(Topic ID: 295170)

I like those odds - The Mandalorian Owners Club

By flynnibus

1 year ago


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#4901 3 months ago
Quoted from sirocket:

My Stern siderails for Mando came with the screws (all of them).

Yeah they usually do, I’ve installed armor on all of my games.

Even using the screws from factory rails i was 4 short per side and left the armor wobbly.

Fortunately I was able to match with screws from Lowe’s. Problem solved.

#4902 3 months ago
Quoted from ChiefKC:

I had the exact same thing happen to me when I unboxed my machine. It goes on the underside of the right side ramp entrance.
[quoted image]

Hmmmm... I do not have one of those in mine... I'll have to check in and around and under the playfield a little better...

#4903 3 months ago
Quoted from heynonny:

Hmmmm... I do not have one of those in mine... I'll have to check in and around and under the playfield a little better...

Just looked at mine again and it appears to be peeling off a little.

#4904 3 months ago
Quoted from Thomas3184:

Just looked at mine again and it appears to be peeling off a little.

This is beginning to look like a common problem. Mine have fallen off again so this time I may try using some double sided tape.

#4905 3 months ago
Quoted from ChiefKC:

I had the exact same thing happen to me when I unboxed my machine. It goes on the underside of the right side ramp entrance.
[quoted image]

Mine fell off yesterday after I read this. I blame you. lol. I stuck it back on and hopefully it will stay.

#4906 3 months ago

So at this point in the day is it safe to assume no topper reveal?

#4907 3 months ago
Quoted from thekaiser82:

So at this point in the day is it safe to assume no topper reveal?

Probably not. Big miss. Wasn't Mando teased May 4th last year?

#4908 3 months ago
Quoted from crujones4life:

Probably not. Big miss. Wasn't Mando teased May 4th last year?

I believe so.

#4909 3 months ago

As much as I want to see it, I'm willing to wait a little longer. Ended up ordering a Deadpool Premium (arriving soon!) and starting to redo the deck at our house... Gonna take me a while to fill the "Pinball Wallet" back up!

Good problem to have, obviously.

#4910 3 months ago

Would love to know what is holding up the topper so much.

#4911 3 months ago
Quoted from J85M:

Would love to know what is holding up the topper so much.

I wouldn't. But I WOULD love to have the damn topper already.

#4912 3 months ago

Anybody got a Mando Pro that can tell me how this is supposed to look? The post was loose so i snugged the nut down but it looks like someone at Stern just slopped together whatever they had with a long ass screw

DD841EF0-0FE4-4169-A373-8321388B6149 (resized).jpeg
#4913 3 months ago
Quoted from OutlawTorn304:

Anybody got a Mando Pro that can tell me how this is supposed to look? The post was loose so i snugged the nut down but it looks like someone at Stern just slopped together whatever they had with a long ass screw
[quoted image]

CA5C630E-3C64-4BD5-937E-007FBDD0F0E4 (resized).jpeg
#4914 3 months ago
Quoted from OutlawTorn304:

Anybody got a Mando Pro that can tell me how this is supposed to look? The post was loose so i snugged the nut down but it looks like someone at Stern just slopped together whatever they had with a long ass screw
[quoted image]

Get a washer under that nut, it looks like your plastic is getting chewed up.

#4915 3 months ago
Quoted from OutlawTorn304:

Anybody got a Mando Pro that can tell me how this is supposed to look? The post was loose so i snugged the nut down but it looks like someone at Stern just slopped together whatever they had with a long ass screw

Something about that whole thing doesn't look right to me. Is that ptyle of Post even supposed to be there? This is an image I took from Stern and it shows a different post and the rubber in your picture appears to be slightly angled. This is why I mention it.

Pro 1 (resized).jpg
#4916 3 months ago
Quoted from ChiefKC:

Something about that whole thing doesn't look right to me. Is that ptyle of Post even supposed to be there? This is an image I took from Stern and it shows a different post and the rubber in your picture appears to be slightly angled. This is why I mention it.[quoted image]

I think the stock photos differ from all of the actual games. I noticed that as well when I looked last night

#4917 3 months ago
Quoted from OutlawTorn304:

Anybody got a Mando Pro that can tell me how this is supposed to look? The post was loose so i snugged the nut down but it looks like someone at Stern just slopped together whatever they had with a long ass screw

It really seems like that should be a post stud like this: https://www.marcospecialties.com/pinball-parts/02-4002-1. I wonder if every game is set up like that and why they chose to do it that way.

