(Topic ID: 213089)

Up the Irons - Stern Iron Maiden Owners and True Fans Club!

By AlexSMendes

3 years ago


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#8651 55 days ago
Quoted from ChipScott:

Question for the group regarding the auto launcher strength, I know I've seen some folks talk about it in the past.
Recently, within the last week or so, I have found that my auto launcher is not reliably shooting the ball cross -playfield accurately. Seems to be falling short and hitting the post just below the loop entrance where it should go about 1/3 of the time, and when it does make it into the left inner loop it seems to make it only partly around that left inner loop and then fall back down. Almost as if it's not being given enough power/velocity.
This seems to be a rather consistent problem now (every game, and 90%of the time now), and that's a bummer.
The playfield is perfectly level and is cleaned and waxed and there are no obstructions. I'm thinking that the coil power needs to be more? I checked the settings and it's on the highest setting (which is the factory default setting). Do I remember hearing that some folks have changed to a stronger coil at the auto launcher? If so, what coil was used? Any other suggestions are warmly welcomed.
Thank you!

I thought I had a trouble free IMDN, then I read this. I never knew the ball was supposed to go around the loop, either via auto or manual launch, it never occurred this was how it was supposed to be. Now I realize I've had a broken IMDN since day one.

#8652 55 days ago
Quoted from AntennaMan:

I thought I had a trouble free IMDN, then I read this. I never knew the ball was supposed to go around the loop, either via auto or manual launch, it never occurred this was how it was supposed to be. Now I realize I've had a broken IMDN since day one.

What does yours do? Does it at least load up for trooper?

#8653 55 days ago

It's funny - mine doesn't go around the loop unless I hold the left flipper, otherwise it hits it and drops. I like it that way, so I can choose if I want it to go around or not. It can be hard to track during multiball or if I am holding a ball on the lower left, but I like the flexibility.

Or I'm just too lazy to tweak it

#8654 55 days ago
Quoted from AntennaMan:

I thought I had a trouble free IMDN, then I read this. I never knew the ball was supposed to go around the loop, either via auto or manual launch, it never occurred this was how it was supposed to be. Now I realize I've had a broken IMDN since day one.

Mine is definitely not consistent, especially the autolauncher. I've adjusted the ball gate and ensured that the machine is leveled. The autolauncher can sometimes make it all the way around the loop, but it often hits the tip of the upper left flipper or the bottom post of that lane. The variability is interesting. I'm going to investigate whether the ball is resting in the middle of the two forks of the autolauncher when it is at rest in the shooter lane before launch. I'm assuming I can just bend a fork lightly if needed

#8655 55 days ago

OK the upper spinner on my Pro will sometimes reject the ball as if it was a brick wall... other times it spins like crazy. I assume the spinner axis is bent just enough to cause it to bind at times, but it doesn't seem to be visibly distorted in any way to me, and if I have the glass off and just spin it manually it seems to spin consistently fine.

I'd just order a replacement spinner from Pinball Life but it doesn't seem to have the decal with it and it would be ideal to not have to buy the whole decal set just for a single new spinner decal.

Anyone have good suggestions for adjusting the spinner so it doesn't reject the ball, or alternatively a source for just the spinner decal?

#8656 55 days ago

For the most part I'm soft plunging on manual, so I've never noticed where it might go with a full plunge, but I know the autoplunge sends it most times to the post below the loop or even at the target. I have no issue with the upper right flipper sending it round & round. Just played a few games using a full plunge the whole time and the ball either hit square on the skill/extra ball target or the post just above.

#8657 52 days ago

I change the GI crappy socket! Look nice and steady now

876F0697-A81D-461F-B400-F7C0902FD04C (resized).jpeg
#8658 50 days ago
Quoted from red-line:

Quick question, does anyone know the part# for the leaf switch/spoon for the clairvoyant (bottom) newton ball?

Man, I am really struggling with this. I've never been able to get my clairvoyant ball to work well. I'm trying to build the entire setup from scratch, but that's proving to be impossible. Stern only has the actuator and the actual ball in stock. Marco/pinball life don't have the parts. At this point, I'd like to just find the leaf switch and spoon assembly, but there's no parts number, and nothing I can find online looks like the switch I have in my machine. Has anyone replaced this part before? Do they just not exist anymore?

#8659 50 days ago

I know some people have replaced the switch/spoon assembly with Williams bumper assembly.

This is from Stern.eu

"Stern Pinball Flipper BOTTOM NEWTON BALL ASSEMBLY #516-0073-00

ASSEMBLY #516-0073-00 enthält:

1x 830-51N7-00 PLAYFIELD, IRON MAIDEN LE
1x 530-1038-00 NEWTON BALL PLAYFIELD INSERT
1x 515-1935-00 NEWTON BALL, STUDDED
1x 530-1037-00 NEWTON BALL ACTUATOR
1x 266-5102-01 COMPRESSION SPRING
1x 515-1942-00 BRACKET, NEWTON BALL PLAYFIELD
4x 234-5101-00 SCREW, #8 X 1/2" SLT HWH AB ZINC
1x 530-7980-00 Newton Ball, Centering Cone
1x 535-1857-00 BRACKET, CENTERING PLATE
1x 535-1892-00 NEWTON BALL CAPTURE PLATE
2x 254-5101-01 SPACER, ALUMINUM, #6, .250 O.D., .250" LENGTH
2x 240-5005-00 6-32 NYLON STOP NUT
1x 511-1968-00 SENSING NEWTON BALL SWITCH ASSEMBLY"

#8660 50 days ago
Quoted from Redketchup:

I change the GI crappy socket! Look nice and steady now
[quoted image]

Nice job! Did you keep track of which sockets your bought (and quantity)? Any tips?

#8661 50 days ago
Quoted from AntennaMan:

I thought I had a trouble free IMDN, then I read this. I never knew the ball was supposed to go around the loop, either via auto or manual launch, it never occurred this was how it was supposed to be. Now I realize I've had a broken IMDN since day one.

Yes, I remember reading somewhere that when the game was originally designed, Keith had not really planned on the ball launch going cross-playfield, although the end design ended up showing that it went around that left loop rather consistently. It was upon this discovery that they started developing some code that encompassed that, i.e. loading balls for trooper multi-ball. He (Keith Elwin) says on later interviews, I think at the time when he finished making Jurassic Park, that one thing he learned from his first game (Iron Maiden), was that he was going to no longer have any games that encompassed cross-play field launches, (my guess is because it tended to be unreliable at times, as several have seen).
But yes, upon full launch, it should go directly into that inner loop, all the way around and then back down to your right upper flipper. Auto launch should ideally go in that same pathway. During The initiation of trooper multi-ball, the ball should go in that pathway and get stopped by the post and load up just behind the upper spinner, normally two balls from auto launch are kicked out so that three balls (third ball being the ball that was just locked) are released upon the beginning of that multi-ball. The balls then all come down to the left upper flipper at the start of trooper multiball. You'll notice that if any of those two auto launch balls don't make it into that loop, the game recognizes it and immediately initiates the trooper multi-ball (recognizing that auto launch failed to make the loop). So, it was obvious at the time of code development that this auto launch to loop shot was likely, but not a guarantee. Personally, I love it when the balls make it up the loop in prep for trooper multi-ball because there's a pause and then a call-out ("The charge begins!") that starts the multi-ball and is rather exciting
It appears as though the one of the main culprits for not making the auto launch is small burrs on the very edge of the metal on the ball guide. At the end of the launch ball guide, right there at the gate, if you look at that edge of the ball guide that faces you, it can get hit by balls during play and small burrs are created. These small burrs can/will deflect the ball ever so slightly lower on its trajectory, thus increasing the likelihood that the ball would hit that post in between the loop and the skill shot target as opposed to going into the loop itself. Filing off those burrs would be an option in this scenario.

