Quoted from J85M:Vire is this a new thing with the coils Stern are using? Have they changed brand etc? I remember playing a lot of my SAMs for hours with no issues and I hammer my BM66 and don’t seem to notice any issues with loss of flipper power, kinda curious what your take is since you’ve been looking at it.
Short answer, I don't know. I only pulled out the probes and started testing the coils on Stranger Things because of the issues people were having with the TK lock on long games and after serial games, which sounded like fade to me. Turns out, it was. But the temps really surprised me - Stranger Things was greater than 157 degrees when it hit the limit of my probe (and at that point the fade was undeniable).
I was surprised no one had gathered temp data once I had that result, so I decided to do it for all the Sterns that pass through here, so I have data for STh and TMNT now, and will be doing Iron Maiden (which I've definitely felt fade on in the past, but that was before measuring coil temps hit me) soon. STh DEFINITELY benefits from the active cooling of the fan kit. TMNT is more subtle and I would say optional. The only thing I absolutely noticed when the coils heat up on TMNT is I can't backhand the left ramp anymore. Can at the start of the game, can't after a while.
Also, when the coils are in the 125-135 range the effect on gameplay can be pretty subtle, you "miss" or "deflect" or "rattle" shots that you should make, but you think it's your bad timing and not the machine, when it may be the machine because the coils have hit a certain temp and the effect is still subtle enough that it doesn't yet feel like straight up fade, when it is, it's just the beginnings of it.
Anyway, it's a pretty interesting set of data no one was gathering. I'll keep sharing as I test more Spike machines.