#4918 3 months ago
Quoted from Corminos:

I've been having an issue lately where, while the ball is in play, the machine suddenly acts like the ball has drained. The flippers shut down and I've even had some call-outs from when the ball drains.
I've had the machine for a month now and it never happened early on. Now it seems to be happening at least once a game. I've sent a note to Stern on their support link, but just want to know if others have seen it. If so, then it might be a software bug. If not, then I might have a sensor on one of the outlanes that is tripping when the ball isn't going down there.
Also, twice the machine started sending balls into the shooter lane without me getting a multi-ball, plus the automatic shooter did not put the balls into play, so they just stacked there.
Any insights are greatly appreciated.

I just had this exact thing start happening on mine. It is an issue with the opto sensor, for me it is specifically the trough jam switch. I tried reseating the plugs and it didn't help, it is acting more like a cold solder joint. I opened a support ticket with Stern.

#4919 3 months ago
Quoted from monsterbaldy:

I just had this exact thing start happening on mine. It is an issue with the opto sensor, for me it is specifically the trough jam switch. I tried reseating the plugs and it didn't help, it is acting more like a cold solder joint. I opened a support ticket with Stern.

This is fixed, I took both boards off, cleaned the sensors (which were not dirty at all, I don't think this helped anything) but I also cleaned the holes in the trough. I do think there was a strand of something hanging in the trough jam hole that was dancing around with each flipper hit.

-ben

#4920 3 months ago

Building this right now. Considering swapping it for the Plastic Razor Crest. Torn between landing or flying. Considering adding the landing gear but ramps closed. Will 3D print a mount.
https://www.metalearth.com/360/icx217

razor crest metal earth (resized).png
10
#4921 3 months ago

Just framed our custom piece by Randy to compliment our premium, really ties it all together.

1F370D70-8AC5-4048-964B-83EE69C03FC2 (resized).jpeg3F6ABEBB-D557-4A81-B261-A5EC05FCFC47 (resized).jpeg50E1811E-DF6D-405C-A3B7-A8CBF1A774F7 (resized).jpegC89F10A7-20F8-4FBE-8DF0-7D28A410D191 (resized).jpeg
#4922 3 months ago

Anyone know how to move the upper playfield? Currently in a predicament. Everyone make sure to tighten the board screws next to the motor. One fell out and the other is barely holding on.

2BFFC63C-7BF8-4C45-A2D6-FC6D57A94F7A (resized).jpegDD185583-91D2-4641-AB64-D9B298B5E76F (resized).jpeg
#4923 3 months ago

Hi guys, I present to you my version of the grogu.
For the story, I got loaned a mando pro to be able to work on luke's lightsaber, the lender had bought the pin with a grogu and asked me to install it.
I therefore installed the grogu but I did not like it because the grogu moves too much and randomly, it does not stop when it should and the arm blocked by the ramp, I did not like it at all.
so I reconsidered all that.
I created a program that manages so that the grogu triggers at a very precise moment, that it waits to use the force, then starts again to return to its starting position.
I used the capture of the ball for my scenario.
the ball is captured, grogu moves and stops to use the force and does not start again until the ball is released to return to its initial position.
he will therefore move 4 times maximum in a game (4 razor crest multiball)
for the position, why would you want to put it in the same position as the original ???
I rotated it 45° which allows a very simple installation and to move the arm freely, visually, it fits well and grogu is completely free (head ears and arms)
the arm that remains blocked by the ramp will inevitably cause breakage after a while.
the trigger will be done with the powering of the magnet.
it was not easy to find the right parameters so that the triggering was flawless and that there was no electromagnetic disturbance, I spent 3 days on this configuration alone.
I will have an LE model in some time and I should be able to adapt my system to the magnets of the CHILD under the board, if I succeed, and there is a good chance, the effect will be even more fantastically realistic.
this is a short video to see grogu in action, sorry for speaking french but but pictures are enough

#4924 3 months ago
Quoted from OriginalFresh:

Anyone know how to move the upper playfield? Currently in a predicament. Everyone make sure to tighten the board screws next to the motor. One fell out and the other is barely holding on.
[quoted image][quoted image]

It's simple. No ramps need to come off.

https://pinside.com/pinball/forum/topic/mandalorian-premium-le-upper-playfield-flipper-issue#post-6791652

#4925 3 months ago
Quoted from F-2NIRO:

