(Topic ID: 252842)

Witness!!! Mad Max Fury Road Homebrew

By SickNate

4 years ago


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  • 795 posts
  • 157 Pinsiders participating
  • Latest reply 2 days ago by PinMonk
  • Topic is favorited by 210 Pinsiders

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    There are 795 posts in this topic. You are on page 16 of 16.
    15
    #751 6 months ago
    Quoted from PinMonk:

    Looking great.
    Crazy this thread is 4 years old now. Pinball is not easy.

    Yeah it’s been quite the journey.
    I started this thing with my nephew to see if he wanted to be an engineer.

    He is now on his last semester at UNLV to be a mechanical engineer.

    In our defense, we were mechanically done in less than a year. Then spent a year waiting on art. Then got bored waiting, and started adding and changing stuff.

    Art was finally done 4 months ago.

    But I’ve kinda lost all sense of urgency at this point.

    If there’s any advice I can give it’s maybe do 1 custom mech for a first machine .
    Get the rest of the shelf.

    I did a whole lot of wheel re-inventing on this.

    #752 6 months ago
    Quoted from SickNate:

    Yeah it’s been quite the journey.
    I started this thing with my nephew to see if he wanted to be an engineer.
    He is now on his last semester at UNLV to be a mechanical engineer.
    In our defense, we were mechanically done in less than a year. Then spent a year waiting on art. Then got bored waiting, and started adding and changing stuff.
    Art was finally done 4 months ago.
    But I’ve kinda lost all sense of urgency at this point.
    If there’s any advice I can give it’s maybe do 1 custom mech for a first machine .
    Get the rest of the shelf.
    I did a whole lot of wheel re-inventing on this.

    Please bring this to Pinball Expo in Chicago this year.

    #753 6 months ago
    Quoted from SickNate:

    If there’s any advice I can give it’s maybe do 1 custom mech for a first machine .
    Get the rest of the shelf.
    I did a whole lot of wheel re-inventing on this.

    Voice of experience here. Wisdom.

    12
    #754 6 months ago

    After 5 or 6 iterations I finally got the geometry tuned for the out/in lanes.

    These have to be just right.

    Both side have to work with a slow ball that just falls/bounces in and a fast ball shot out from a scoop.

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    #755 6 months ago

    As a fellow homebrewer, I dig your stick-to-itness, and your imagination. Road warrior is 9ne of my all time favorite movies, so mad max has a place in my heart. Your mech making advice is solid, and pinball is not easy. On my second machine now, and it's a lot of work. Great build so far, love your work, and especially your apron.

    21
    #756 6 months ago

    Slowly getting mechs into this beast.
    Scoops in, motorized target bank in.

    Had to do a bit of sanding and grinding to get everything to fit. Luckily it does.

    I’m starting to see the light at the end of the mechanical tunnel. Then it’s on to coding.

    I really can’t wait to flip on this thing.

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    #757 6 months ago

    Great progress, coming along really nicely.

    #758 6 months ago

    Seeing the playfield beginning to be completed with mech is exciting !
    Can't wait for the following !

    #759 5 months ago

    Been kicking the can down the road and finally designed new behind the backwood diverters.

    Made the first one . 3D printing second one now. 19 hour print time.

    Long prints are always nerve wracking.

    Am I going to come back to a ball of spaghetti?

    So when I showed the version 1 design (post#57) many moons ago some suggested to use optos instead of roll over switches.
    Turns out I should’ve listened.

    Every once in awhile a ball would get stuck after a switch and not make to the downhill.
    Annoying.

    Also if I had a ball locked and the diverter didn’t open in time , a second ball would get locked with no switch to let software know second ball is there. So the game would essentially lock up. This was very rare, bothered me nonetheless.

    New diverter mech has 3 optos, 1 for entry, 1 for locked ball and 1 for second locked ball.

    Also I moved the diverter location within the mech so that if the second ball gets locked, the diverter will drop it to subway below.

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    #760 5 months ago

    Gas town ramp diverter printed.
    (black one was bullet farm)

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    #761 5 months ago

    Do those function like tight U-turns?

