-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ball didn't end in MR even though all balls drained. #38
Comments
I drained so many so fast that I think the drain thought an eject failed when a new ball came in. Odd thing is that ball search started when both s_drain and s_trough were closed, and that can only happen if the drain/trough combo is full...the game kept acting like there was 2 balls out there. I changed the drain eject_timeouts to 500ms (was 1500ms). Will test again. @jabdoa2 i added you to this hoping you could verify that is what's happening. |
This time two balls sat in the drain and didn't go anywhere. Ball search fired, but drain must not be in it. When I moved the ball, ball search turned off, but the mode kept running and the ball didn't end even though all balls were in the drain. |
Here's the ball device config for the game:
|
The problem appears to be a bouncing entry switch in your trough when the third ball is released: 2017-03-27 17:14:13,444 : ball_device.bd_drain : Counted 1 balls. Active switches: ['s_drain'] We should ignore this when the device is at capacity. I created missionpinball/mpf#844. Maybe you can tune debounce_closed here? This should prevent this short switch hits. |
I started it with a keystroke, so it might have been confused.
Archive 12.zip
The text was updated successfully, but these errors were encountered: