(Topic ID: 47092)

St:tng owners welcome aboard the uss enterprise

By Pinballgeek

11 years ago


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  • 10,383 posts
  • 555 Pinsiders participating
  • Latest reply 7 hours ago by Stebel
  • Topic is favorited by 355 Pinsiders

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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)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider smalltownguy2.
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#3779 4 years ago

Permission to come aboard?

TNG (resized).pngTNG (resized).png

1 week later
#3820 4 years ago
Quoted from BioBa:

Here are the second generation STTNG decals with gold and colour!
Fully laminated on stainless steel film.[quoted image]

I need these in my life!

#3824 4 years ago
Quoted from Zitt:

Thanks for ripping off an original mod and making it inferior. Class act all the way. You're paying Nycon a royalty, right?

Whoah!!

RegularGregariousIcterinewarbler-small (resized).pngRegularGregariousIcterinewarbler-small (resized).png

#3843 4 years ago

Hey does anyone know how I can set my machine to .25 per play? Is that even possible?

#3845 4 years ago
Quoted from MrMikeman:

As long as you have a coin door with a coin slot and a .25 coin mech installed, then yes, you can adjust the settings for 1 credit/ 1 play. In the Pricing adjustments.

Man....I looked. I was all over the pricing menu, and closest I could get was .50 per play.

8 months later
#4715 3 years ago

I'm sure this has been asked before, but I'll ask again: has anyone experienced issues where the trigger doesn't reliably fire the canon shots? I never have an issue at ball launch, only randomly when firing canons.

3 weeks later
#4762 3 years ago

Is the cannon loom something that's easily purchased and swapped out?

11 months later
#6763 2 years ago

I've been dragging my feet for too long with my STTNG - it's really time for me to consider pulling the trigger for PinSound and a color dmd....

2 months later
#7119 2 years ago

I spent a fair amount of time with this machine this weekend, and I'm thinking my right lower flipper might be weak or need a rebuild. When trapping the ball and letting it roll down near the end of the flipper, I lack the power to push the ball up the left side around the back of the machine. (the "warp factor?")

I feel like sometimes the lower right flipper is OK for most shots during fast play, but I notice the issue when trapping to try to make that shot.

Suggestions?

#7154 2 years ago

Couple questions on my STTNG as I dig deeper:

The switch at the bottom of my drop Target needs to be replaced - does someone have a part number from pinball life or Marco that I can order?

Also regarding the launcher I feel like maybe it is a bit too powerful causing the ball to bounce out of the back of the subway entrance and not actually drop into the subway sometimes. Is there a way that I can adjust the coil strength so that I get more reliable drops into the subway system? Or maybe I need to modify something else?

#7161 2 years ago

Of course

Quoted from MrMikeman:

Oops that's what I meant lol. However given the OP's comment that "sometimes the ball bounces back", he obviously wasn't aware that it's supposed to.

I'm aware of what the ball's behavior is supposed to be when the drop target is up. My concern is what happens when the drop target is down on launch, i.e. during the "launch a probe" mode. The ball sometimes glosses right over the subway hole and bounces back to the rollovers, missing the hole.

I cannot transfer the actuator arm from the broken switch over to a new switch because it's the actuator arm that damaged. It appears the end of the arm has either broken off or has been worn short by being mal-adjusted and the drop target shaft sliding past it for what could be a very long time. I'd like to replace the entire switch/arm assembly and get it adjusted correctly so the drop target operates correctly.

#7163 2 years ago
Quoted from MrMikeman:

Ok. Is your game at 6.5 degree pitch?
And are you sure the drop target drops fully down and never sticks even a little? I have that issue on Woz. When I hit it with the ball it always fully drops. However when the game activates the mini-coil to make the drop target go down it sometimes doesn't go quite all the way down and it prevents the ball from passing by and the ball bounces back. It really doesn't take much. Mine sticks out maybe 1/4" and that's enough to prevent the ball from passing.

My target has been all the way down for many months, because I wasn't aware that the switch actuator arm was broken. Each and every time the launcher sent the ball it's been headed right for the subway entrance. Not knowing how the regular operation worked, I was alerted when the "check switch" error came up on game start-up. That's what led me to lift the playfield for the first time since getting the game (yeah, I know)

Bonus: I found the manual envelope, complete with schematics, so that's nice.

I'm thinking this is the switch I need, from Marco. They also sell one with a longer arm too though. Anyone near their machine that could tell me how long the arm *should* be? This one is 1.25 inches, they also have one that is 2.25"

switch (resized).jpgswitch (resized).jpg

#7176 2 years ago
Quoted from Manny65:

There should be a ball deflector (01-12227) behind the hole that directs the ball down into the subway. Verify that your game has the deflector and that it hasn't come loose and is causing the rejects. The other alternative is that the ball is hitting the post just below the subway hole and bouncing back - it'd be good to take a slow motion video of this area when launching the ball, as this will help to determine what the actual issue is.

Just for your reference the switch actuator arm (circled in green) is activated by the plastic tab (blue arrow) on the back of the target. When you say the drop target "shaft" is not triggering the switch, if you are referring to the lower of the 2 metal shafts with e-clips, these are permanently fixed to the bracket and is what keeps the target in position as it slides up and down (hence the slots in the target) and has nothing to do with triggering the switch.
It'll probably be easier to take the mech out to install and adjust the switch in the right position. When you reinstall the mech, check that when the drop target is down that the top of the target is flush with the PF, this is adjusted up/down by the screw (red arrow).
[quoted image]

Great post!

drop-target (resized).jpgdrop-target (resized).jpg

My issue is that the arm on the switch seems to be broken, leaving it shorter than it should be. (the part circled in green). I'm nowhere near the correct length according to the schematics.

The tab that hits the arm (blue arrow) misses the arm when the target drops down. I tried rotating the switch a bit (by removing one of the retaining screws), but that was a temporary solution that did not hold. I have parts on the way.

Interesting note about the ball deflector behind the hole. I'll have a closer look.

1 week later
#7271 2 years ago
Quoted from bobukcat:

You can just replace the actual optos on those boards instead of replacing the whole board, that will almost always fix the problem you had. Also be sure you have the black interrupters and there are return spring steel pieces installed. Now I need to go find that thread or sub-section of a thread where people swear that those can't cause weak flippers because "they are either on or off".

Would love to read that info. I have a weak right flipper and I'm suspecting the opto too.

4 weeks later
#7419 2 years ago
Quoted from radium:

Weird problem. The gun trigger on my game works 100% fine in switch test, but in the game it only works 50% of the time. Any ideas?

50% of the time for every function? That trigger is used for many things. Or is it just 50% of the time for cannon launches?

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