    #762 5 months ago

    Do you have any other pics of that mini sling mech? I was trying to shrink them on mine but with standard parts I couldn't get it nearly that narrow

    #763 5 months ago
    Quoted from zacaj:

    Do you have any other pics of that mini sling mech? I was trying to shrink them on mine but with standard parts I couldn't get it nearly that narrow

    Here’s some more pics, made most of the parts custom. Used the standard L shaped part from an assembly.

    I could get you more pics from solidworks or a solid model if you’d like

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    #764 5 months ago
    Quoted from dscapo:

    Do those function like tight U-turns?

    The 3 ramps in the game go straight to/thru the backwood.

    These U-turn mechs bring the ball to the pipes

    They will will also lock balls visible in the pipes.

    And lastly they divert balls to subways that feed the scoops

    #765 5 months ago
    Quoted from SickNate:

    Here’s some more pics, made most of the parts custom. Used the standard L shaped part from an assembly.
    I could get you more pics from solidworks or a solid model if you’d like
    [quoted image][quoted image][quoted image]

    No need, I get the idea now from the first Pic here.... Definitely custom! I wish I had the tooling to do stuff like this

    #766 5 months ago

    Got my plastics machined.
    Did a clear set for when/if I get artwork and an opaque set

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    19
    #767 5 months ago

    Back board and ramps on.

    Only thing left mechanically is wire forms and subways….then it’s on to wiring….then coding.

    Coding is being handled by Justin(nephew) so I’m almost done. Feels pretty good.

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    #769 5 months ago

    Such an amazing build
    You've captured the look of the theme perfectly

    #770 5 months ago

    is the area in pop bumpers going to have magnets underneath?

    #771 5 months ago
    Quoted from Octomodz:

    is the area in pop bumpers going to have magnets underneath?

    No magnets under pop area.

    Metal plate is ground for switches.
    Pop rings are other half of switches.

    The 2 circular things among the pops are inserts for flashers.

    #772 5 months ago

    looks amazing so far. thank you for taking us on your journey
    really hoping to see this at the chicago expo in the fall should you choose to bring it

    19
    #773 5 months ago

    Wire forms in.
    Made some one way gates. Work perfectly, look ugly.
    I’ll machine them down smaller and radius the corners, then polish them up. Hopefully they’ll look less clunky then.

    Slowly getting everything checked off .

    On to subways. I think I might be setting a record. 7 total entrances leading to the 2 scoops.

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    #774 5 months ago
    Quoted from SickNate:

    Wire forms in.
    Made some one way gates. Work perfectly, look ugly.
    I’ll machine them down smaller and radius the corners, then polish them up. Hopefully they’ll look less clunky then.
    Slowly getting everything checked off .
    On to subways. I think I might be setting a record. 7 total entrances leading to the 2 scoops.
    [quoted image]

    I think chunky (but NOT clunky) works with the aesthetic of the theme.

    #775 5 months ago

    LookiNg amazing.
    Love the apron design.

    2 weeks later
    #776 4 months ago

    Almost done with the subways.
    2 main arteries and 4 of 6 tributaries done hopefully I’ll have it done this weekend.

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    #777 4 months ago

    Very nice work, love the clear so you can see what's going on in the mechs.

    #778 4 months ago

    Very cool
    Been following

    What you have planned for side rails & lockbar
    Put some rusty holes in lockbar would look cool

    24
    #779 4 months ago

    Subways done ✅.
    This thing is done mechanically .
    It really feels good to reach this milestone.

    Wiring and code left.

    I cannot wait to shoot this pin.

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    2 months later
    12
    #780 78 days ago

    After a couple months off I’m back at it.

    Snapped my Achilles tendon playing pickle ball , so I’ve been laid up.

    Just about done with my absolute least favorite part. Wiring.

    I promised myself I’d do it cleaner/better this time around. I’ve been taking my time and trying to do it right. Honestly can’t tell the difference from last time when I just jammed through it.

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    #781 78 days ago
    Quoted from SickNate:

    Snapped my Achilles tendon playing pickle ball , so I’ve been laid up.

    A national menace claims another victim.

    Quoted from SickNate:

    Just about done with my absolute least favorite part. Wiring.
    I promised myself I’d do it cleaner/better this time around. I’ve been taking my time and trying to do it right. Honestly can’t tell the difference from last time when I just jammed through it.[quoted image]

    How's the software coming? Is it playable soon?