#8662 49 days ago
Quoted from Pinash:

Nice job! Did you keep track of which sockets your bought (and quantity)? Any tips?

https://www.marcospecialties.com/pinball-parts/077-5031-00

https://www.marcospecialties.com/pinball-parts/077-5000-00

don't remember quantity... sorry

#8663 43 days ago
Quoted from Returner:

I know some people have replaced the switch/spoon assembly with Williams bumper assembly.
This is from Stern.eu
"Stern Pinball Flipper BOTTOM NEWTON BALL ASSEMBLY #516-0073-00
ASSEMBLY #516-0073-00 enthält:
1x 830-51N7-00 PLAYFIELD, IRON MAIDEN LE
1x 530-1038-00 NEWTON BALL PLAYFIELD INSERT
1x 515-1935-00 NEWTON BALL, STUDDED
1x 530-1037-00 NEWTON BALL ACTUATOR
1x 266-5102-01 COMPRESSION SPRING
1x 515-1942-00 BRACKET, NEWTON BALL PLAYFIELD
4x 234-5101-00 SCREW, #8 X 1/2" SLT HWH AB ZINC
1x 530-7980-00 Newton Ball, Centering Cone
1x 535-1857-00 BRACKET, CENTERING PLATE
1x 535-1892-00 NEWTON BALL CAPTURE PLATE
2x 254-5101-01 SPACER, ALUMINUM, #6, .250 O.D., .250" LENGTH
2x 240-5005-00 6-32 NYLON STOP NUT
1x 511-1968-00 SENSING NEWTON BALL SWITCH ASSEMBLY"

This is news to me, the Williams fix sounds like a good idea to solve this issue. Anyone have any firsthand knowledge of how this works and maybe a photo of the assembly?

#8664 42 days ago
Quoted from ChipScott:

It appears as though the one of the main culprits for not making the auto launch is small burrs on the very edge of the metal on the ball guide. At the end of the launch ball guide, right there at the gate, if you look at that edge of the ball guide that faces you, it can get hit by balls during play and small burrs are created. These small burrs can/will deflect the ball ever so slightly lower on its trajectory, thus increasing the likelihood that the ball would hit that post in between the loop and the skill shot target as opposed to going into the loop itself. Filing off those burrs would be an option in this scenario.

Well how about that? A little sanding fixed my machine I didn't know was broken. While I was at it, I added all the Pinmonk color screens and changed out a couple of the sling/outlane lights to red and the back wall from white to yellow/orange. Also changed the fan to a quiet one and did the lighted flipper button thing, though Pinball Life sent green buttons in a bag labeled orange.

#8665 42 days ago
Quoted from AntennaMan:

Well how about that? A little sanding fixed my machine I didn't know was broken. While I was at it, I added all the Pinmonk color screens and changed out a couple of the sling/outlane lights to red and the back wall from white to yellow/orange. Also changed the fan to a quiet one and did the lighted flipper button thing, though Pinball Life sent green buttons in a bag labeled orange.

I love the PBL lighted flipper buttons. I went with Purple on my PRO

#8666 41 days ago
Quoted from AntennaMan:

Well how about that? A little sanding fixed my machine I didn't know was broken. While I was at it, I added all the Pinmonk color screens and changed out a couple of the sling/outlane lights to red and the back wall from white to yellow/orange. Also changed the fan to a quiet one and did the lighted flipper button thing, though Pinball Life sent green buttons in a bag labeled orange.

Awesome! Glad to hear it!!

1 week later
#8667 33 days ago
Quoted from AntennaMan:

Well how about that? A little sanding fixed my machine I didn't know was broken. While I was at it, I added all the Pinmonk color screens and changed out a couple of the sling/outlane lights to red and the back wall from white to yellow/orange. Also changed the fan to a quiet one and did the lighted flipper button thing, though Pinball Life sent green buttons in a bag labeled orange.

Would love to see what the yellow/orange lights look like if you could post a picture please.

Thanks

#8668 32 days ago
Quoted from Supersquid:

Would love to see what the yellow/orange lights look like if you could post a picture please.
Thanks

Rooms lights on/off, flash on/off, doesn't help when you use a $50 phone. I changed the 5 white leds on the back wall to Comet frosted yellow, but to me they look orange, hence the orange/yellow. I had 2 yellows left, so I put them under the plastics on either side of the Pharaoh ramp. 2 reds under the top of the slings, and 2 reds under the lane dividers. All the color screens PinMonk makes for this machine. I'm anti-clown vomit, but as so many people say, it doesn't look this way in person. Sometime I'll have to get my son the professional photographer to do a shoot of my machines.

