(Topic ID: 190343)

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

By Micky

7 years ago


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  • Premium 328 votes
    48%
  • LE 175 votes
    25%

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#901 7 years ago
Quoted from ShinyNick:

Just got my LE # 75 setup - and played it for the first time - so far so good! The hyperspeed loop is pretty intense...
I wish BM66 had all the audio and video completeness that SW has...

Bout time there were some LE unboxings!
What are your thoughts so far?

#902 7 years ago

New code on the stern website:

LE/PREMIUM V0.89 - August 14, 2017
==================================
Fixed:
- Corrected the response time for the action button to add-a-ball. Response
time is increased only during "TIE fighter Assault".
- Fixed the order of scenes for "Destroy the Death Star"; they were not
being played in order.

New:
- Added topper support throughout the game.
- Added Death Star mechanism test.

Tweaked:
- Changed "Shot Multipliers" at ball start. The multipliers are
off at ball start. You can move them any time. They cannot be
turned on until the ball is plunged. Valid playfield will always lock them
on.They can be changed at ball start and are always on at
the start of each ball.
- Increased the length of time that the button is ignored at the end of
"TIE Fighter Assault" with regard to changing multipliers.
- Only the last tilt warning will blink the word "DANGER". This will help
communicate how many remain.
- Improved the holo-text messaging system. Messages are now able to interrupt
themselves when appropriate.
- Made "Destroy the Death Star" easier to complete. It now requires a total
of eight shots instead of nine.Increased the duration of the timers in each
phase of "Destroy the Death Star".

LE/PREMIUM V0.88 - August 11, 2017
==================================
Fixed:
- Fixed text that ran too long in the extra ball instant info page
- The accelerator will now turn off correctly when the game is in tilt and
other non-game states.
- Fixed restarting a 4th mission from grace with add a ball. It will now
end correctly.
- Fixed the timing of starting a new session in the accelerator. Quickly
shooting the fork ramp will now award the shots correctly.
- Custom coinage for Canadian coin issue resolved.
- Fixed the interaction between the gate and ball save. It will no longer
serve an extra ball
- Tilt will now release the ball from the accelerator correctly.
- Ticket Dispenser will now work correctly
- Fixed a case where the ball would not exit from the accelerator.
- Fixed a case where the ball would stop in the accellerator and wait for
ball search.
- Deathstar III could cause a crash if played a second time in a game.
- Fixed some modes that sometimes, didnt handle their state correctly when
played a second time in the same game.
- Deathstar I was not starting the hurryups correctly.

New:
- Added support for new headphone jack accessory
- Added an adjustment to stop the stacking of missions or to stop stacking
until their 2nd character. Default is STACKING ALLOWED.
- Added a new bonus scene
- Added 3 new ball saved animations. Now each character has their own.
- Added a new feature adjustment to adjust the trough power
- Added a sound for the end of the high score presentation
- Added a Jackpot grows effect when loops are made in the accelerator.
- Added Jedi-Multiball:
- You need to complete the path to Jedi Multiball to light it,
including:
- Start all four 4th missions
- Complete Escape from Boba Fett
- Defeat Light Saber Duel (currently spotted for you)
- Destroy 100 TIE fighters
- Reach Jedi Master
- If you bring medals to Jedi Multiball you will be awarded bonus
points. You can collect a medal from each Victory Multiball.
- There is an instant info page that shows your progress on the path
- There is an instant info page that shows how many Medals you have
collected.
- Added a page to the start of bonus if you have advanced toward Jedi
Multiball on that ball
- Added adjustment "ALLOW TWO MISSIONS TO STACK" to the competition install.
There will be no stacking in competition mode.
- Added Death Star test
- Added a Death Star hold power adjustment
- The ball will now do one lap around the accelerator at the start of destroy
the Death Star final shot

Tweaked:
- Tweaked default High Scores to reflect new score levels
- Fixed how many TIE fighters are needed to start Jedi Multiball. It should
have been 100.
- The moving Skill Shot speed will now be random from ball to ball
- Improved the Tilt animations
- You can now press both flippers to end the extra ball show
- Added new match number animations
- Added death star powering up its main weapon during match lamp show
- TIE Fighter Multiball JACKPOTs now increase in value for each
one collected.
- Improved the Hyperspace Multiball lighting to be not so dark
- Each loop of the accelerator now builds the jackpot value for Hyperspace
Multiball
- Tweaked some of the speech calls for tilt and tilt warning
- Tweaked some of the attract mode scenes
- Tilt Warning sound ran a bit too long.
- Improved the choreography when TIE Fighter multiball starts during TIE
fighter Assault.
- Tweaked the description of the Death Star lights in test mode to be
accurate.
- Delayed the ramp from coming up when a ball is going around the inner loop
counter-clockwise.

