(Topic ID: 195784)

Total Nuclear Annihilation Club...Welcome to the future!


By Pinballlew

2 years ago



Topic Stats

  • 6,334 posts
  • 488 Pinsiders participating
  • Latest reply 21 minutes ago by TheNoTrashCougar
  • Topic is favorited by 201 Pinsiders

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Topic index (key posts)

22 key posts have been marked in this topic, showing the first 20 (Show topic index)

There are 6334 posts in this topic. You are on page 126 of 127.
#6251 53 days ago

Still having a few issues in the latest beta when a game is aborted and restarted. None that bother me too much, but I figured Id report them.

about 70% of the time if a game is aborted and another game is begun, the skill shot for ball 1 player 1 is not available. no light in the lanes, and secret skillshot does not work.

on rare occasion a pop bumper hit will cause the shaker motor to become stuck on. destroying a reactor usually fixes this, but not always. This seems to happen more if the game has had aborted and restarted games since its power cycle

12
#6252 52 days ago

I am in! Just picked this up today!!

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#6253 52 days ago
Quoted from McSquid:

Still having a few issues in the latest beta when a game is aborted and restarted. None that bother me too much, but I figured Id report them.
about 70% of the time if a game is aborted and another game is begun, the skill shot for ball 1 player 1 is not available. no light in the lanes, and secret skillshot does not work.
on rare occasion a pop bumper hit will cause the shaker motor to become stuck on. destroying a reactor usually fixes this, but not always. This seems to happen more if the game has had aborted and restarted games since its power cycle

Thank you for this. I will look into these issues and get them fixed.

#6254 52 days ago

What is the safest way to hook up a powered external sub?

22
#6255 52 days ago

Finally beat Total Power Annihilation! Almost did it with a spare ball, but with 1 target left the Powerball made a screaming fast B line for the drain, as they do.

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#6256 48 days ago

Anyone know if there are still NIB TNA's at some distros?

#6257 48 days ago
Quoted from libtech:

Anyone know if there are still NIB TNA's at some distros?

None that I'm aware of

#6258 48 days ago
Quoted from bsobie:

What is the safest way to hook up a powered external sub?

Of all games, I can't imagine this one needing an extra sub! I have never even thought of needing more sound or bass outta this thing!

#6259 48 days ago
Quoted from libtech:

Anyone know if there are still NIB TNA's at some distros?

Quoted from KingPinGames:

None that I'm aware of

I emailed KT and she didnt know of any either. By listing a WTB here on Pinside I found mine, which is practically new. There may be someone sitting on a NIB but I doubt it.

#6260 48 days ago

I have had my game a while now. I love it, and have never updated any code. So, is it an ongoing beta thing or will there be a "final" version once the kinks are worked out?
I had considered updating, just to see what changed, bit it seems like it would be kinda quirky.

#6261 48 days ago
Quoted from yzfguy:

I had considered updating, just to see what changed, bit it seems like it would be kinda quirky.

I updated to beta a few days ago. Plays fine. I did experience an odd E6 error during a multi-ball but it didnt seem to affect gameplay. Testing beta and giving feedback only makes a game better.
You can always downgrade code.

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#6262 48 days ago
Quoted from Morinack:

I updated to beta a few days ago. Plays fine. I did experience an odd E6 error during a multi-ball but it didnt seem to affect gameplay. Testing beta and giving feedback only makes a game better.
You can always downgrade code.[quoted image]

Eb = Extra ball

#6263 48 days ago
Quoted from herg:

Eb = Extra ball

Now that's funny. thought I broke smth.

If you can't tell I have not put a ton of plays on TnA yet.

#6264 48 days ago
Quoted from Morinack:

Now that's funny. thought I broke smth.
If you can't tell I have not put a ton of plays on TnA yet.

Lol! That is hysterical!

17
#6265 48 days ago

Oh man, that is awesome!!! I was thinking to myself.... What is an E6 error? I programmed the damn thing.... I thought I was losing my mind.

If you guys are seeing balls fly off the shooter lane launch ramp by default on the new beta code, just turn down the coil power for the shooter lane and you will be good to go.