And by watching the PAPA tutorial yesterday, I learned my upper right flipper was out of adjustment. I've pretty much always tried to keep hitting loops with this flipper, but Bowen says this is bad. When he was letting the ball pass the upper right flip, he came right to the bottom right flip. When I tried the same, everytime the ball came down on top of the sling. Look at that, there's an alignment dot that my flip was nowhere near. Tweak, fixed something else I didn't know wasn't right.

IMG_20210516_090956 (resized).jpgIMG_20210516_091010 (resized).jpgIMG_20210516_091016 (resized).jpgIMG_20210516_091033 (resized).jpgIMG_20210516_091125 (resized).jpgIMG_20210516_091145 (resized).jpg
#8669 32 days ago

Looks good.

#8670 32 days ago
Quoted from AntennaMan:

doesn't help when you use a $50 phone.

What does help is cleaning the lens..it'll pick up a layer of crud from your pocket and handling. Wipe down the lens and try taking these pics again, I bet they look much better.

#8671 32 days ago
Quoted from metallik:

What does help is cleaning the lens..it'll pick up a layer of crud from your pocket and handling. Wipe down the lens and try taking these pics again, I bet they look much better.

One might reasonably assume, being as I've been in the AV business all my life, I'd think of this, but you'd be wrong.

IMG_20210516_143819 (resized).jpgIMG_20210516_143836 (resized).jpgIMG_20210516_143845 (resized).jpg
1 week later
11
#8672 25 days ago

Finally in the Club!

KIMG0692 (resized).JPG
#8673 24 days ago

After seeing the Mando video over the weekend, I've decided that I'll pass on that for now. Put in my order for a IMDN Pro. Should have it in July. Can't wait!

#8674 24 days ago
Quoted from Mr_Positive:

After seeing the Mando video over the weekend, I've decided that I'll pass on that for now. Put in my order for a IMDN Pro. Should have it in July. Can't wait!

Wise choice .Imdn is the only way

#8675 24 days ago
Quoted from Kkoss24:

Wise choice .Imdn is the only way

Any immediate upgrades/mods that I should start planning for?

#8676 24 days ago
Quoted from Mr_Positive:

Any immediate upgrades/mods that I should start planning for?

Depends what you like .Pinmonks color inserts are a nice touch and Anubis 3D figure is real cool i just got these in .The ramp decals from tilt graffix are sweet picture shown .Side art up to you i bought mine with the album covers already installed .The shaker is a definite top of list .

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#8677 24 days ago
Quoted from Mr_Positive:

Any immediate upgrades/mods that I should start planning for?

This shooter knob is top notch work .

290A2F20-E41A-45ED-B589-63732874F97F (resized).jpegEB974807-BE8E-48BB-ABA0-69128C2206F2 (resized).jpeg
#8678 24 days ago

i have a guy that’s going to custom airbrush all the armor i’m going to have him do Anubis as well .I’m going with a whole new look as we’ve played a lot of pins now and imdn is still our “go to”.

-2
#8679 24 days ago

I think the Pinstadiums really help out with the light show on this game. I haven’t put much on my machine but I love my Pinstadiums.

Added 19 days ago:

Why the hate for Pinstadiams?

#8680 24 days ago
Quoted from Kkoss24:

i have a guy that’s going to custom airbrush all the armor i’m going to have him do Anubis as well .I’m going with a whole new look as we’ve played a lot of pins now and imdn is still our “go to”.

Can you share a picture of the entire playfield? Those sideblades look great. Also I notice the red Titans...nice touch.

#8681 24 days ago
Quoted from Mr_Positive:

Any immediate upgrades/mods that I should start planning for?

So many options out there that are cool. If you don't do pinstadiums, I would do like I did and put a couple spot lights on the slings for the lower playfield to help see the ball.

