• April 12, 2024, 10:19:08 PM

Login with username, password and session length

NOTE: This forum is for respectful dialog and it's content is meant to be kept on this site - so please be respectful and please do not copy content to other sites.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KingCat78

Pages: [1]
1
Are you sure about that? I mean I know that opto's can be sensitive to vibrating and such (I also have a POTC which has a lot more opto's and a lot more vibration), but the castle exploding every once in a while only happens when the gate is open and you hit the castle lock. I would say this happens about 1 out of 20 times.

You would think that if it's the opto, the bridge/gate would also be registering random hits when the castle lock is hit. But that doesn't happen. It only happens when the gate is already open and you hit the castle lock, it might happen that the castle will explode (not very often, but every now and then).

Would you have any advice considering the opto's or anything else?

Jon

2
You are not allowed to view links. Register or Login
The castle exploding on the lock ball shot when the gate is already open happens on mine too. But not all the time. I've noticed that a lock ball shot blows up the castle on the shot made immediately after the castle gate opens. If I make some other shot after the gate opens and then hit the lock ball shot, it only registers a locked ball. I'm not sure if that is by design or if I'm just selectively noticing that, but i have been surprised at times when the castle explodes on the lock ball shot and I think I've narrowed it down to that immediate shot after the gate opens up.

I've had this happening on my game too (the castle exploding when the gate is open and you hit the castle lock). Since I've seen a few people reporting this on the forum, it looks like this is a software problem. Could this be solved by a firmware update? I do have the latest version installed at the moment.

Jon

3
MMR Support [MMR Members Only] / Re: MMR lubrication?
« on: June 19, 2018, 01:52:45 PM »
You are not allowed to view links. Register or Login
Especially drop targets if a game has them. Especially in home use.

Thanks for your reply. Then I'll stay away from any lubrication :-)

One final question though. You said "especially drop targets and especially in home use". Do you mean by this that you shouldn't lubricate drop targets at all, since in a home environment they probably won't suffer much from wear and tear?

Jon

4
MMR Support [MMR Members Only] / MMR lubrication?
« on: June 19, 2018, 07:57:37 AM »
I've been reading through the manual and page 1-58 got my attention where lubrication is discussed.

It says that the pivots for the arm of the ball release mechanism should be lubricated and other similar playfield devices as well (which ones is the manual exactly referring to?). The pivot points of the slingshots should also be lubricated. The same goes for the target blades of the drop targets. As far as I know MMR does not have any drop targets. If the manual is referring to the 3 "star targets" that activate Merlin's Magic, they are not really drop targets as they do not drop below the playfield. Or maybe I'm missing something?

Because English is not my primary language, I was actually wondering what exactly do I need to lubricate here? If someone could post a picture or something, that would be really helpful, because I don't want to put on some lube somewhere without knowing what I'm supposed to be doing. Also I would like to know after how many games you should be doing this?


Jon

5
Game #3 Discussion / CCr
« on: October 23, 2017, 09:45:51 AM »
No topic yet for this table, so I thought I'd start one.

I'm hoping Cactus Canyon will be next after AFMr, so I already started saving some money for it.

I read somewhere that some features were not completed on the original table, but I was wondering which exact features did not make it into the original and will be included in the remake version? I read something about a "Bionic Bart" mode, but what does this mode exactly do and what other "omitted" modes/features will make it into CCr?

Hopefully the table will be recreated just like the original model but then with the "omitted" features included.

6
MMR Support [MMR Members Only] / Re: LED flashers, where to buy them?
« on: October 23, 2017, 09:32:52 AM »
No reply, so I guess not...

7
MMR Support [MMR Members Only] / Re: LED flashers, where to buy them?
« on: October 17, 2017, 11:14:19 AM »
I already contacted PPS by e-mail, so let's see what they say.

Just out of curiosity, do you think #906 LED flashers would fit and work too?


Jon
The Netherlands

8
MMR Support [MMR Members Only] / LED flashers, where to buy them?
« on: October 16, 2017, 09:51:22 AM »
On my MMR, I recently disovered that one of the red dome flashers (the right side high flasher) wasn't working 100%. It was working, but very dim, so I thought that the LED flasher had to be replaced.

I removed the red cap, took the LED out and put it back in, checked the wire connections below the playfield, and just disconnected and connected them again. After powering up, the flasher was working again at 100%, so it probably was a loose connection somewhere.

But my main question is, where can you buy these flashers if you should ever have to replace them? I've checked the manual, and it says that this flasher consists out of 3 parts: receptacle and skirt (PIN-A-1426513WS), red dome (03-8171-9) and a flashlamp board (MM-PCB-TWSFLSH).

A simple Google search reveals that it's no problem to find the red dome, but I cannot find the 2 other parts anywhere. Not at the PPS online shop or even Marcospecialties.

Does anyone have a clue where to find these LED flashers (just the light itself) shoud they ever have to be replaced?


Jon
The Netherlands

Pages: [1]