(Topic ID: 135041)

STTNG Question

By brent149

8 years ago



Topic Stats

  • 6 posts
  • 3 Pinsiders participating
  • Latest reply 8 years ago by brent149
  • No one calls this topic a favorite

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#1 8 years ago

I was wondering if anyone else had this problem. I'm blowing fuses to my high-powered solenoids. I cut the wire to the playfield so the only solenoid even on the chain right now is the knocker up top. Sometime when I fire the game up the knocker locks on and other times it doesn't (and I mean turning it on a minute a part or so). I've checked my transistors and they came up fine, so not sure what else it could be. Any help would be appreciated.

#2 8 years ago

Do other features seem normal? Display not garbled or have dots lit that shouldn't be? Lights seem to be sweeping in attract mode properly?

Can you get into diagnostics and run switch tests? Test OK?

When the other solenoids were connected did any of them lock on?

#3 8 years ago

Features seem normal. I get some static on startup on the dmd, but just a seconds worth and then dmd doesn't into it's normal screen attract modes. Inserts cycle like they should too. Other solenoids on that chain would lock on too if they were attached, but at one point I had knocker, plunger and the kickback all functioning propely, then turned it on a little while later and it popper the fuse again. It's a confusing situation.

#4 8 years ago

Solved it!

#5 8 years ago

What was the issue?

#6 8 years ago

At the risk of sounding like a complete idiot it was a flipped ribbon cable. I had checked the one from the cpu to the power driver board but not to the auxiliary driver board. I was convinced it was a grounding issue. Flipped that ribbon and no issues (knock on wood).

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