(Topic ID: 190343)

Stern STAR WARS club...May The Force Be With You


By Micky

2 years ago



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There are 7343 posts in this topic. You are on page 146 of 147.
#7251 23 days ago
Quoted from Ballsofsteel:

major bugs, we need a new code update.
i updated mine from an older code to the latest code a week ago. i had never seen this bug in the older coe.
i have experience 2-3 times where i have closed out 1, 2, or 3 planets and there is nothing lit or available to advance to the next planet(s) or missions. really weird, all i could do was drain out the ball as i couldn't advance them. anyone else experience this? code is 1.05.

What character were you playing as? Go to the instant info screen and see what it says is remaining. I think I’ve seen something similar to this once; I was playing R2D2 and tilted in a specific mission, when next ball started I couldn’t do anything.

#7252 23 days ago
Quoted from Ballsofsteel:

yeah, i suppose when it happens again i will try to record it. there are just no available shots lit to start or advance planets and missions. seems that maybe i broke the code as i was stacking tie fighter and hyperspace multiballs on top of victory mbs possibly.

Make sure you are trying the 3 bank below the mini display. Some modes use these targets.

#7253 22 days ago

I ran into a bug as well. Got HS multiball while doing the Endor battle. Screwed up the mode, Got two balls in the loop, which slowed down and then dropped out after a few laps. Later the same game, Lit DS, but the ball shot around the loop once and diverted out instead of being held in the DS. Of course, the flippers were dead and the ball drained.

#7254 22 days ago

I ran into a bug as well. Got HS multiball while doing the Endor battle. Screwed up the mode, Got two balls in the loop, which slowed down and then dropped out after a few laps. Later the same game, Lit DS, but the ball shot around the loop once and diverted out instead of being held in the DS. Of course, the flippers were dead and the ball drained.

#7255 22 days ago

Double post mode must be on.

#7256 22 days ago
Quoted from Eskaybee:

What character were you playing as

either leah or r2d2 if i recall. seems most of the bugs were in leah, as i had just recently started playing with her (character). lol

Quoted from D-Gottlieb:

Lit DS, but the ball shot around the loop once and diverted out instead of being held in the DS. Of course, the flippers were dead and the ball drained.

yeah, still seeing the ball drop from and the flippers dead = end of ball bug too. that happens with hoth if i recall.

#7257 22 days ago
Quoted from Ballsofsteel:

major bugs, we need a new code update.
i updated mine from an older code to the latest code a week ago. i had never seen this bug in the older coe.
i have experience 2-3 times where i have closed out 1, 2, or 3 planets and there is nothing lit or available to advance to the next planet(s) or missions. really weird, all i could do was drain out the ball as i couldn't advance them. anyone else experience this? code is 1.05.

If you hadn't qualified (lit) one of the remaining planets, you have to shoot that planet's shot a certain amount of times to make it's missions available. There will not be anything "lit" to tell you this.

#7258 22 days ago
Quoted from RobT:

If you hadn't qualified (lit) the one remaining planet, you have to shoot that planet's shot a certain amount of times to make it's missions available. There will not be anything "lit" to tell you this.

yes, i am aware of that. I am saying that those shots are not available to shoot to qualify and start planet missions. there is nothing to shoot, you can't light the planets to even start the missions.

#7259 22 days ago
Quoted from Ballsofsteel:

yes, i am aware of that. I am saying that those shots are not available to shoot to qualify and start planet missions. there is nothing to shoot, you can't light the planets to even start the missions.

Yea. It’s probably the R2D2 bug. I think it was mentioned in this thread before or on tilt forums. No one knows how it’s triggered because it’s so rare. I think it’s one of the Hoth missions (perhaps stacked with another?), playing as R2D2, and then tilting or tilt warning during a drain.

That’s about all I got in my memory tank lol.

#7260 22 days ago
Quoted from Ballsofsteel:

yes, i am aware of that. I am saying that those shots are not available to shoot to qualify and start planet missions. there is nothing to shoot, you can't light the planets to even start the missions.

I figured you probably knew that but I didn't want to leave out the obvious either.

Strange bug for sure.

#7261 22 days ago
Quoted from Eskaybee:

Yea. It’s probably the R2D2 bug. I think it was mentioned in this thread before or on tilt forums. No one knows how it’s triggered because it’s so rare.

sounds about right, i guess i'll try to duplicate it over the weekend if i'm lucky.

Quoted from RobT:

I figured you probably knew that but I didn't want to leave out the obvious either.

for sure, i guess a lot of people wouldn't know that if they don't own the game.

#7262 22 days ago
Quoted from D-Gottlieb:

...the flippers were dead and the ball drained.

I've experienced this numerous times. I suspect the software is holding the ball, at least intended to, then changed into mission select mode.

As the ball fell from the machine's grasp an unexpected switch/sensor may have tripped stopping progress into mission select. I suspect that mission select would pop on-screen, before ball-drain, if the ball fell cleanly without tripping a switch/sensor.

#7263 22 days ago

It went into mission select mode without hanging on to the ball in the DS. Instead, it sent the ball out the hyperspace diverter. If I had selected a mission quickly, the flippers would have re-energized and I could have saved the ball. Definitely a bug.

#7264 22 days ago

In the Service Menu; Feature Adjustment #5 provides Death Star Hold Power. Perhaps bumping this setting will assist.

#7265 21 days ago

No. The ball didn't fall back out of the DS. It was kicked into the Hyperloop and sent immediately into the diverter and down the right inlane. A software bug for sure.

#7266 21 days ago

Just added lightsaber from a trip to disney, if I could find a way to make it turn on and off with the red and blue GI, it would be interactive and very cool
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#7267 20 days ago

Did some paint work on the pinworlds mods.

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#7268 20 days ago
Quoted from Zdoor:

Did some paint work on the pinworlds mods.[quoted image][quoted image][quoted image][quoted image][quoted image]

That looks really good!

Want to paint a set for me? Lol

I like the Hoth world with at-at

#7269 19 days ago

After I slayed the Emperor awhile back, I worried I might be done with the game. Hell no. This game has legs. I’m back in the groove. About to start stacking modes, as I finally think I can remember them all!

#7270 19 days ago
Quoted from Zdoor:

Did some paint work on the pinworlds mods.[quoted image][quoted image][quoted image][quoted image][quoted image]

Wow!! Your detail work on the Ion cannon is amazing! Particularly the icicles hanging off the edge of the structure below the sphere - nice job!

#7271 18 days ago

Sorry to ask, maybe mentioned before, but is there an award for beating all four characters?

#7272 18 days ago
Quoted from DavidPinballWizz:

Sorry to ask, maybe mentioned before, but is there an award for beating all four characters?

Nothing special for finishing all 4 characters. It simply lets you pick a new hero again.

#7273 17 days ago
Quoted from DavidPinballWizz:

Sorry to ask, maybe mentioned before, but is there an award for beating all four characters?

Basically, it’s a self induced reward which involves quietly, and calmly, powering down your game, unplugging it, wheeling it out to the front lawn, place a for sale sign on it; and might as well as wheel all your pins to the front lawn in fact. Then, go online and custom order an ‘I win at Pinball’ T-shirt, as there’s really no need to play ever again.

#7274 17 days ago
Quoted from DavidPinballWizz:

Sorry to ask, maybe mentioned before, but is there an award for beating all four characters?

Quoted from JoshODBrown:

Nothing special for finishing all 4 characters. It simply lets you pick a new hero again.

It's like a pie eating contest, where the prize is more pie.

#7275 17 days ago
Quoted from DavidPinballWizz:

Sorry to ask, maybe mentioned before, but is there an award for beating all four characters?

It would be nice if there was something, even though I would never see it.
Just a video clip of something congratulating you would suffice.

#7276 17 days ago

What does “beating” all (or any for that matter) characters mean? Aren’t I playing as the character anyway?

#7277 17 days ago

Just had a great game on IMD and after that I decided to play s few games on SW and look what happened.

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#7278 17 days ago
Quoted from Wildbill327:

Just had a great game on IMD and after that I decided to play s few games on SW and look what happened.[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Holy smokes! You were awarded a free credit! Sweet.

#7279 17 days ago

Quick question.

Does the “May the force be with you” swing gate back into the shooter lane do anything?

Not sure I’ve ever seen my work. Thanks.

#7280 17 days ago
Quoted from Toasterdog:

Quick question.
Does the “May the force be with you” swing gate back into the shooter lane do anything?
Not sure I’ve ever seen my work. Thanks.

Yes. The 'Escape' light will light too.

On delivery, my gate would open 40% to clog the lane and stop the ball. I spent a bit of time working on it. In the end the coil mount/bracket was ever-so-slightly out-of-square. The small loss in coil-gap translated into a significant loss of rotation with the play-field's arm.

I'm curious if you feel resistance/binding if the arm is swung by hand?