Hi guys, I present to you my version of the grogu.
For the story, I got loaned a mando pro to be able to work on luke's lightsaber, the lender had bought the pin with a grogu and asked me to install it.
I therefore installed the grogu but I did not like it because the grogu moves too much and randomly, it does not stop when it should and the arm blocked by the ramp, I did not like it at all.
so I reconsidered all that.
I created a program that manages so that the grogu triggers at a very precise moment, that it waits to use the force, then starts again to return to its starting position.
I used the capture of the ball for my scenario.
the ball is captured, grogu moves and stops to use the force and does not start again until the ball is released to return to its initial position.
he will therefore move 4 times maximum in a game (4 razor crest multiball)
for the position, why would you want to put it in the same position as the original ???
I rotated it 45° which allows a very simple installation and to move the arm freely, visually, it fits well and grogu is completely free (head ears and arms)
the arm that remains blocked by the ramp will inevitably cause breakage after a while.
the trigger will be done with the powering of the magnet.
it was not easy to find the right parameters so that the triggering was flawless and that there was no electromagnetic disturbance, I spent 3 days on this configuration alone.
I will have an LE model in some time and I should be able to adapt my system to the magnets of the CHILD under the board, if I succeed, and there is a good chance, the effect will be even more fantastically realistic.
this is a short video to see grogu in action, sorry for speaking french but but pictures are enough

That's very cool. I didn't want to put one in with the arm blocked and giving stress to the plastic mechanics in the figure / the ramp and the ears rubbing the art blades on the side (le model here). Had no simple idea to mount it right.... Would be interested if you sell the model when ready / tested.

#4926 3 months ago

now we know what the mando topper will look like... thank you danger!

Untitled-2 (resized).jpg
#4927 3 months ago
Quoted from spicekabay:

now we know what the mando topper will look like... thank you danger!
[quoted image]

When is that stream from? Looks recent from jacks appearance.

#4928 3 months ago
Quoted from F-2NIRO:

Hi guys, I present to you my version of the grogu.
For the story, I got loaned a mando pro to be able to work on luke's lightsaber, the lender had bought the pin with a grogu and asked me to install it.
I therefore installed the grogu but I did not like it because the grogu moves too much and randomly, it does not stop when it should and the arm blocked by the ramp, I did not like it at all.
so I reconsidered all that.
I created a program that manages so that the grogu triggers at a very precise moment, that it waits to use the force, then starts again to return to its starting position.
I used the capture of the ball for my scenario.
the ball is captured, grogu moves and stops to use the force and does not start again until the ball is released to return to its initial position.
he will therefore move 4 times maximum in a game (4 razor crest multiball)
for the position, why would you want to put it in the same position as the original ???
I rotated it 45° which allows a very simple installation and to move the arm freely, visually, it fits well and grogu is completely free (head ears and arms)
the arm that remains blocked by the ramp will inevitably cause breakage after a while.
the trigger will be done with the powering of the magnet.
it was not easy to find the right parameters so that the triggering was flawless and that there was no electromagnetic disturbance, I spent 3 days on this configuration alone.
I will have an LE model in some time and I should be able to adapt my system to the magnets of the CHILD under the board, if I succeed, and there is a good chance, the effect will be even more fantastically realistic.
this is a short video to see grogu in action, sorry for speaking french but but pictures are enough

I managed to mount mine so the arm is not restricted by the ramp. Had to modify the mount/body and the arm but it works perfectly, arm reaches its full range of motion just as it touches the ramp.

Play about with the mounting and you can get him under the ramp comfortably and he looks 100x better face on.

#4929 3 months ago
Quoted from J85M:

When is that stream from? Looks recent from jacks appearance.

This past week.

#4930 3 months ago

I tried searching the thread before asking...but is anyone having issues with the u-turn on the Pro?

This is a new issue for me. It *never* happened during the first few months of play.

Now, ~30% of my u-turn shots are not registering. I'll hit the shot (while going for the super skill shot), but do not get credit.

#4931 3 months ago
Quoted from douglasHicks:

I tried searching the thread before asking...but is anyone having issues with the u-turn on the Pro?

This is a new issue for me. It *never* happened during the first few months of play.

Now, ~30% of my u-turn shots are not registering. I'll hit the shot (while going for the super skill shot), but do not get credit.

I think you probably just need to make that switch more sensitive by bending the metal actuator wire up higher/make it bush the microswitch earlier. The machine I've got had that issue as well, then I adjusted it and have literally had 0 shots NOT register since then. I was actually quite surprised to be honest.