LE V0.87 - July 26, 2017
========================
- Initial release.

#903 7 years ago

pro

PRO V0.89 - August 14, 2017
===========================
Fixed:
- Corrected the response time for the action button to add-a-ball. Response
time is increased only during "TIE fighter Assault".
- Fixed the order of scenes for "Destroy the Death Star"; they were not being
played in order.
- Fixed ball search and the double post. It will now release the ball
correctly.

New:
- Added topper support throughout the game.

Tweaked:
- Changed "Shot Multipliers" at ball start. The multipliers are off at ball
start. You can move them any time. They cannot be turned on until the ball
is plunged. Valid playfield will always lock them on. They can be changed
at ball start and are always on at the start of each ball.
- Increased the length of time that the button is ignored at the end of "TIE
Fighter Assault" with regard to changing multipliers.
- Only the last tilt warning will blink the word "DANGER". This will help
communicate how many remain.
- Improved the holo-text messaging system. Messages are now able to interrupt
themselves when appropriate.
- Made "Destroy the Death Star" easier to complete. It now requires a total
of eight shots instead of nine. Increased the duration of the timers in each
phase of "Destroy the Death Star".

PRO V0.88 - August 11, 2017
===========================
Fixed:
- Fixed text that ran too long in the extra ball instant info page
- Fixed restarting a 4th mission from grace with add a ball. It will now
end correctly.
- Custom coinage for Canadian coin issue resolved.
- Deathstar III could cause a crash if played a second time in a game.
- Fixed some modes that sometimes, didn't handle their state correctly when
played a second time in the same game.
- Deathstar I was not starting the hurry ups correctly.

New:
- Added support for new headphone jack accessory
- Added an adjustment to stop the stacking of missions or to stop stacking
until their 2nd character. Default is STACKING ALLOWED.
- Added a new bonus scene
- Added 3 new ball saved animations. Now each character has their own.
- Added a new feature adjustment to adjust the trough power
- Added a sound for the end of the high score presentation
- Added Jedi-Multiball:
- You need to complete the path to Jedi Multiball to light it,
including:
- Start all four 4th missions
- Complete Escape from Boba Fett
- Defeat Light Saber Duel (currently spotted for you)
- Destroy 100 TIE fighters
- Reach Jedi Master
- If you bring medals to Jedi Multiball you will be awarded bonus
points. You can collect a medal from each Victory Multiball.
- There is an instant info page that shows your progress on the path
- There is an instant info page that shows how many Medals you have
collected.
- Added a page to the start of bonus if you have advanced toward Jedi
Multiball on that ball
- Added adjustment "ALLOW TWO MISSIONS TO STACK" to the competition install.
There will be no stacking in competition mode.
- Ticket Dispenser will now work correctly

Tweaked:
- Tweaked default High Scores to reflect new score levels
- The moving Skill Shot speed will now be random from ball to ball
- Improved the Tilt animations
- You can now press both flippers to end the extra ball show
- Added new match number animations
- Added death star powering up its main weapon during match lamp show
- TIE Fighter Multiball JACKPOTs now increase in value for each
one collected.
- Improved the Hyperspace Multiball lighting to be not so dark
- Tweaked some of the speech calls for tilt and tilt warning
- Tweaked some of the attract mode scenes
- Tilt Warning sound ran a bit too long.
- Improved the choreography when TIE Fighter multiball starts during TIE
fighter Assault.
- Tweaked the description of the Death Star lights in test mode to be
accurate.

PRO V0.87 - July 26, 2017
======================
Fixed:
- v0.86 broke - Far left mini target will now work correctly.

Tweaked:
- Changed the priortiy of TIE fighter hurry up lamps to be higher than Death
Star III mission.

