(Topic ID: 47092)

St:tng owners welcome aboard the uss enterprise

By Pinballgeek

11 years ago


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  • Latest reply 38 hours ago by spidey
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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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#4610 3 years ago

Hello, my name is Bill, and I am addicted to STTNG pinball.

1 week later
#4663 3 years ago

I had posted this under Tech but perhaps someone here can help. Everything was working fine until a couple weeks ago (both launchers worked, neither panned back and forth at power on).

Now, after power-on the right launcher pans back and forth then stops home. Whenever the launchers would be used (e.g., start of "Battle Simulation") the ball just VUK-pops into the left return lane without trying the right launcher.

However, when I go into the test menus (T.14, T.15), both launchers behave perfectly, panning side to side, indicating when "home", kickers firing correctly (but the right firing pin sometimes sticks extended).

I set the A.2 18 "Right Launcher Broken?" to "YES", and now the Battle Simulation works (albeit with just the left launcher). The LEFT launcher now pans back and forth after power-on.

Any suggestions as to what to check, fix or replace to get the right launcher used during play?

2 months later
#4995 3 years ago
Quoted from bobukcat:

I like the lighted star-posts at the bottom of the slings especially, may have to add those to mine.

I added some to mine, but then move them up by the Ferengi and Klingon faces instead (the bottom ones shone too much in my eyes, even when I changed them to darker blue star posts). Clear star posts at the top of the slingshot not only spotlight the two adjacent faces but nicely light up the Ferengi and Klingon target banks.

1 month later
#5307 3 years ago

Final Frontier seems to be ending when there are 2 balls in play. I don't remember it doing it until recently (last few months) but it seems to do it consistently now. At that point, either ball draining will end the ball and the other will just drain pointlessly (so to speak). If I can get them both into the table (e.g., get them both into the Neutral Zone before either comes back out), then only one will come back out and play as normal.

I haven't noticed any other issue with multi-balls ending prematurely (e.g., Borg). Any suggestions as to what I can check?

#5311 3 years ago
Quoted from Knight-of-Ni:

...
(Actually I could see something like this being designed in to some game ["You ball has been split in two, twice the scoring, but don't lose either half!"], and a science fiction themed game like STTNG would be an ideal place for it.)

That would be a cool option for a game mode, maybe something like Rick and Morty (Standard) in one of the alternate dimensions!

Thanks everyone, I'll check my optos.

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