(Topic ID: 225227)

Tag team problem

By Scvanguard

5 years ago



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  • 5 posts
  • 3 Pinsiders participating
  • Latest reply 5 years ago by vdojaq
  • Topic is favorited by 1 Pinsider

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#4 5 years ago

Do the coils fire in test mode?

#5 5 years ago

5.10.5.1 Solenoid Doesn't Turn On
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.

Problem Determination Procedure
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it's attachment to one of the coil lugs is open.
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, BRIEFLY touch the other end of the wire to the non-banded side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. BRIEFLY touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn't prove anything about the transistor. If it doesn't pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor.
Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor
Set the DMM to diode check
Place the black lead on the center leg
Place the red lead on each of the flanking legs in turn
A measurement between .5 and .7 should be displayed for one of the flanking legs.
A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.
Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.
Testing a 2N6043 transistor
Set the DMM to diode check
Place the black lead on the center leg
Place the red lead on each of the flanking legs in turn
A measurement between .5 and .7 should be displayed for each flanking leg
Readings outside of this range (generally dead shorts) indicate the part has failed.

Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.
Testing a 2N3055 transistor
Set the DMM to diode check.
Place the black lead on the metal casing of the transistor.
Place the red lead on each of the legs in turn.
A measurement between .5 and .7 should be displayed for one of the legs.
A measurement of "null" (no reading) should be displayed for the other leg.
Place the red lead on the "base" lead of the transistor.
Place the black lead on the other lead of the transistor (the "emitter").
A measurement between .5 and .7 should be displayed.
Place the black lead on the case of the transistor (the "collector").
A measurement between .5 and .7 should be displayed.
Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.

Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn't identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don't use every solenoid won't pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.

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