#8682 24 days ago
Quoted from Mr_Positive:

Can you share a picture of the entire playfield? Those sideblades look great. Also I notice the red Titans...nice touch.

Im going bold .The red does look great but i’m concentrating on the light blue .I’m going with that trans light ,Light blue titan rubbers,those 2 images airbrushed on the lolypops,some lightning ,custom airbrushed anuibis,light blue T mounding ,and some other subtle touches :)I wouldn’t be doing this but this is our fav .I have been close to the beast 4 times but have not got there yet .There seems to be sooo many ways to approach this pin in differently to have a blast no matter how far you’ve been in the game .

07906765-5CF0-448C-91FE-3298B367B2F1 (resized).jpeg75754AB7-94B4-4B98-8431-20E45146FB36 (resized).jpegA73B7CC5-DCDA-47C1-AF99-966632D48586 (resized).jpegDBDBAEE3-5B6E-4B51-8361-E19843D7233D (resized).pngDD213102-894D-490D-A66F-666BA44810B9 (resized).pngE374EF31-0310-4AF6-BAA6-C1C5A316D34B (resized).jpegE500D174-AA76-454C-942D-D620575A7FB0 (resized).pngF1CC2E82-6D60-44A5-963F-1FB47C033511 (resized).pngF3A33744-759A-4A39-B092-FCFBB31FEBA6 (resized).png
#8683 24 days ago

i’ll post when done

#8684 23 days ago
Quoted from Kkoss24:

Esta perilla de disparo es un trabajo de primera categoría.
[quoted image][quoted image]

where buy this? and where put object 1ª image?

#8686 23 days ago

Does anyone know is there a treasure award bug?
My ball always comes around the ramp and sits on the coffin ! Then has to be found by the game ?
Thx

#8687 23 days ago
Quoted from fhk:

where buy this? and where put object 1ª image?

Pin Monk and Tilt graffix

#8688 23 days ago
Quoted from AntennaMan:

One might reasonably assume, being as I've been in the AV business all my life, I'd think of this, but you'd be wrong. [quoted image][quoted image][quoted image]

The colors of your mode lights are wrong. They're *almost backwards*, but also off a little, so I'm thinking it's not one of my lens trees. To match the modes, bottom to top the mode lights in the middle of the playfield should be yellow, orange, sea green, purple, sky blue.

#8689 22 days ago
Quoted from PinMonk:

The colors of your mode lights are wrong. They're *almost backwards*, but also off a little, so I'm thinking it's not one of my lens trees. To match the modes, bottom to top the mode lights in the middle of the playfield should be yellow, orange, sea green, purple, sky blue.

It's yours, got the key chain. Maybe I found a way to put them in upsidedown/backwards? Why does everyone insist on sticking a pin in my balloon?

#8690 22 days ago
Quoted from AntennaMan:

It's yours, got the key chain. Maybe I found a way to put them in upsidedown/backwards? Why does everyone insist on sticking a pin in my balloon?

Weird. That doesnt look even close to the awesome Pinmonk tree.

20210418_181320 (resized).jpg

Screenshot_20210526-073357_Chrome (resized).jpg
#8691 22 days ago
Quoted from Graysonsdad:

Weird. That doesnt look even close to the awesome Pinmonk tree.
[quoted image]
[quoted image]

My guess is that you have the Pinmonk fireball loop (as seen in your photo) but the mode lenses look like the cheap films mezel sells.

#8692 22 days ago
Quoted from Graysonsdad:My guess is that you have the Pinmonk fireball loop (as seen in your photo) but the mode lenses look like the cheap films mezel sells.

Nope, all PinMonk stuff.

Inkedscreencapture-mail-google-mail-u-0-2021-05-26-10_27_21_LI (resized).jpg
#8693 22 days ago

You have the rare special edition alternate colors model!

#8694 22 days ago
Quoted from AntennaMan:

It's yours, got the key chain. Maybe I found a way to put them in upsidedown/backwards? Why does everyone insist on sticking a pin in my balloon?