#7281 17 days ago
Quoted from RockfordReplay:

Yes. The 'Escape' light will light too.
On delivery, my gate would open 40% to clog the lane and stop the ball. I spent a bit of time working on it. In the end the coil mount/bracket was ever-so-slightly out-of-square. The small loss in coil-gap translated into a significant loss of rotation with the play-field's arm.
I'm curious if you feel resistance/binding if the arm is swung by hand?

Also, check settings and make sure it isn't disabled.

#7282 16 days ago
Quoted from Wudchopper:

On tie fighter assault mode, when smashin for tie fighters what do the flashing red arrows do on the ramps? I can usually hit one ramp but very seldom have a chance to hit the 2nd during the mode.

This is a good question. I assume it's an incentive to keep you from just trapping up and hammering the button but is it worth the risk?

#7283 16 days ago
Quoted from Jerickso77:

This is a good question. I assume it's an incentive to keep you from just trapping up and hammering the button but is it worth the risk?

I've never been able to see any effect from hitting them

#7284 16 days ago
Quoted from zacaj:

I've never been able to see any effect from hitting them

Me neither, but thinking about it - maybe they increase the time you have to bash that button...?

#7285 15 days ago
Quoted from Sprudeldudel:

Me neither, but thinking about it - maybe they increase the time you have to bash that button...?

I think that would make the most sense.

#7286 15 days ago
Quoted from Sprudeldudel:

Me neither, but thinking about it - maybe they increase the time you have to bash that button...?

I always thought they just gave you an extra tie fighter kill.

#7287 15 days ago
Quoted from RockfordReplay:

Yes. The 'Escape' light will light too.
On delivery, my gate would open 40% to clog the lane and stop the ball. I spent a bit of time working on it. In the end the coil mount/bracket was ever-so-slightly out-of-square. The small loss in coil-gap translated into a significant loss of rotation with the play-field's arm.
I'm curious if you feel resistance/binding if the arm is swung by hand?

So are you saying when “escape is lit” the ball is supposed to be rerouted to the shooter lane? Mine currently drains down the outlane and into the trough. A new ball is kicked into shooter lane.

I will look at the bracket underneath. Thanks

#7288 15 days ago
Quoted from Toasterdog:So are you saying when “escape is lit” the ball is supposed to be rerouted to the shooter lane?

Yes, the gate should open and reroute the ball to the shooter lane.

#7289 15 days ago
Quoted from Wudchopper:

On tie fighter assault mode, when smashin for tie fighters what do the flashing red arrows do on the ramps? I can usually hit one ramp but very seldom have a chance to hit the 2nd during the mode.

Edit: I thought that shooting both ramps rewarded you with the points you had remaining after you've hit the TIE Fighter target from a TIE Fighter hurry-up, but thanks to Jerickso77 I had another look ..and.. it's back to the drawing boards. If I ever work it out I'll post the answer.

#7290 15 days ago

Interesting. I always thought you got those points just for hitting the tie fighter. I assume the multipliers work for this as well?

Speaking of multipliers, I hit a 1.2B hyperspace hurry up and it was glorious!

#7291 15 days ago

Anyone ever have the problem of the lock post on the Endor Shot dropping, but not far enough for the ball to roll over it? I ran the coil test however it doesn't do much. How do I adjust the height? Thanks.

#7292 15 days ago

My game is for sale if anyone is interested. 310 total plays. Located outside Philadelphia. Great pin, but unfortunately got no love from my family.

#7293 15 days ago
Quoted from Jerickso77:

Interesting. I always thought you got those points just for hitting the tie fighter. I assume the multipliers work for this as well?
Speaking of multipliers, I hit a 1.2B hyperspace hurry up and it was glorious!

You know what... looking back at some of the recordings I've made while playing, I think your right. It's very hard to tell what is going on as the TIE Fighter choreography takes up all of the main screen. Now this is more of a head scratcher than before.

#7294 13 days ago

I'm curious to hear players opinions on R2-D2's unique mission in Hoth 3.

The way the mission currently works is that you have 3 blue shots (LO, RL and the RR) and when shooting one of them you are awarded 7.5 million base points and then it starts a 15 seconds hurry-up on the LL that can be timed-out. If you timeout that shot, the mission restarts.

Now here's the interesting part. The 3 shots that activate the LL hurry-up can be multiplied (I originally thought they could not). So 40 x 7.5mil = 300 million points. If you timeout the LL shot, the original 3 activation shots re-light, and again they can be multiplied! So this mission can technically go on for as long as you want.

