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Messages - Bigboy

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The thing is, one gate loop test will pass, but not the other. then after running a solenoid of the "bad gate" and then re-testing the loops again, that loop will pass now (the affected gate opens when it's supposed to) but now the gate (loop test) that didn't have the issue will not pass. I can get each one to pass the loop test which tells me that everything is working, as far as hardware. but I can't get them both passing at the same time. I've checked all the switches several times along that path and they are all working fine by rolling the ball or pressing them. they all read closed when they are pressed and open when they are open (when reading with a multi meter). it's a strange issue that doesn't make any sense.

but in effect the gate that I last tested working will now allow joust and skill shots. (but the other one will not)

but like I said, I'm going to mess with it again tomorrow. I'm hoping that by resetting the game or maybe re-installing the last update you sent it will clear the issue. Check the solenoid spring it goes up through the playfield and when the orbit switch is activate the solenoid pulls the gate open my spring became energized and broke off its very tedious to replace that spring!

thank you,
greg
 hey Greg check to see if the spring that goes up through the the playfield Ian t broken or detached from the rt. loop hate it pulls on that gate to open it when the left loop switch is activated mine broke after 6 months of play and it's not easy to replace!

2
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The thing is, one gate loop test will pass, but not the other. then after running a solenoid of the "bad gate" and then re-testing the loops again, that loop will pass now (the affected gate opens when it's supposed to) but now the gate (loop test) that didn't have the issue will not pass. I can get each one to pass the loop test which tells me that everything is working, as far as hardware. but I can't get them both passing at the same time. I've checked all the switches several times along that path and they are all working fine by rolling the ball or pressing them. they all read closed when they are pressed and open when they are open (when reading with a multi meter). it's a strange issue that doesn't make any sense.

but in effect the gate that I last tested working will now allow joust and skill shots. (but the other one will not)

but like I said, I'm going to mess with it again tomorrow. I'm hoping that by resetting the game or maybe re-installing the last update you sent it will clear the issue. Check the solenoid spring it goes up through the playfield and when the orbit switch is activate the solenoid pulls the gate open my spring became energized and broke off its very tedious to replace that spring!

thank you,
greg

3
I have #2_ _ and the text and lighting on mine is perfect and actually I like it better than my original MM that I've owned for 18yrs!

4
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I think the big problem is that on earlier runs of MMR this problem did not exist but on later runs it does. So what changed to give the inconsistency between these batches. If it were on every MMR out there I can understand the argument of it just being that way but it is not. Inconsistency between 2 runs of the same part/product=manufacturing defect

i have mmr 560 and the orange inserts left and right are very transparent also clear shield insertsabove flippers are almost transparent when lit?

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MMR Support [MMR Members Only] / Re: MMR suddenly not keep date/time
« on: January 10, 2016, 10:57:14 AM »
Mine started having to reset the time and date so what I did was left game on for 2 days and it was solved the battery needs to charge up for a while???

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