Did a lot of tweaking this weekend -- I was convinced that my actuator arm had too much slop in it side-to-side, and I was able to get the ramp out enough to get access to the allen key head below to the piece of on the right that allows the arm horizontal movement but restricts vertical, and I tightened it down a bit. Then readjusted the ramp, pushed my shim in even farther behind it.. And now I get like 70% locks on the wall. Better than it was, and rejects tend to still lock rather than scream down the ramp. I need to video it in slow mo to determine what's going on I think. I'm certain my ramp is pulled forward of the wall, but it still seems to lose momentum on the transition, yet it's def not being pinched.
Anyway, I wanted to share that I followed suit and added the clear center targets and lit them from below with a blue LED strip and a custom bracket I 3d printed. Whoever did that a few pages back was right -- you can't capture it in a photo but it looks AWESOME. The flames on front, the glow below. It doesn't wash anything out from the projector imo, highly recommend it.
Thank you chuckwurt - I was able to get all the projector images tweaked with the coin door interlock in, didn't realize it was cutting all voltages.
Also, a note on the pinstadium UV/light kit that came with my game -- It works pretty good.. my first exp. with pinstadium which typically I've scoffed at. However, with out it - man the game art is pretty damn dark I realized. However they completely wash out the ramp projections. I blocked out the last 1' of lights on each side and it made a HUGE difference for those projections. Pinstadium should have put in the extra time to design these better for the game, you can hardly see the "jackpot lights" and other effects with them stock. I am ordering the UV kit from stern as well, and I think I will try a dual install as I don't think the pinstadium UV side quite lights up all the artwork like it should. It DOES light up the ramps in a nice blue glow though, which the UV kit won't do.