I found that if I emptied my USB I then needed to go and dump my trash on my Mac before it would load the code properly. Check available space on your USB.
Code looks great other than the Dorothy lock lamp issue discussed on the JJP forum.
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I found that if I emptied my USB I then needed to go and dump my trash on my Mac before it would load the code properly. Check available space on your USB.
Code looks great other than the Dorothy lock lamp issue discussed on the JJP forum.
I'm with DaveH on the color for Dorothy lock. Yellow just pops back there. Blinking blue gets lost with everything else going on.
When you erase your USB flash drive make sure you empty the trash afterwards. I was having issue until I did that.
Quoted from PinballHelp:First impressions after installing 5.0.5:
They messed up the coil settings. I'm not sure what problems other people were having, but after I updated, the ball wouldn't even kick out into the shooter lane. The coil was too weak. But then the VUK for the crystal ball was too strong and would shoot the ball way out of the ramp and SDTM. Very odd.
The developers have still not been able to fix the ECMB locks. On my game, if more than one ball is locked, it lets two balls out. The only way to make the game fair is to disable that and make the ECMB locks virtual.
I understand they may expect people to save/restore their game settings but the default settings on the game seem rather odd: no ball saver? Really? But extra balls at 30k, 50k, etc?
As expected, Keith refuses to disable the upper flippers when a ball isn't on the upper playfields, so the game adds exponentially more wear and tear to the upper flipper mechanisms than is necessary. I still think that's a really poor choice by the development team to not make that feature configurable.
I am frustrated that there appears to be additional game modes, that as other people have said, require extra money and parts to "unlock". You'd think after JJP got up to eight grand from their customers, they wouldn't nickle and dime them to add gameplay features. Home users don't need redemption equipment but they might like to play the timed game, but making it cost extra? Really? It seems to add insult to injury to make us LE people to bought in early on have to pay extra to have full game features.
That being said, I still think WOZ is one of the best games made. I do think they haven't "dialed it in" yet though.
Check for magnetization of the balls. This happened to mind and wreaked havoc on the ECMB lock.
Quoted from PinballHelp:magnetization of balls? I haven't run into that before. Is this something that is more common in WOZ because of all the magnets?
I guess I should have figured they reset the settings for the ECMB lock too. Do you think the reference game they're using is set up more flat than other peoples' games?
It can happen. The balls in my game were slightly magnetized so when the ECMB arm raised the ball to be released seemed to drag that second ball with it.
Quoted from tiesmasc:Regarding demagnetizing... I'm thinking I need to do it as well.
Saw this (but haven't tried it yet): http://www.pinballnews.com/learn/magnetism2/
and recalled Aurich recommending
Those are the only balls I will use and what I replaced the balls from my WOZ with.
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