#4932 3 months ago
Quoted from F-2NIRO:

Hi guys, I present to you my version of the grogu.
For the story, I got loaned a mando pro to be able to work on luke's lightsaber, the lender had bought the pin with a grogu and asked me to install it.
I therefore installed the grogu but I did not like it because the grogu moves too much and randomly, it does not stop when it should and the arm blocked by the ramp, I did not like it at all.
so I reconsidered all that.
I created a program that manages so that the grogu triggers at a very precise moment, that it waits to use the force, then starts again to return to its starting position.
I used the capture of the ball for my scenario.
the ball is captured, grogu moves and stops to use the force and does not start again until the ball is released to return to its initial position.
he will therefore move 4 times maximum in a game (4 razor crest multiball)
for the position, why would you want to put it in the same position as the original ???
I rotated it 45° which allows a very simple installation and to move the arm freely, visually, it fits well and grogu is completely free (head ears and arms)
the arm that remains blocked by the ramp will inevitably cause breakage after a while.
the trigger will be done with the powering of the magnet.
it was not easy to find the right parameters so that the triggering was flawless and that there was no electromagnetic disturbance, I spent 3 days on this configuration alone.
I will have an LE model in some time and I should be able to adapt my system to the magnets of the CHILD under the board, if I succeed, and there is a good chance, the effect will be even more fantastically realistic.
this is a short video to see grogu in action, sorry for speaking french but but pictures are enough

Excellent effort i have to say. If you want to get a moving grogu this looks great. I personally still can't fathom the fixation people have with getting him to move... I'm fine with the factory mold and could give a crap if it moves or not. Makes zero difference to how I perceive this awesome title and how it plays. But that said if your into it thats cool and some people are making some painstakingly awesome mods to cater for it.

#4933 3 months ago
Quoted from douglasHicks:

I tried searching the thread before asking...but is anyone having issues with the u-turn on the Pro?
This is a new issue for me. It *never* happened during the first few months of play.
Now, ~30% of my u-turn shots are not registering. I'll hit the shot (while going for the super skill shot), but do not get credit.

Search this thread for posts by me for the definitive fix to your problem. MRS

Edit - post #4526

#4934 3 months ago
Quoted from J85M:

When is that stream from? Looks recent from jacks appearance.

https://www.twitch.tv/deadflip/v/1476121816?sr=a&t=476s

#4935 3 months ago
Quoted from J85M:

I managed to mount mine so the arm is not restricted by the ramp. Had to modify the mount/body and the arm but it works perfectly, arm reaches its full range of motion just as it touches the ramp.
Play about with the mounting and you can get him under the ramp comfortably and he looks 100x better face on.

great, can you show us with a short video with the grogu in action.
very interested for seeing how you hooked it

#4936 3 months ago
Quoted from John1210:

Excellent effort i have to say. If you want to get a moving grogu this looks great. I personally still can't fathom the fixation people have with getting him to move... I'm fine with the factory mold and could give a crap if it moves or not. Makes zero difference to how I perceive this awesome title and how it plays. But that said if your into it thats cool and some people are making some painstakingly awesome mods to cater for it.

for now, it works perfectly on the pro.
i will test ASAP on the Prem/ LE.
now you can see the installation on my web site, i have made a PDF for the detailed process .
https://www.2niro-pinball.com/module-control-for-interactive-grogu/2202/

#4937 3 months ago
Quoted from TrekTobbyGermany:

That's very cool. I didn't want to put one in with the arm blocked and giving stress to the plastic mechanics in the figure / the ramp and the ears rubbing the art blades on the side (le model here). Had no simple idea to mount it right.... Would be interested if you sell the model when ready / tested.

for now, it works perfectly on the pro.
i will test ASAP on the Prem/ LE.
now you can see the installation on my web site, i have made a PDF for the detailed process .
https://www.2niro-pinball.com/module-control-for-interactive-grogu/2202/

#4938 3 months ago

Anybody in the club have any opinions on lowering flipper power below factory (maxed)? Have my playfield at about 6.5 but it still kind of feels like the flippers are cranked too high. Curious if anyone has lowered theirs to a value that feels more "natural" without sacrificing the ability to make it up the ramps. If so, what values did you use?

Thanks!

EDIT: Some searching led me to one person saying 240 L, 210 R. Another couple posts suggested lowering flipper power on all new sterns, but didn't specify how low would be reasonable.

