post-3978571

#6961 1 year ago
Quoted from DaveH:

I was going by what the DMD says, which is making that orbit 2x.
Spock’s ship flies into Nero’s at the completion of Nero 3:

And then the DMD displays:

Followed by the 3 in a row call.
2x is the reward on a single shot for each of the number 3 missions. Or am I reading that 2x screen wrong?

The spinner and the orbit are two different switches. Completing Nero gives you 2x on the orbit. The orbit switch is just a little further up the playfield from the spinner. I've confused the 2 in the past as well.

As for the 2x, you're reading it correctly, but it is still deceiving.
2x is the reward, but with the exception of starting Double Scoring, 2x is also the cap.

I think everyone thinks that 2x is just the new base and then when you combo the shot you would expect to get 4x. You don't. You still just get 2x. I've pulled the glass and tested, and additionally I believe there's a post around here somewhere where SKB says he confirmed it with the programmer(Dwight).

Completing 3 in a column is still the optimal strategy, but it's just not as valuable as people make it out to be. Most of benefit of completing a column comes when you bring more medals into the wizard modes. The medals can be worth big points. If you complete a couple columns and are able to complete a set of gold medals along the way before starting KM you're looking at ~100mil before you even make any of the shots.

#6968 1 year ago
Quoted from InfiniteLives:

Has anyone ever glass off tested which shot in Nero 1 is the doubled shot for the last shot of the mode ?

Pretty sure it's the Black Hole target

#6975 1 year ago
Quoted from InfiniteLives:

Correct , so it counts as 2 towards your next medal so if you just collected a silver , hit one shot then it times out to last shot , hit the mutli colored shot and it will count as 2 and get you to a gold. (Level one modes)
Thanks for the clarification on the Nero 1, that was always my guess but never verified

Think this should be confirmed.
I have posted this belief before, but now I'm back to the opinion that the last shot is just worth double points and doesn't actually credit you for 2 shots.

3 weeks later
#7000 1 year ago
Quoted from OnTheSnap:

When this happens the game doesn’t auto plunge a new ball. Is this an option?

Unfortunately not an option.

Quoted from OnTheSnap:

And adjustments I can make?

I had the same issue.
I bent the switch arm a little so it sat further above the playfield and I re flowed the solder on the switch and the problem went away.

3 weeks later
#7027 1 year ago
Quoted from Buzz:

Mines a premium and the vengeance and the enterprise all have those same blue lights.

I have a Pre as well. Just turned it on, I have the same lights, so they're stock. As for how to replace, I don't know. I bet if you called Stern they would point you in the right direction or possibly hook you up.

2 weeks later
#7062 1 year ago
Quoted from InfiniteLives:

Finally got to Enterprise Amok last night! Told myself at work "today was the day!"

Congrats! That is an awesome achievement.

I don't have as much love for my ST as I used to, but it can still definitely get the heart pumping. Mainly before getting to the wizard modes. This past weekend I bricked the final shot of SJ3 which would have qualified 5YM as I had completed everything else. I've made it there a couple of times before, but I was still super sad. My wife was in the room and was making fun of me because I was putting in my initials for the GC while sulking.

Congrats again. I'm willing to bet very few people here have made it to EA.

1 month later
#7075 11 months ago

I'm having some lighting issues with the center board on my premium. Found another recent thread so I joined in there, but figured I would put out the distress call to the club.

https://pinside.com/pinball/forum/topic/stern-star-trek-prem-center-smd-array-issue#post-4644389

Quoted from ectobar:

I've also just recently started having lighting issues on my Pre.

My center board is doing almost the same thing. Does not light up at power on, but after a couple minutes of play, the lights come on but not at full brightness. Power issue perhaps? Anyone else encounter this? I'm hoping there's a solution that isn't buying new boards. Marco has some of them in stock, but they start at about $60
https://www.marcospecialties.com/pinball-parts/GX3025?S_CAT1=ELEC

#7077 11 months ago
Quoted from heni1977:

Maybe a connection problem?

First thing I did was reseat the connections. I think I'll try a different cable altogether next.

4 weeks later
#7107 10 months ago
Quoted from sataneatscheese:

Debating getting a Star Trek pro as my second ever pin. Would you say they are reliable compared to most pins?

https://pinside.com/pinball/forum/topic/stern-star-trek-with-4938-plays-pics

1 month later
10
#7129 9 months ago
Quoted from investingdad:

One damn shot! ONE!!!
That's how close I came after 3 years of ownership of completing all 18 missions and reaching 5YM. And the bitch of it is, I had two balls in play owing to the Warp 9.9 extra ball award.
And the bigger bitch is that I had a mental freeze. When you go into KM or EA with more than one ball, hitting anything messes up the cutscene music.
Well I didn't want that so I let one ball drain.
Failing to consider I still had to make the Vengeance shot. Then I missed and drained on the last easy ramp.
Goddammit!!!!!

I think your post inspired me. I just gave ST the business. Got to 5YM once again, but this time I pulled off a mythical beast move. I hit warp 9.9 for double scoring while in the last mode. After losing the 2nd ball and then proceeding to brick the Vengeance shot at least 4 times, the pinball gods were merciful and let me start 5YM with a couple seconds to spare on the double scoring clock. Look at that juicy medal award!CPW

1 month later
#7221 7 months ago
Quoted from f3honda4me:

Are there any sound mods for this pin, like cleland etc? Or is the default sound, music, etc the best?

There is one with the movie soundtrack floating around here.