Here's the setup:

Enter mission with 40x. (or the highest multiplier possible at the time)

Step 1: Shoot the easiest shot of your choice RL or RR and make sure it's multiplied. (I like the RR)
Step 2: Control the ball then shoot the 3-Bank to refresh your multipliers about midway into the LL hurry-up.
Step 3: Control the ball and by this time the LL hurry-up has most likely expired; restarting the mission.

Then repeat the steps.

It helps if you have the game set up to not pause timers when inactive but the above works with both options, on or off.

The 3-Bank shot is so evil on my machine. It loves directing the ball to either the left out-lane or SDTM. I've tried to see how many loops I can do, my current highest is 8. I had to fight the machine to get those 8 repetitions (I usually get far fewer before draining). The fact that I currently have to fight the machine to exploit the mission tells me that the mission is probably fair as is but the mission's points potential still worries me a bit.

So for those that have tried it, I'd like to hear your opinions.

#7295 12 days ago

While playing on my premium it registering shoots in the mystery scoop without the ball hitting the scoop, any suggestions on what to adjust?

Also the "may the force be with you" gate has started to malfunction.

#7296 12 days ago
Quoted from Frli002:

"may the force be with you" gate

I had an issue with the gate at one time. The top screw on the gate just needed to be tightened. Can't help with the scoop.

#7297 12 days ago
Quoted from Hoochoo:

I'm curious to hear players opinions on R2-D2's unique mission in Hoth 3.
The way the mission currently works is that you have 3 blue shots (LO, RL and the RR) and when shooting one of them you are awarded 7.5 million base points and then it starts a 15 seconds hurry-up on the LL that can be timed-out. If you timeout that shot, the mission restarts.
Now here's the interesting part. The 3 shots that activate the LL hurry-up can be multiplied (I originally thought they could not). So 40 x 7.5mil = 300 million points. If you timeout the LL shot, the original 3 activation shots re-light, and again they can be multiplied! So this mission can technically go on for as long as you want.
Here's the setup:
Enter mission with 40x. (or the highest multiplier possible at the time)
Step 1: Shoot the easiest shot of your choice RL or RR and make sure it's multiplied. (I like the RR)
Step 2: Control the ball then shoot the 3-Bank to refresh your multipliers about midway into the LL hurry-up.
Step 3: Control the ball and by this time the LL hurry-up has most likely expired; restarting the mission.
Then repeat the steps.
It helps if you have the game set up to not pause timers when inactive but the above works with both options, on or off.
The 3-Bank shot is so evil on my machine. It loves directing the ball to either the left out-lane or SDTM. I've tried to see how many loops I can do, my current highest is 8. I had to fight the machine to get those 8 repetitions (I usually get far fewer before draining). The fact that I currently have to fight the machine to exploit the mission tells me that the mission is probably fair as is but the mission's points potential still worries me a bit.
So for those that have tried it, I'd like to hear your opinions.

If I’m reading this right. Are you saying each time you hit the initial setup ramp (300 mil in your example) it continues to accumulate the value for the final death Star shot? So shoot right ramp, 300 mil banked, timeout, shoot right ramp, 600 mil banked, timeout, shoot right ramp, 900 mil banked, timeout, etc...?

If that’s correct, is the final cash in shot to complete the mission multiplied too?

#7298 12 days ago
Quoted from Eskaybee:

If I’m reading this right. Are you saying each time you hit the initial setup ramp (300 mil in your example) it continues to accumulate the value for the final death Star shot? So shoot right ramp, 300 mil banked, timeout, shoot right ramp, 600 mil banked, timeout, shoot right ramp, 900 mil banked, timeout, etc...?
If that’s correct, is the final cash in shot to complete the mission multiplied too?

In R2-D2's Hoth 3 mission there's no banked points, you get 300mil (with 40x) added to your main score each time you hit the RR, so long as that shot is active and you achieve that by continually timing out the LL hurry-up. You could technically stay in that mission gaining points without ever completing it.

The final LL Death Star shot is also worth 7,500,000 base points (counting down) that can be multiplied but its points are not altered by how many times you've hit the RR.

#7299 12 days ago
Quoted from Hoochoo:

In R2-D2's Hoth 3 mission there's no banked points, you get 300mil (with 40x) added to your main score each time you hit the RR, so long as that shot is active and you achieve that by continually timing out the LL hurry-up. You could technically stay in that mission gaining points without ever completing it.
The final LL Death Star shot is also worth 7,500,000 base points (counting down) that can be multiplied but its points are not altered by how many times you've hit the RR.

Nice. Ill give it a shot.

#7300 12 days ago
Quoted from pudealee:

I had an issue with the gate at one time. The top screw on the gate just needed to be tightened. Can't help with the scoop.

Screw was tight

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