(Topic ID: 47092)

St:tng owners welcome aboard the uss enterprise

By Pinballgeek

11 years ago


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  • Latest reply 2 hours ago by Stebel
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Topic index (key posts)

7 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #2194 Fix for low 12V voltage and slow cannons. Linked to ColorDMD Install. Posted by mavantix (6 years ago)

Post #2578 Hallmark Romulan Warbird modification Posted by Pin_Guy (5 years ago)

Post #2659 canon gearbox; detail photos of innards Posted by scooter8416 (5 years ago)

Post #4774 Tubing used for ends of flipper return lanes. Posted by Gogojohnnyquack (3 years ago)

Post #8277 Disable Officer's Club from the high scores in attract mode. Posted by ingo333 (1 year ago)

Post #8653 LX-8 ROM Release with link and description. Posted by ingo333 (1 year ago)


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#1403 7 years ago

Love my STTNG, but I've had a consistent problem with it. When the ball drops into the Borg lock, the game will often not launch a replacement ball. The Borg DMD sequence starts just fine, but no ball is launched. I end up waiting for the game to cycle a ball search and on the second cycle, it will kick a ball out of the left vuk and gameplay will continue. Any ideas?

#1412 7 years ago
Quoted from JeremyON:

Love my STTNG, but I've had a consistent problem with it. When the ball drops into the Borg lock, the game will often not launch a replacement ball. The Borg DMD sequence starts just fine, but no ball is launched. I end up waiting for the game to cycle a ball search and on the second cycle, it will kick a ball out of the left vuk and gameplay will continue. Any ideas?

All the optos check out. There are no switch errors. I put a new MPU in it because the real-time clock wasn't running, and I thought that might be causing it, but it wasn't. Something else it does: during the Battle Simulation sequence on level 4 the left cannon doesn't cycle like it should and I just fire the ball toward the left vuk and the game continues. The cannon cycles just fine for the first 3 levels.

#1423 7 years ago
Quoted from Pin_Guy:

The best starting point for a problem like this is to remove all the balls from the game, then look at your switch matrix in the diagnostic menu. With no balls in the machine ALL of the optos should read closed (all of column 3 and 4, and all but 68 in column 6); any that doesn't read closed is malfunctioning and needs to be fixed before troubleshooting any further. If these all check okay, measure your 12V at the 16 opto board and make sure it reads at least 12V on the board.

Thank you! I'll give that a try!

5 months later
#1823 6 years ago
Quoted from Pin_Guy:

The best starting point for a problem like this is to remove all the balls from the game, then look at your switch matrix in the diagnostic menu. With no balls in the machine ALL of the optos should read closed (all of column 3 and 4, and all but 68 in column 6); any that doesn't read closed is malfunctioning and needs to be fixed before troubleshooting any further. If these all check okay, measure your 12V at the 16 opto board and make sure it reads at least 12V on the board.

I finally figured it out. Apparently whenever the trough kicker kicks a ball up to the plunger the remaining balls in the trough were not rolling forward so the game behaved erratically like an opto was out. I fixed it by lowering the front of the trough using washers to give it more slope so the balls would roll forward. There was nothing wrong electronically with the game.

1 week later
#1825 6 years ago
Quoted from Zitt:

Jeremey,
Check the trough for divots which would allow a ball to hang in the trough.
I'd also check to make sure the balls didn't get magnetized for some reason.

Will do. Thanks!

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