So, it has been stated that the normal flipper travel is 2-3/8" What is correct flipper travel for the games that use the long coils stops and have reduced travel?
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So, it has been stated that the normal flipper travel is 2-3/8" What is correct flipper travel for the games that use the long coils stops and have reduced travel?
Quoted from RacerRik:So, it has been stated that the normal flipper travel is 2-3/8" What is correct flipper travel for the games that use the long coils stops and have reduced travel?
Anyone know the answer?
Your Hold Mode 1 scenario is not going to work the way you think it does. If the flipper assembly is grounded as you show it, the flipper would stick up and never come back down until you turned the game off. The reason neither of these Hold Mode 1 or 2 scenarios are a problem because the flipper assembly is not grounded.
In your diagram for Hold Mode 1, current will flow from the source voltage through the hold winding and into ground on your flipper pawl. Therefore, the flipper will stay up as you have bypassed the flipper switch. This is per your drawing. If you change the scenario by saying the flipper assembly is not grounded, then your drawing no longer represents that scenario (and then the flipper will operate just fine).
Quoted from TunaSled:Dumb question probably, but I'm crossing this bridge for the first time: Is there an easy way to install new flipper return springs? I am vexed by these little devils. I can get the first end on the spring tab no problem but connecting the other end is a bitch.
Connect the spring at both ends before putting the spring tab onto the bolt that clamps down the crank. Super simple that way.
It is not a game for those who love deep rule sets and lots of different challenges. But if you like speed and flow and adrenaline, it is pure awesome! I played a few games on mine today after taking a break from it for a couple months. Made me remember why it was one of my favorites before AC/DC started hogging all my game time.
Quoted from Phantom1911:Not specific to pinball, but whenever I install Molex or other QD I typically go a step further after crimping and solder. Call me paranoid, but I've never had one fail.
This is a bad idea. A properly crimp joint is actually better than a soldered joint. By adding solder to a crimped joint, you are reducing its life span. The reason is that a crimped joint does not affect the wire up to the joint. A soldered joint always wicks solder back into the wire effectively creating a single strand wire which then breaks when subject to vibration.
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