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Messages - Viper001

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MMR Support [MMR Members Only] / Re: Volume control question
« on: May 16, 2016, 04:27:12 PM »
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Merh. I had the same question. Seems bizarre to have one menu for volume, another menu for minimum volume limit. Who are they worried will reduce the volume lower than wanted? If you have access to one menu, you have access to the other. Seems unnecessarily repetitively redundant. Jes sayin'.  ;)

The notion as it was explained "back in the day" is that the person responsible for the location (IE, likely the owner of the bar) might have access into the coin door and have knowledge of how to work the buttons to adjust the volume up and down, but would not have enough knowledge (or interest) in going deeper into the menu to find the min vol override setting. So it was there for the owner of the game to prevent the person described above from turning the volume all the way down on the game where is might impact the game's earning, but would satisfy the bar owner that got tired of listing to the game audio. :-)

2
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I can see the benefit of installing the diffuser regardless of the ink issue. It disperses light better in the inserts and has a more "original" look in comparison to the led hotspot that occurs without one. It doesn't necessarily change the tone of the insert or the ink but makes them more legible for sure and has more of a incandescent feel while maintaining enough brightness from the led.  :)
Isn't there supposed to be a setting in the software to change the insert lights to be dimmer and simulate the appearance of incandescent bulbs? And wasn't it hyped that there are 3 individual LED per insert, and if one goes out the other 2 will brighten and compensate? With all of that hardware and apparent control over things why is this thing needed at all, why not just give folks a brightness control in software? They are providing infinite variability on each individual coil power in the game, this would seem to be easy to do.

3
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Chicago Gaming is not going a warehousing (which costs money), and neither Stern nor CGC really wants to hold games.
I agree with this wholeheartedly. But isn't knowing demand and storing games until they are sold kind of the definition of a distributor? Respectfully, I am only parroting what you promised about this time last year. Going forward there would be no more pre-orders on games.

In any case I'm looking forward to other titles you are doing. Maybe the rumors will be false and you are tooling up to build me a Funhouse right now.  ;D

4
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but we certainly know what things need to happen that did not to at least bring the distance between the announcement and orders to shipment WAY down.
Rick, respectfully asking. But I thought this time there was going to be zero distance between ordering and shipping the games? As in "no more pre-orders taken on subsequent titles". I think from many of your past statements there was a clear assumption that the games would be built and then sold, in that order.

Clearly there is plenty of demand for whatever you are building, assuming it isn't Popeye.  :)

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I think the problem I found was with the drawbridge opto instead of the gate opto. I remember the problem one was close to metal and I found the problem because there was a small burn mark where the connection had been shorting out.

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MMR Support [MMR Members Only] / Re: Castle Gate not registering ball hits
« on: February 29, 2016, 11:19:37 AM »
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I took a picture of the bubble according to the manual it's at 6 1/2 degrees. like I said I just assumed that this was the way it was supposed to play until I saw video of another. and 100% of the ball hits were registering.  the castle drawbridge registers every time no matter how fast the ball is going. the gate itself has all the issues. do you think replacing the sensor would help? could it be software related?
If I do a switch edge test it works 100% of the time.
I have an original game that had the exact same problem, and since the playfield mechanics are the same what I found may help your situation. For either the opto sender or receiver (I can't remember which side it was now) one of the two is very close to a stainless steel piece. What I found is that the solder tabs where the wire is attached was able to occasionally touch the stainless and short out. It wasn't an all the time short so in test mode things still seemed solid, but with the game rocking and rolling it was missing a lot of hits. Once I dealt with that electrical issue my castle was registering hits as it should whether the gate was up or down. Good luck!

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