(Topic ID: 276987)

Weak Solenoids -- Wms. System 6

By JethroP

3 years ago



Topic Stats

  • 2 posts
  • 2 Pinsiders participating
  • Latest reply 3 years ago by zacaj
  • Topic is favorited by 1 Pinsider

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#1 3 years ago

Have a Stellar Wars that was in pieces when I got it. Put it together, with new game and flipper ROM's. Repaired a few broken wires and replaced all the wrong fuses. Have not replaced the 40 pin interconnect or any other connectors, but did reflow header pins on MPU and driver board. The game plays ok but have a couple questions/concerns.

When the game is in test mode and cycling though the solenoids, they are weak. So weak in fact, that the drop targets get a bump but not enough to reset them. All the other solenoids sound weak during the test, even the pop bumpers don't sound like they have much oomph. I have 38V on the solenoid power output on the power board. During game play, however, the solenoids have enough power to reset the drop targets, and slings and pops work ok. What could be causing the weak solenoid issue during the test mode?

Question 2. All the sounds play fine, but there is a fairly noticeable hum when the game is on. I have not recapped the sound board. Is this a grounding issue, or does this sound like something recapping will fix?

#2 3 years ago
Quoted from JethroP:

When the game is in test mode and cycling though the solenoids, they are weak. So weak in fact, that the drop targets get a bump but not enough to reset them

This is normal. Test mode doesn't use the same pulse timings as it does in game, so there can be cases where test mode fails to reset targets, clear locks, etc.

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