#4939 3 months ago

I have lowered upper playfield flippers power to 180 each side, coming from 240L/ 200R, because they ate up the rubbers. now rubbers are safe, but flippers feel weak, I am considering powering up to 200 each side and taking the damage...

#4940 3 months ago
Quoted from spicekabay:

I have lowered upper playfield flippers power to 180 each side, coming from 240L/ 200R, because they ate up the rubbers. now rubbers are safe, but flippers feel weak, I am considering powering up to 200 each side and taking the damage...

I’d check your coil stops, I have mine powered down to the minimum 180 I think on the upper playfield so make it more playable and the flippers are still powerful and snappy.

#4941 3 months ago
Quoted from JStoltz:

Anybody in the club have any opinions on lowering flipper power below factory (maxed)? Have my playfield at about 6.5 but it still kind of feels like the flippers are cranked too high. Curious if anyone has lowered theirs to a value that feels more "natural" without sacrificing the ability to make it up the ramps. If so, what values did you use?
Thanks!
EDIT: Some searching led me to one person saying 240 L, 210 R. Another couple posts suggested lowering flipper power on all new sterns, but didn't specify how low would be reasonable.

I lowered my down to 210 as well and I barely noticed any difference in the play.

#4942 3 months ago
Quoted from douglasHicks:

Dude. You guys rock. That did it![quoted image]

How is yours holding up. I have had to readjust mine 3 times now. After a handful of games it keeps drifting back in.

#4943 3 months ago

Couple of code changes for dwight to chew on if he reads this thread. After putting a good several hundred games on my le these kind of stand out as needed fixes aside from the last one which is a suggestion.

* move the super spinner scoring on lcd as it covers razorcrest shot progress ...this really pisses me off
* increase ambush values or/and add rewards... as it stands the juice just isn't worth the squeeze.
* the precious cargo mini wizard super is worth nothing comparatively to other supers. Considering its a mini wizard and takes a bit to get to its worth shit atm.
* increase final wizard mode scoring. At present the ice spider and tie fighter mbs harvest way more points.
*after attaining 3 child awards make a child super mystery award for the 4th qualifying round.

#4944 3 months ago
Quoted from John1210:

* move the super spinner scoring on lcd as it covers razorcrest shot progress ...this really pisses me off
* increase ambush values or/and add rewards... as it stands the juice just isn't worth the squeeze.

I definitely agree with both of these. For ambush, I think you could make it worth some beskar. that would definitely make me more likely to actually play it and not just time it out.

#4945 3 months ago

I've heard others speak of checking your flipper alignment, but holy shit is it crucial on this game. I went from making near '0' cradled-backhanded right ramps on a prem to making them all with <1mm adjustment. I must have put 30 plays on that sucker after the fix. Thanks to whomever drove me over the edge to really stare at and correct the alignment. Going through the rest of the games today.

#4946 3 months ago
Quoted from shaub:

I definitely agree with both of these. For ambush, I think you could make it worth some beskar. that would definitely make me more likely to actually play it and not just time it out.

I really think cpmpleting ambush should give you a playfield multiplier like hunter does.

#4947 3 months ago

I spoke to Dwight a while back about the code and mentioned Ambush and Hunter need to be worth bigger points, otherwise they simply get ignored by tournament players as neither mode is really worth playing when it comes to points.

From what I remember he was pretty set on Hunter being for Beskar. I still feel it needs to be worth points too though or at least the mode should offer up the risk reward for great Beskar and points rewards the deeper in you go before cashing out. Totally understand the theme integration and reasons behind it but often if something isn’t worth much then there’s a group of players who will just ignore the mode and that’s a shame.

Xaqery can probably recall the conversation better than I and chim in on the points/Beskar discussion above regarding these modes.

#4948 3 months ago

Hunter at least gives you a playfield multiplier which can lead to more points.

#4949 3 months ago

+100 to increasing ambush scores. It’s a fun to play but unfortunately high risk, push your luck, modest reward mode that’s better off ignored if you’re playing for points.

#4950 3 months ago
Quoted from BrandonLaw:

I've heard others speak of checking your flipper alignment, but holy shit is it crucial on this game. I went from making near '0' cradled-backhanded right ramps on a prem to making them all with <1mm adjustment. I must have put 30 plays on that sucker after the fix. Thanks to whomever drove me over the edge to really stare at and correct the alignment. Going through the rest of the games today.

So are they aligned exactly with the dot now or do you have them offset a bit?

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