I'm fairly new at this, although I did have access to a Jokerz! machine many years ago that I was able to tear apart and get a basic idea of how all these things come together. I just received my STTNG yesterday, and while I knew it was one of the more complex animals out there, holy smokes!
It's in really nice shape, and after fixing a few things that I assume happened during shipping (some loose bulbs, GI wires in the backbox, and a switch arm that popped off), I'm off to the races with three problems remaining.
The first is that a drained ball isn't always recognized. It seems that it's easily solved by cleaning/resoldering the transmit board on the trough. It doesn't happen often, so I'll save that for a rainy day. Worst comes to worst, I'll just replace it.
The second is the left flipper doesn't always register a tap, like when selecting the different ball start sequences or missions in Command Decision. That's also hit or miss, and I have a new opto on the way for that. I only mention these two things in case someone thinks I'm barking up the wrong tree.
The one that's perplexing me right now is that during anything that uses the cannons, the "Launch a Probe" sequence starts. On the Borg multiball, it starts after the first Borg shot. No ball ever gets into the launcher, but it lights up and the system won't release the third ball into multiball until I pull the trigger. Same problem during the Ferengi multiball.
Battle Sim is a little different. It lets me through everything, then at the end kicks off the Launch Probe (with no ball).
Even in the actual Launch a Probe sequence, it happens twice. The first time with a ball, then again while that ball is in play, but without a ball. If the ball drains, the game still thinks it's playing until I hit the trigger, at which point I think it realizes there was no ball and ends round.
All I know to do at this point is put the game into test mode and have the Test Switch Edges function on. When I put my finger or the ball in the slot, it works as it's supposed to. When something is blocking, it knows it, and when the optos can see each other it changes states.
Perhaps there's something in the subway that's messing with this? A switch or something? Are there hall effect or prox sensors on this?
I'm stumped, but in an excited way.
Just as an aside, on my third game I sent a ball up the Alpha Quadrant, heard a metal sound, then the ball came out pushing a switch lever. So I owned the game less than an hour and was already tearing it apart to put that flag back on. Welcome to pinball ownership, I guess
Thanks for your help!