PRO V0.86 - July 26, 2017
======================
Fixed:
- Removed Accelerator switches from reporting they are bad in tech alert.
- Game will no longer crash during mini-wizard modes if you complete them
during the grace.
- Made 2nd Hyperspace multiball in the same game end correctly.
- Made 2nd Victory multiball in the same game end correctly.

Tweaked:
- Shortened one of the speech calls for choosing Han.
- Greatly slowed down how fast the shot arrows blink esecpially if there is
more than one color the arrow is cycling through.
- Added left side flasher to the TIE fighter explosion.
- Greatly reduced the scoring of most of the game.
- Tweaked default High Scores to reflect new score levels.

PRO V0.85 - July 19, 2017
=========================
Fixed:
- Improved how the ball is detected in the inner loop.
- Improved memory allocation.
- Shot multipliers now show up during Mystery and mission selection.
- Fixed adding balls to multiballs during grace period.
- Fixed how missions are calculated when awarding light extra ball.
- Fixed the width of feature adjustment #6. It was a bit too long.
- Stopped sounds from the action button during bonus.
- Removed Jedi training from the "choose your path" if you are a Jedi master.
- Fixed the "Path to Jedi Multiball" instant info page to read “Lightsaber
Duel” instead of “Jedi Duel”.
- Fixed the “Choose Your Path” instant info page to read "Choose Your Path"
- TIE Fighters will now be awarded correctly when the ball hits the 3-bank
during “TIE Fighter Assault.”
- Improved the inner loop logic to trap the ball more consistently.
- “TIE Fighter Multiball” will now end properly when down to one ball.
- Improved the handling of dollar bill acceptors.

New:
- Added Mystery light to the mystery background lamp effect.
- Added Holo-Text for when Double Multipliers start.
- Added Game Credits Easter Egg @123.
- Added Bonus Champion.
- Added lamp effects to “Hyperspace Multiball”.
- Added grace period to “Escape from Boba Fett”. It will now continue if you add time
from the hitting the three bank targets.
- In competition mode the left orbit will always loop and the right orbit will
always go to the top lanes.
- Added Extra ball instant info page.
- Removed +5% score from “Choose Your Path” if in competition mode.
- Added adjustment for “Hyperspace Multiball” difficulty.
- Added an adjustment for the base number of TIE fighters required to start multiball.
- “Install Competition Mode” now:
- Sets MULTIPLIERS DIFFICULTY to HARD
- Sets HYPERSPACE MBALL DIFFICULTY to HARD
- Sets TIE FIGHTERS MULTIBALL to 50
- Sets START GAME FROM BUTTON to NO
- Sets REDUCE INTENSE LAMP EFFECTS to YES
- Upper shooter lane switch now sets valid playfield.

Tweaked:
- Added red general illumination to the tie fighter toy explosion effect.
- Tweaked the pop bumper rule to change the frequency of some of the awards.
- Changed the default, min and max for how many missions are needed for
Extra Ball.
- Removed redundant speech from character selection event.
- Three bank target now starts valid playfield. This will end some at ball-start,
at ball-launch confusion.
- Tweaked the flipper speech call outs.
- Tweaked some of the attract mode scenes.
- Tweaked the verbiage of some “holo”-text messages.
- Stopped scenes in the mini-lcd during “Destroy the Death Star” from
interrupting each other.
- Tweaked background lamp effect for Death Star III so it will not get buried
when TIE Fighter multiball runs.
- Prioritized the sound of start scenes to not play over each other. They will always
interrupt each other.
- Shot arrows and multiplier arrows will now show their game state during many of
the award lamp effects.
- The combo timer will now pause for various things, including when the ball is
in the pop bumpers.
- During “Escape from Boba Fett” the orbits will always loop around.
- Stacking two 4th missions will now award an extra ball for the combined
multiballs.
- Improved the delay before kicking the ball out from the right eject.
- Tweaked the character start speech to be more random.
- Changed extra ball when set to points to award 10 Million points.
- Changed the timing of the shot multipliers:
- Lowered how long the multipliers stay increased
- Lowered the time that multipliers remain incremented when in
competition mode.
- Selecting R2-D2 now awards more time before shot multipliers time out.
- As your multiplier value increases the available time duration is decreased.
- In competition mode, if you have the multipliers at maximum, you can not
increase the time.