    11
    #782 78 days ago

    The software was about 80% on rev 1.
    So much has changed that I think we’re gonna start from scratch with everything we’ve learned.

    My nephew Justin is doing the coding.
    For rev 1 code we didn’t really know pinball.
    He now own Aliens, Godzilla and stranger things. I’m willing to bet the code will be better this time around.

    Funny thing, we started this project when he was a senior in high school to see if he wanted to be an engineer. He graduates in 2 weeks with a mechanical engineering degree. Pin still ain’t done.

    #783 78 days ago
    Quoted from SickNate:

    The software was about 80% on rev 1.
    So much has changed that I think we’re gonna start from scratch with everything we’ve learned.
    My nephew Justin is doing the coding.

    Boo. I wants to plays it now.

    Quoted from SickNate:

    Funny thing, we started this project when he was a senior in high school to see if he wanted to be an engineer. He graduates in 2 weeks with a mechanical engineering degree. Pin still ain’t done.

    Pinball is hard.

    Well, good pinball is, at least.

    #784 78 days ago

    I think it's awesome that you're seeing this through. It is an amazing piece of machinery for sure!

    This stuff always impresses me because I can barely do anything. LOL

    Chris

    #785 77 days ago

    Sorry about the injury, but great to see more progress! I’m impressed you’ve kept at and glad you’re seeing it thru - fantastic looking game, be neat to see it at a show.

    3 weeks later
    15
    #786 55 days ago

    Got the thing wired and flipping.

    Onto code.

    Justin finished the rgb leds. Here’s a test pattern of the apron

    #787 55 days ago

    That looks awesome, fits the theme spot on, and was a great unique idea!! I do wonder how it will be in a darker room with them shining at your eyes so close to the flippers tho — may need to crank that brightness level way down in that situation, maybe a menu adjustment. Maybe totally fine? Videos to seem to enhance glare

    #788 54 days ago
    Quoted from Mbecker:

    That looks awesome, fits the theme spot on, and was a great unique idea!! I do wonder how it will be in a darker room with them shining at your eyes so close to the flippers tho — may need to crank that brightness level way down in that situation, maybe a menu adjustment. Maybe totally fine? Videos to seem to enhance glare

    The idea is for it to be like an instrument panel. We'll play with the brightness until it looks right and isn’t distracting

    #789 53 days ago

    Hell yeah!!! This is going to be one amazing machine.

    Are the Apron lights integrated to game progress or just GI?

    #790 51 days ago
    Quoted from MooglyMoog:

    Hell yeah!!! This is going to be one amazing machine.
    Are the Apron lights integrated to game progress or just GI?

    Yes the apron lights are integrated.

    There will be upgrades/unlocks for the 4 different resources (5 each). Modes. Hidden combos. A meter and a hurry up timer

    2 weeks later
    #791 33 days ago

    Woah this is dope!

    #792 33 days ago
    Quoted from SickNate:

    Yes the apron lights are integrated.
    There will be upgrades/unlocks for the 4 different resources (5 each). Modes. Hidden combos. A meter and a hurry up timer

    Anything new happening?

    12
    #793 32 days ago

    Chugging away on code.

    This time around we are coding every mode, multiball , boss fight etc. before adding any gui (other than scoring) and sound. This is forcing us to use light shows and inserts to explain the game.

    All 5 multiballs are coded
    Most of the modes and upgrades are coded.
    On to the boss fight/ wizard modes next.

    3 weeks later
    #794 11 days ago

    Cant wait to "WITNESSSSS" this.

    1 week later
    #795 2 days ago
    Quoted from SickNate:

    Chugging away on code.
    This time around we are coding every mode, multiball , boss fight etc. before adding any gui (other than scoring) and sound. This is forcing us to use light shows and inserts to explain the game.
    All 5 multiballs are coded
    Most of the modes and upgrades are coded.
    On to the boss fight/ wizard modes next.

    How's the chugging going? Have anything else to share? Feeeed my addiction!

    There are 795 posts in this topic. You are on page 16 of 16.

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