#7230 7 months ago
Quoted from BertoDRINK1:

They are Ball Baron Ninja balls. They seem to be fine everywhere else but I could try some regular Marco balls I have plenty of new ones of those.

Those balls will magnetize. You need to get the carbon ones or some other companies balls meant to be used with games with magnets.

#7239 7 months ago
Quoted from luckycreature:

Can someone tell me what differences are between premium and Le?
Obviously the blue armor and lighted side rails on the le but anything else to justify the extra 2k?

Mirrored Backglass is the only other major thing.

2 weeks later
#7347 6 months ago
Quoted from rai:

I have a rules question.
super ramps (level one 3 in a row) that's 2x the ramps, will a combo make the ramp 4x points?
3 deep KB ( 2x left ramp) and 4x left ramp on a combo?
KB 3 deep and 3 in a row 'super ramps' would that be 4x left ramp and 8x on combo?

In short, no.

I've written a good amount about this in either this thread or the strategy thread, but completing the set doesn't reward a true doubler. It's not nearly as valuable as people think. It is still the optimal strategy though.

#7349 6 months ago
Quoted from rai:

Thanks for the reply hard to find the old posts, but is it correct to say it’ll double a shot but not quadruple a combo?

Found it. Starts here and the couple posts that follow.
https://pinside.com/pinball/forum/topic/star-trek-strategies-for-the-average-player/page/7#post-3598140

#7350 6 months ago
Quoted from rai:

Sometimes wish there was more ****big**** point opportunity

Agree

Quoted from rai:

the biggest points only from medals at KM and EA and 5YM

True

Quoted from rai:

allow mission to continue after gold is achieved

I had this on for a while. Mode scores were definitely higher, but not significantly so. You are able to get more value out of the GAT modes but it does slow your progress a bit. I think this would be a good setting for tournament play. I have since turned it off.

2 months later
#7545 4 months ago
Quoted from Aurich:

I have no idea what a good idea for that translite would even be

In the future, all translites are Taco Bell.

1 week later
#7561 3 months ago
Quoted from pinheadpierre:

Having an itermittant problem where the warp ramp on my Stern Star Trek premium occasionally goes nuts, scoring warp after warp, sometimes hundreds of them in a row. What should I be looking at as the possible culprit? The opto sensor under the insignia partway up the ramp or something else?

Reseat the optos. Follow the wires to the boards under the playfield.

That is usually the fix. If that doesn't work there are a couple of other things to try.
- Dust on optos could be the culprit.
- Optos not aligned correctly. My chase lights slid down at one point blocking the opto.

#7564 3 months ago
Quoted from pinheadpierre:

Thanks! I'll try those things tomorrow morning. I was pretty sure my eight year old didn't actually get 241 warps, then I saw the malfunction myself!
I've never realigned optos before. Is there a method to it? How can you tell when they are properly aligned?

One side beams light to the other. Just make sure the path is clear. Sometimes they get obstructed by dust, lights, the ramp itself.

#7565 3 months ago
Quoted from sethi_i:

I'll never be able to beat the 94 warp champion

Don't be afraid to reset your high scores. It's your game.

They do reset themselves though if you play enough. Think 2000 plays is the default but not sure if it resets the warp champ or medal champ.

1 week later
#7601 3 months ago

How do we get a key posts section added to the club? The bulk of the tech/troubleshooting questions have been discussed ad nauseam. Would be nice if there was a quick reference to direct people to. I know I've seen it in other threads. I'd be willing to find some posts if needed.

#7617 3 months ago
Quoted from D-Gottlieb:

I just experienced what I think is a code glitch, please let me know if that's the case or if this is normal-
I completed Prime Directive 1, then selected PD 2 but it would not finish. I got to what appeared to be the end of the mode, shot away team, and then was taken back to PD 2 as if it was never started. Finished that mode, so it would seem, only to have the same thing happen after shooting the Mission select hole and then selecting PD 2 again. As the mode timed out, all ramps and targets were off. I then shot away team again and selected Space Jump, which played normally. I attempted to complete that mode with the idea that I would then select PD 2 again, but drained on the last ball. Any ideas on this? I am running the latest stock code 1.62.
Also- Can someone explain to me how the Shields standups are supposed to work? Relighting them after having the ball get saved by the outlane plunger has no effect.

PD 2/3 are the same exact mode. Hit every shot once. You most likely needed the warp ramp.

Lighting the kickback a second time requires more bank completions. It's progressive. Not sure if it resets per ball or game.

2 months later
#7728 33 days ago
Quoted from Spyderturbo007:

All finished. She plays 1000% better than it did when I got her. Rebuild flippers, new pops, rubbers, LEDs, new spotlights and a new magnet. Everything was scrubbed and waxed. It’s like a new game.
If I didn’t tell you that it had almost 12,000 plays on it, you’d never know.
[quoted image]

Very inspirational. I've had a premium since it's been a thing. It still plays well, but I think it's time to give it the business.

1 week later
#7738 21 days ago
Quoted from Moeman65:

Curious situation here: What would cause the center drop target to drop as if it was supposed to and reset 2 or 3 times? Only happens occasionally and it isn't a Mechanical fault. Seems to be ok after a few times and is ok for awhile.It acts as though the computer or something is telling it to drop.

Could be as simple as a loose connection. Reseat the plug is usually the first easy bet on this game for drop, warp optos, trough. As for the drop, sometimes the ledge can get worn down. There are posts in this thread about how to fix that as well.

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