I will be getting right back to developing the new code as soon as I can.

Thank you!
--Scott

#6266 48 days ago

Thank YOU, Scott! Always appreciate and enjoy your willingness to continuously improve an already awesome game!

#6267 48 days ago

Awesome !

#6268 47 days ago

thenotrashcougar I'm getting Drop Target 1 down error. However the switches and optos work for all the drop targets and it doesnt seem to affect play. What am I missing here?

#6269 47 days ago
Quoted from FatPanda:

thenotrashcougar I'm getting Drop Target 1 down error. However the switches and options work for all the drop targets and it doesnt seem to affect play. What am I missing here?

Reset the error report and see if it is still an issue. This indicates that a switch is probably flaky. You can just replace the switch or ignore the issue.
--Scott

#6270 47 days ago

I've been ignoring it, and I've reset it a couple times. It definitely registers though. Just not sure why it shows up since it does register.

#6271 47 days ago

Scott,
Do you expect a new run of TNA’s in the future?

#6272 47 days ago
Quoted from Kenz:

Scott,
Do you expect a new run of TNA’s in the future?

Spooky said if there was demand and time between games they would consider another run

#6273 46 days ago

My siderail light mod went dark today anyone have advice as far as components that might fail etc?

#6274 46 days ago
Quoted from yzfguy:

My siderail light mod went dark today anyone have advice as far as components that might fail etc?

Reach out to the company that made the mod.

#6275 46 days ago
Quoted from FatPanda:

Reach out to the company that made the mod.

Yes, I did. Just figured someone here might have found an easy thing to check. When something isn't right in my pinball world, it throws my universe out of whack!

#6276 46 days ago
Quoted from yzfguy:

Yes, I did. Just figured someone here might have found an easy thing to check. When something isn't right in my pinball world, it throws my universe out of whack!

Without owning the lighted rails myself, I would check all connectors that power it. Beyond that, I would tend to think it would be a problem with the mod itself.

#6277 46 days ago
Quoted from yzfguy:

My siderail light mod went dark today anyone have advice as far as components that might fail etc?

check the connection to the control box and where the box gets its power

#6278 46 days ago
Quoted from Morinack:

I emailed KT and she didnt know of any either. By listing a WTB here on Pinside I found mine, which is practically new. There may be someone sitting on a NIB but I doubt it.

Good thinking thanks, if anyone knows of a distro with a nib left, or has a low play huo game they want to sell, please send me a PM

https://pinside.com/pinball/market/classifieds/ad/92019

#6279 46 days ago

So Scott said (on KPP) that he’s planning on revisiting some of TNA’s light shows using the knowledge he’s gained from R&M. Some point down the road with a code update.

Very interesting little tid-bit of info! I’m super curious to see what he comes up with... especially because I think TNA’s lighting is top shelf!

16
#6280 46 days ago

It would just be minor things to make everything a bit more cohesive. I know the guy that made the lightshows, so this is confirmed.

#6281 46 days ago
Quoted from TheNoTrashCougar:

It would just be minor things to make everything a bit more cohesive. I know the guy that made the lightshows, so this is confirmed.

Really awesome, Scott! Let us know when the code is ready to download!

#6282 46 days ago
Quoted from FatPanda:

Really awesome, Scott! Let us know when the code is ready to download!

Calm down, your games are all pretty solid as is. Lets let the man work on R&M for a while...

10
#6283 46 days ago
Quoted from TheNoTrashCougar:

to make everything a bit more cohesive.

Yeah, I was playing mine yesterday and thought to myself, this game seems to lack cohesiveness.

You're killin me, Smalls!

#6284 46 days ago
Quoted from Chitownpinball:

Calm down, your games are all pretty solid as is. Lets let the man work on R&M for a while...

lol. Eric and Bowen primarily work on R&M from what I understand, so Scott has tons of free time on his hands now

Just sharing my excitement for his continued support on code for a game that, in most people's eyes, is 100% complete.

#6285 46 days ago
Quoted from TheNoTrashCougar:

It would just be minor things to make everything a bit more cohesive. I know the guy that made the lightshows, so this is confirmed.