PRO V0.84 - July 11, 2017
======================
- The shaker motor in test mode now works correctly.
- Added extra bonus scenes
- Added more sounds
- Changed how TIE Fighter Assault works. It will stop allowing TIE fighters to
be destroyed at zero seconds.
- Fixed bonus count for Missions on your second character within one game.
- Changed how TIE fighter multiball starts and awards jackpots / Super
Jackpots
- Changed the layout of the bonus multipliers during the skill shot.
- Changed the test menu to be blue.

PRO V0.83 - July 7, 2017
=====================
- Initial release.

#904 7 years ago

Could one of the current owners tell me the diameter of the Death Star. Much appreciated.

#905 7 years ago
Quoted from John1210:

where did you get the x wings?

I bought two of these guys. It's the same set from the MF so they match perfectly and blend the spotlights a little better.

https://www.amazon.com/gp/product/1616613777/ref=oh_aui_detailpage_o00_s00

#906 7 years ago

Pro owners can somebody check and see if the info screens are working properly. When i check them holding either flipper and hitting the other flipper to turn forward through the info pages it kicks me out within a page or 2. If i hold a flipper and hit the action button i can go through all of the info pages but in reverse. This happen on last code .87 and now on .89 for me and just want to make sure i dont have a button leaf that needs adjusted or if its a bug in code.

#907 7 years ago

Got about 10 games in on the new code today. Really like how the code is coming along.

Don't think it was in there before, but there is now a progress to Jedi MB screen after each ball that is helpful. Most of the things you need to do have lit inserts, but it was nice to be reminded that one of the reqs is kill 100 tie fighters.

Noticed some more clips and heard some new sounds. Overall still lacking in callouts but it seems like they are on the right track.

Never did get JMB started, but was very close in a couple games. Believe I just needed to finish the Death Star modes. But I certainly don't think JMB is unattenable. I'll get it soon enough.

Glad they left the option to select multiple missions at once on by default.

Score wise, couple stinkers less than 200mil. But most of my scores were around 2b. Set the GC with 3.8b. Scores seemed consistent across characters. Didn't really notice that any one was distinctly more valuable, but I'm not fully versed in the rules yet.

Good stuff Stern. Keep it coming.

#908 7 years ago
Quoted from ectobar:

Got about 10 games in on the new code today. Really like how the code is coming along.
Don't think it was in there before, but there is now a progress to Jedi MB screen after each ball that is helpful. Most of the things you need to do have lit inserts, but it was nice to be reminded that one of the reqs is kill 100 tie fighters.
Noticed some more clips and heard some new sounds. Overall still lacking in callouts but it seems like they are on the right track.
Never did get JMB started, but was very close in a couple games. Believe I just needed to finish the Death Star modes. But I certainly don't think JMB is unattenable. I'll get it soon enough.
Glad they left the option to select multiple missions at once on by default.
Score wise, couple stinkers less than 200mil. But most of my scores were around 2b. Set the GC with 3.8b. Scores seemed consistent across characters. Didn't really notice that any one was distinctly more valuable, but I'm not fully versed in the rules yet.
Good stuff Stern. Keep it coming.

Liking that there is no one character that's an obvious choice. Just changes the path you take through the game. Can't wait to play the new code.

#909 7 years ago

Striking a good balance between characters makes it more fun to play them as long they still afford some measure of variety. Otherwise, god forbid, you end up with cities on Kiss (I assuming the new code didn't change that). So far, so good with SW on that front.

#910 7 years ago
Quoted from tbanthony:

Striking a good balance between characters makes it more fun to play them as long they still afford some measure of variety. Otherwise, god forbid, you end up with cities on Kiss (I assuming the new code didn't change that). So far, so good with SW on that front.

From what I could tell if I wanted to play against boba fett easier, choose Han. If I wanted to advance ranks easier choose luke. Didn't see the immediate change in the modes for Leia, and if you want to keep those multipliers on multiple shots, choose R2.

#911 7 years ago

Anybody with a pro getting really loud weird audio pops during extra ball or replay on .89? It sounds like my speaker is about to explode haha. Didn't happen on .87 or .84., presume it is the fake knocker sound... but it no longer sounds like a knocker. I'll try turning it off in the settings and see if that fixed it.

#912 7 years ago

I think Leia increases scores on the 4th missions/banana/hot dog ones.

