Quoted from ingo333:Hi SNES,
also pretty "new" here.... if you search for it, you will find posts telling none of them should move, others stating that both should move. Posts that tell you to replace cables, and posts that tell you that it doesn't matter....
During the last year, I saw my cannons moving both, only the right one, and only the left one... I had replaced cables, optos, coilsleeves.. it seems to be pretty random actually....
last week I decided to have a closer look. here is what I've found:
- the plunger is pretty small, if you think that the opto is designed to be interrupted by a ball.
- remove the cannon cover, go to switch test and then push the plunger manually (leave the coin door open! there is a coil close by.....)
- if I do it here and push the plunger a little from the bottom, it interrupts the opto.
- if I push the plunger a little more from the top, the opto is not interrupted!!
- if I push it in the middle, then it is a bit random I would say....
then I removed the receiver on one cannon and checked what's going on there. (see picture 1 and 2)
[quoted image] [quoted image]
I haven't replaced the coil-holders(?) so they might have an influence on the plungers "end-position".. (see pic 3).
[quoted image]
anyway, adjusting the optos seems to be the key to get either both canons moving at start or none of them. the little pcb on which the optos are can be moved a little more up to block the beam, or you can lower the opto a little to get the cannons moving.
I've added a small spacer above the opto holder to get them more down... although people are saying that this is a test for the cannons - I've just checked 2 days ago, that if this is a test, it doesn't seem to be really testing something.. maybe if the "home-switch" is released when the cannons start moving, but for everything else (e.g. disconnected mark switches), there is no error triggered or reported.
pretty happy that my cannons are not moving at start-up anymore =)
it's not only working with Ferengi Multiball... it's also working within PinMame!!! I guess we really have found a bug..... thanks for reporting and restoring my sanity... I've rebuilt half of my pinball searching why this is happening.... =)