Author Topic: Wms Travel Time  (Read 3890 times)

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Offline Mr Pinbologist

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Re: Wms Travel Time
« Reply #75 on: January 10, 2011, 10:11:08 PM »
Time for the final update on Travel Time;

Yes its pretty much finished now

I spent some time over the weekend cleaning and refitting the ball trough components, rebuilding the outhole kicker, and removing, cleaning and resoldering the bases of most of the pf lamp sockets.

I have an old Wms Superstar pf here that i have been using for parts, and it provided a few items that went into getting this game going. mostly coil stops, a flipper coil base, plus the coil mounting bracket pictured in the 1st pic.. notice the one on the right, the hole was worn elongated, so one flipper coil was flopping around!! One of the flippers had no coil sleeve at all so im guessing that this is the result of that!!

Also Cam had provided me with a couple of relay coils for the hold relay and the "zero position" relay, which activates when the PF "clock" is at zero position. Now i had initially got the game going without replacing these, but seeing as Cam had bought them, and how burnt the originals were i thought i should fit them for him. It was lucky i did, because the originals literally fell apart when i removed them!! The new coils are shown in the 2nd pic. Notice the yellow wire connected between them... I have no idea why this was done, looking at the pic of the schematic, someone has unhooked the relay coil from one side of a set of contacts on the hold relay, and connected it to the other side... which in effect was making the zero position relay being energised while ever the game was on and in game over mode ^&^ just why this was done is beyond me, it was effectively allowing two coils to cook instead of one, for no good reason that i can think of  !@# ^&^

Anyway i rewired the coil back to standard (4th pic) and i have tested the game and it works was it should.