Hey thenotrashcougar,

Now that you clearly have a ton of free time, any chance this update will have lighting options for Clear targets. I seriously can't wait for your clear target kit.

#6286 46 days ago

Scott spend as much time as you want on the lighting. What a canvass you have to work with - every single lamp is RGB....think of the possibilities...

- Colors getting more intense as reactor gets more unstable (or as more destroy targets are hit)
- GI turning red fading in and out after reactor counter reaches 100 until reactor is destroyed
- Lighting effects for hitting drop targets (jackpots) during multiball (I don't think there an effect already? never noticed...but for the points these give out, it should be more prominent)
- All lighting blue to white GI explode effect like on Dialed In big bang (the one lighting effect they absolutely nailed) when reactor destroyed
- Increase blinking speed of important lights (this one probably doesn't require a PhD in pinball lighting but would be helpful for novices - guests often don't know they need to hit the Start reactor scoop)

Sure, Rick and Morty is cool and spend the time you need to on it, but it's just 750 people. On the other hand, think of the hundreds of millions of people that will experience TNA and surely you'll agree that's where the attention should be.

#6287 46 days ago

Just got in the coolest club 2 weeks ago. Awesome game, destroyed reactor 9 already.

Don't really know if Scott is reading actively here but I had a small idea for 1.4
Sometimes when MB starts, you can get a super-jackpot straight if you either shoot fast on the fly or with a weird bounce. Would be awesome if that would be considered as a Dirty Pool, and let's say, doubles the value of next super for 30 secs.

Been loving this game, thanks again!
And can't wait to try Rick And Morty!

20
#6288 45 days ago

Kaboom!

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#6289 45 days ago
Quoted from trilogybeer:

Kaboom![quoted image]

Methinks the subwoofer may need adjustin'

#6290 45 days ago
Quoted from trilogybeer:

Kaboom![quoted image]

That was good, but a little blurry. Now Can u do it again but hold that pose??

#6291 45 days ago

new pinball Olympics event? Playing on a trampoline?

Cool pic

#6292 45 days ago
Quoted from trilogybeer:

Kaboom![quoted image]

Nudge level 18 unlocked!

#6293 44 days ago

That's what I'm talkin' bout!!!

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#6294 44 days ago

Upgraded the monitor to this cheap $55 monitor + $28 control board on Amazon so a little more than $80 bucks and the display is much more saturated and has better viewing angles and not so washed out. Factory monitor is junk. Was actually very easy to swap out.

Monitor on Amazon: https://amzn.to/3bUlZTe
Control Board on Amazon: https://amzn.to/3bYXiFp

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#6295 40 days ago

My pop Bumper finally "self dissembled" on me after about a year of owning it. I haven't frequented this thread much over the past but luckily I found some posts that had the same thing happen to their game so now I know the order in which these go back on the pop bumper. Now to find the other nylon locking nut, It seems to be playing a really good game of hide and seek...

#6296 39 days ago
Quoted from FireGamer3:

My pop Bumper finally "self dissembled" on me after about a year of owning it. I haven't frequented this thread much over the past but luckily I found some posts that had the same thing happen to their game so now I know the order in which these go back on the pop bumper. Now to find the other nylon locking nut, It seems to be playing a really good game of hide and seek...

It happened to me too. No biggie, put it back together and put some locktight on the threads and you'll be set.

#6297 37 days ago

anyone getting a crazy amount of dimples where the ball lands after the scoop?

#6298 37 days ago

thenotrashcougar

Here’s what new code needs. High scores for coop mode. I have a couple of buddies that come over every wed and we play coop mode. It would be nice to track how far we get and have some high scores or something similar to single player.

#6299 37 days ago
Quoted from chrisnack:

thenotrashcougar
Here’s what new code needs. High scores for coop mode. I have a couple of buddies that come over every wed and we play coop mode. It would be nice to track how far we get and have some high scores or something similar to single player.

That's already in there. Think it only keeps track of one score though, if I remember right...

#6300 36 days ago

Just fix the coin audits everything else is perfect.

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