It's definitely installed upside down or the colors were put in the bracket wrong. The colors in the middle are in the wrong order, too. I must have been very tired when I put that together. A picture of the install would help to know if I put the gels in wrong or you installed it upside down (both have happened before).

The blown out colors are usually when the iris lock on the phone/camera aren't used and they get overexposed, so that doesn't concern me too much.

PM me and I'll get you taken care of.

#8695 21 days ago

Hey guys,
My ball keeps flying off the top of the left ball rail, at the first S turn, as it exits the ramp. Is this a known issue? I might have to bend the ball rail a bit. Is there a safe way of doing this. My pin is set up at 7.0 degrees.

#8696 21 days ago

Nevermind, I was able to fix it by loosening the screws and adjusting.

#8697 20 days ago

Had an issue on my location game yesterday that I’ve never seen. A friend was over playing and he said Maiden wasn’t registering coins but wasn’t giving them back either. I walk over and put a coin through and I hear the guitar sound that plays when you put in a coin, but the screen never changed. Power cycled and sure enough, there are the credits for the coins put in.

#8698 20 days ago
Quoted from desertT1:

Had an issue on my location game yesterday that I’ve never seen. A friend was over playing and he said Maiden wasn’t registering coins but wasn’t giving them back either. I walk over and put a coin through and I hear the guitar sound that plays when you put in a coin, but the screen never changed. Power cycled and sure enough, there are the credits for the coins put in.

It locked up or was stuck in a loop. Happened to us. It's the reason Stern does a Microsoft-style "maintenance reboot" automatically every 24 hours because they couldn't find the root problem and fix it. I wasn't sure the bug was still in current code, but with this, apparently it is.

#8699 18 days ago
Quoted from ChipScott:

Yes, I remember reading somewhere that when the game was originally designed, Keith had not really planned on the ball launch going cross-playfield, although the end design ended up showing that it went around that left loop rather consistently. It was upon this discovery that they started developing some code that encompassed that, i.e. loading balls for trooper multi-ball. He (Keith Elwin) says on later interviews, I think at the time when he finished making Jurassic Park, that one thing he learned from his first game (Iron Maiden), was that he was going to no longer have any games that encompassed cross-play field launches, (my guess is because it tended to be unreliable at times, as several have seen).
But yes, upon full launch, it should go directly into that inner loop, all the way around and then back down to your right upper flipper. Auto launch should ideally go in that same pathway. During The initiation of trooper multi-ball, the ball should go in that pathway and get stopped by the post and load up just behind the upper spinner, normally two balls from auto launch are kicked out so that three balls (third ball being the ball that was just locked) are released upon the beginning of that multi-ball. The balls then all come down to the left upper flipper at the start of trooper multiball. You'll notice that if any of those two auto launch balls don't make it into that loop, the game recognizes it and immediately initiates the trooper multi-ball (recognizing that auto launch failed to make the loop). So, it was obvious at the time of code development that this auto launch to loop shot was likely, but not a guarantee. Personally, I love it when the balls make it up the loop in prep for trooper multi-ball because there's a pause and then a call-out ("The charge begins!") that starts the multi-ball and is rather exciting
It appears as though the one of the main culprits for not making the auto launch is small burrs on the very edge of the metal on the ball guide. At the end of the launch ball guide, right there at the gate, if you look at that edge of the ball guide that faces you, it can get hit by balls during play and small burrs are created. These small burrs can/will deflect the ball ever so slightly lower on its trajectory, thus increasing the likelihood that the ball would hit that post in between the loop and the skill shot target as opposed to going into the loop itself. Filing off those burrs would be an option in this scenario.

I struggled with this issue for a long time. I’d adjust, file, wax, you name it. I’d get it dialed in and then it would start acting up. I finally replaced the ball guide adjustment screw with a bolt and a t-nut. Since then, I’ve been able to really lock that guide down, and so far I’ve been about at a 95% success rate. Certainly a clean playfield and lack of burrs on the end of the guide are really important too.

#8700 18 days ago

My left ramp is still throwing balls into the left outlane. 1 out of 10 times. I'm at 7.0 incline. Is this to steep.

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