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Sopranos - Auto Launch Coil Malfunction

handbaked

Site Supporter
Joined
Nov 23, 2020
Messages
16
Location
london
Hi Everyone

I have a Sopranos pin that is behaving strangely.

When first turned on after a few seconds the auto launch coil fires by itself 7 times and on screen it states 'auto launch coil malfunction'. When I go into the test menu for the switches it shows the auto launch switch as active. I have tested the switch and diode attached to the switch with a multimeter and they test OK. I have also completely removed the switch from circuit and still it acts in the same way.

Once you start the game the coil then does a cycle of 7 fires of the coil, then it stop for 20 seconds or so, before it does it again and that continues forever.

I have looked at Q2 transistor on the switch matrix as well as Q2 on the solenoid drive side and in circuit they both test how the others do that are next to them. I was also thinking that a faulty transistor would not cause it to fire the same amount of times each time? Though I am slightly guessing here...!

Any help or advice appreciated.

Thanks.
 
Sounds like it thinks there is a ball there which it tries to fire. What does the switch test say?
 
Sounds to me you have a switch fault which is tell the coil on the auto launch to keep on working
Which switch number did you check ?
Looking at the switch matrix above I am guessing you checked number 16 .looks like you have a couple of optos switches (14,15 ) so I would clean them with a cotton bud and then check all switches from 11 through is 16 in the vertical line .
 
Based on taking the switch out of circuit, it sounds like it could be a board fault, have the batteries leaked? Before you do any further digging though, try reseating all the ribbon cables (except DMD)
 
Hi

Thanks for the responses.

So what I have found is that if you take all balls out of the trough it doesnt fire. When I press down switch 2 in the trough with my finger the auto launch fires a bunch of times. I swapped the switch for another and it continues in the same manner. I tested Q1-Q8 on the main board (in circuit) and they all test the same, so presuming nothing at fault there.

Any other suggestions now that I know trough switch 2 is what seems to be causing it to fire?
 
Have you checked the other switches in the trough area? Pretty sure that switch two isn’t causing this on its own. The game is confused and thinks there are balls where they should not be. Please check all switches around the kickout for proper function using the switch test as asked a few times already.
 
We have checked all the switches in the area. Pictures of the 'DRAW' screen of the switch test menu are attached for the active switches. The optos seem to act on the switch test in the correct way.

'4 Ball trough no3' activates when 'shooter lane' switch is active and vice-versa.

We have checked the bateries and no leaks.

If I am misunderstanding items to check or you guys have any other recommendations I am all ears.

Thanks for peoples help so far.PXL_20230424_095901063.MP.jpgPXL_20230424_095914895.MP.jpgPXL_20230424_095923484.MP.jpgPXL_20230424_095933857.MP.jpgPXL_20230424_095943586.MP.jpgPXL_20230424_095947180.MP.jpg
 
Use the switch edge test looking at the matrix in your last photo. Any single switch action should elicit the corresponding single switch response. TEst ALL switches you have access to and accurately detail any unexpected responses in the switch matrix. If it is a board fault, you will see multiple anomolies. If its localised to the playfield then maybe not so many

Also

Is this machine new to you, or has it been working perfectly with you,.
Have you done any work between it working properly and being at fault?
 
So I have found these switches below as possible issues. Each pair listed below means that for instance when 29 is pressed, 32 is also activated and vice versa.

#29 and #32 (right ramp exit and boat lock 2),
#37 and #40 (R. 2-bank bottom and right top lane)
#61 and #64 (right return lane and unused),
#21 and #24 (safe hit left and right)

The machine was working. I had a couple of faults, mostly around the safe in the middle breaking a weld, so the housing of that needed to be replaced.
 
So it looks like row 5 and row 8 on the matrix so check switch 13 (on row 5 ) and switch 16 (on row 8) wires as it all goes wrong after them two switches , you may have a possible short on the white green and the white gray wires .
 
Pretty sure 13 and 16 exhibit the same behavior which is the reason for the kickout operating. When ball trough three is depressed the game thinks there is a ball in the shooter lane and tries to kick it.
As @carl lawrence says you have two rows shorted. Disconnect CN-5 and CN-7 and measure continuity between white-green and white-grey. You’ll probably find a short. Find the short. If you don’t have continuity it may be the board.
 
as youve been working around the safe area, and switches 21 and 24 are both safe hit switches, i'd suggest the problem is around the safe. Have you inadvertantly connected white-grey and white-green on the safe hit switches, or if you've removed the weldment, have you pinched some wires agains the metal weldment causing a short?
 
Pleased to say it now works!

We discovered a wiring bodge by a previous owner in the vicinity of the safe. Firslty they had tied together left and right safe switches, but the way they had done it was just twisting cables together and wrapping in electrical tape. This had got worse and then created the short.

Thanks so much for everyones input!
 
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