#913 7 years ago
Quoted from Groo:

I think Leia increases scores on the 4th missions/banana/hot dog ones.

kinky

#914 7 years ago

Lol. Yeah, thats part of the risk reward I find interesting. Do you gamble on having to go through more missions to get to the planet multiball with Leia knowing when you finally get there it'll be a big pay off or do you take Han or R2 on the shorter path but at a lower potential payoff? Choices are great!

#915 7 years ago

There's an LE available to play @ Invasion Laser Tag in San Marcos, CA

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12
#917 7 years ago

Joined the club today, even had it personally delivered by Trent. I had to go to a coaches meeting 2 hours away and was dying to get home. My son and I set it up and played until we realized it was 2:30 AM.........ooops.

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#918 7 years ago

My LE hasn't arrived yet so I have one question. Does the cabinet come with protectors for the legs or would I need to buy those separately before delivery of the machine itself.

It's my first nib, so please excuse of this is a stupid question

#919 7 years ago
Quoted from Kobaja:

My LE hasn't arrived yet so I have one question. Does the cabinet come with protectors for the legs or would I need to buy those separately before delivery of the machine itself.
It's my first nib, so please excuse of this is a stupid question

You're good to go. Sterns have been coming with metal protectors built in for a while now.

#920 7 years ago

Does anyone have a magic number for their right scoop eject power so it doesn't drain SDTM? I know this will probably vary depending on how people have leveled their games, but I think for GB, there was a commonly accepted number for that left scoop kickout that would help with the center drains.

#921 7 years ago
Quoted from speederice:

Does anyone have a magic number for their right scoop eject power so it doesn't drain SDTM? I know this will probably vary depending on how people have leveled their games, but I think for GB, there was a commonly accepted number for that left scoop kickout that would help with the center drains.

Purely a case by case basis. May need leveling changes or physical changes to the scoop.

#922 7 years ago

Think my scoop is set at 15, seems to deliver to the right flipper cleanly 90% of the time.

#923 7 years ago

Just got the call. My LE is on the truck...half way across the country. But at least it's on its way.

#924 7 years ago
Quoted from Jargus:

Just got the call. My LE is on the truck...half way across the country. But at least it's on its way.

When you live in Washington, EVERYTHING is halfway across the country.

#925 7 years ago
Quoted from speederice:

Does anyone have a magic number for their right scoop eject power so it doesn't drain SDTM? I know this will probably vary depending on how people have leveled their games, but I think for GB, there was a commonly accepted number for that left scoop kickout that would help with the center drains.

I think ours is set on 30. It delivers it to thee left flipper pretty consistently. But it is case by case thing...you might need to play around with the settings and see what works for your game and you and go from there.

Phoebe

#926 7 years ago

Does anyone know if they are going to code a tutorial into the attract mode?

#927 7 years ago

After making sure mine was level and setting it to 30, it delivers it to the left flipper which is what I like and has basically removed all of the STDMs. I think making sure it is level first is the most important thing and then you can play with the power settings to get it to what you like.

#928 7 years ago
Quoted from Kobaja:

My LE hasn't arrived yet so I have one question. Does the cabinet come with protectors for the legs or would I need to buy those separately before delivery of the machine itself.
It's my first nib, so please excuse of this is a stupid question

I usually swap out the plastic ones that come on the pins for the metal ones you can get from Marco or other vendors...(there were a couple games that came with metal ones but then they went to making them out of plastic...)
http://www.marcospecialties.com/pinball-parts/535-0599-00
The plastic ones to me make the game feel wobbly and unstable. I had 2 games side by side (AC/DC & Metallica) AC/DC I had not yet swapped the plastic ones for the metal ones...and some folks came over to play and commented on how wobbly AC/DC felt and that I needed to check my leg bolts and tighten them up...

Phoebe

#929 7 years ago
Quoted from beelzeboob:

When you live in Washington, EVERYTHING is halfway across the country.

And yet I'll get mine before you.

#930 7 years ago
Quoted from Jargus:

And yet I'll get mine before you.

I don't know you, but I hate you.

Actually, I was supposed to get it Tuesday, but I'm away. So the 28th is delivery day for me.

#931 7 years ago

Monday LE pick up for me. Let's get these in our gaming areas and play these suckers!

#932 7 years ago

Setting it to 30 seems to be working pretty well. Thanks all! Sidenote: I tried to see what happened if I dialed it all the way down to 10 - couldn't even clear the scoop! Whoops!

#933 7 years ago
Quoted from beelzeboob:

I don't know you, but I hate you.

I get that a lot.

#934 7 years ago

Updated MF mod for the pro, tilted and more detailed and weathered look...

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#935 7 years ago

I wish they didn't change the lightshow for hyperspace multiball in 0.89. loved the original one. It was hard to spot the ball but that's what made it so great. Anybody else?

#936 7 years ago

Is it 5pm yet???

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#937 7 years ago
Quoted from MattS:

Is it 5pm yet???

Holy smokes, who's shipping those games? looks a little rough 'round the edges. Hope you signed "Subject to inspection" when you took delivery

#938 7 years ago
Quoted from JoshODBrown:

Holy smokes, who's shipping those games? looks a little rough 'round the edges. Hope you signed "Subject to inspection" when you took delivery

Yeah the box was pretty banged up but the worst thing is the topper on AFM was missing........freight company is looking for it but I doubt it will be found.
JJ is on it, I have no worries.

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#939 7 years ago

I am confused: I can't get my multipliers higher than x20. It was x40 in the previous code. But they don't mention that change in the read me file. I want my x40 back please !

#940 7 years ago

Gotta get that double scoring going son! It's there, just need to hit the force targets a whole bunch

#941 7 years ago

I'm lovin this pin, that Falcon looks 10x better Lermods. Just had a 5 Billion game, Endor and Death Star going with a Hyperspace Multi then Tie Multi trying to change the Multiplier for maximum points and mashing the button, greatness, Jabba mode needed badly.

#942 7 years ago

Anybody know anything about Road Runner Transportation Systems? They're the carrier for my LE, but I've never worked with them before.

#943 7 years ago
Quoted from Hazoff:

I'm lovin this pin, that Falcon looks 10x better Lermods. Just had a 5 Billion game, Endor and Death Star going with a Hyperspace Multi then Tie Multi trying to change the Multiplier for maximum points and mashing the button, greatness, Jabba mode needed badly.

You have the Canadian version. The American version has the Jabba mode.

#944 7 years ago

.89 code they did something that made the Hoth shot get way way more rejects then .87. Really sucks to get reject after reject when last code it read perfectly. i got to say I'm finding bug after bug in the present code.

#945 7 years ago
Quoted from Phbooms:

.89 code they did something that made the Hoth shot get way way more rejects then .87. Really sucks to get reject after reject when last code it read perfectly. i got to say I'm finding bug after bug in the present code.

When you say reject, you mean the ball bouncing back out on the right loop Hoth shot before the post in the top of the loop rises to trap the ball? I get this a lot, the faster the ball is moving the worse it is, seems to need to be a shot that rattles around in the loop a little before it passes the u-turn or has a weird spin or a weaker hit to get it to stick. I feel like if they had moved the double posts down a half inch or so, it probably wouldnt be so bad. I'm not sure what you could even do yourself to soften this shot up a little bit so it doesn't bounce out of there.

#946 7 years ago
Quoted from Phbooms:

.89 code they did something that made the Hoth shot get way way more rejects then .87. Really sucks to get reject after reject when last code it read perfectly. i got to say I'm finding bug after bug in the present code.

On the pro I've been playing, I definitely had more rejects in my last session which was on the new code. Previous sessions on older code seemed to work better. Thought it was just due to the mechanical nature of pins but it's interesting you're experiencing the same thing.

#947 7 years ago

Just a heads-up: Spike 2/Rev. C Shaker motors are back in stock at Pinball Life. I just grabbed one. Now I just need for Stern to get those Premiums rolling.

#948 7 years ago
Quoted from ectobar:

On the pro I've been playing, I definitely had more rejects in my last session which was on the new code. Previous sessions on older code seemed to work better. Thought it was just due to the mechanical nature of pins but it's interesting you're experiencing the same thing.

Definitely a code issue. Last code you could hit the Hoth loop as fast as possible and the single large post would always(95% or better) catch the ball but now it just bounces off the double posts and rejects past the large post before it can stop the ball way to much. This is how 2 or 3 codes ago acted also so whatever they did after .87 code messed it up.

#949 7 years ago

All this code talk is strictly about the pro, right?

#950 7 years ago
Quoted from beelzeboob:

All this code talk is strictly about the pro, right?

Im talking about the Pro

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