Hi all,
I thought I'd come back and tie a bow on this, from my end, just in case someone else comes looking for an answer in a similar situation. I now have the game tap passing LIKE A DREAM. There may be more than one way to get it there, but this worked great for us.
First, some background info. We are doing this on an older Bally Paragon with serial dual wound coils on a CobraPin. I was running the voltage at 48v (vs the OEM 43v) but, as suggested, I dialed it down to exactly 43v. Still wouldn't tap pass, not even close. Originally we weren't using an EOS switch, just low default hold powers and voltage applied only to the power coil, bypassing the low power coil entirely, essentially treating it like a single coil. We tried various combinations of default_pulse_ms values and default_hold_power values, but the flippers only went from too weak to make it up the playfield to more than strong enough to make it up the playfield, but never able to tap. Tap passing just wasn't possible, it would hit too hard every time. So we tried using the low 1ms default_pulse_ms setting discussed above, just to see what would happen, but predictably the flippers wouldn't hit the ball up the playfield at all (it was kind of like all you could do was tap pass).
So here's how we got it to work... I rewired the coils, adding EOS switches the way Bally originally wired them so they would mechanically route the voltage across the dual coils (we hadn't run switch wires to have a software controlled EOS and didn't want to rework that, so we did it the tried and true old fashioned way, but this would probably work well with software controlled EOS switches as well). After that, we removed the default_hold_power setting and enabled the allow_enable setting. Finally, we set default_pulse_ms to 1ms. Magic ensued! Not only are the flippers silent when holding (vs a very loud hold buzz with default_hold_power set to 0.125 - these old flippers just don't like PWM very much), but they flip the ball all the way up the playfield when you want them to,
and they tap pass fantastically. The one deviation from the way Bally originally wired the flippers is that we didn't link the upper and lower flippers, they're just treated as four distinct flippers/coils that share common activation switches (the game never had staged flipping, so no loss of functionality there, though you could add that in with secondary stacked flipper switches). This allowed us to implement it with only four coil drivers and two managed switches, instead of up to 8 drivers and 6 switches, which would have required a lot of rework to the wiring and an extra driver daughter board in our case. Again, this is definitely not the only solution, but the one that worked very well for us. Here's how our config looks, just for clarity:
coils:
c_flipper_right_main:
number: 0-0-10
default_pulse_ms: 1
allow_enable: true
c_flipper_left_main:
number: 0-0-8
default_pulse_ms: 1
allow_enable: true
c_flipper_right_upper:
number: 0-0-11
default_pulse_ms: 1
allow_enable: true
c_flipper_left_upper:
number: 0-0-6
default_pulse_ms: 1
allow_enable: true
flippers:
left_flipper:
main_coil: c_flipper_left_main
activation_switch: s_flipper_left
debug: true
enable_events: ball_started, enable_playfield_coils
disable_events: ball_will_end, service_mode_entered, disable_playfield_coils
left_flipper_upper:
main_coil: c_flipper_left_upper
activation_switch: s_flipper_left
debug: true
enable_events: ball_started, enable_playfield_coils
disable_events: ball_will_end, service_mode_entered, disable_playfield_coils
right_flipper:
main_coil: c_flipper_right_main
activation_switch: s_flipper_right
debug: true
enable_events: ball_started, enable_playfield_coils
disable_events: ball_will_end, service_mode_entered, disable_playfield_coils
right_flipper_upper:
main_coil: c_flipper_right_upper
activation_switch: s_flipper_right
debug: true
enable_events: ball_started, enable_playfield_coils
disable_events: ball_will_end, service_mode_entered, disable_playfield_coils
The only other thing I had to do was to adjust the flipper leaf switches so that the switch only closed at the very end of the button press depth, further minimizing the amount of time the switch would be closed when you intended to tap instead of hard flip. Prior to that adjustment it was far too difficult to get a micro tap when you wanted it, so you ended up hard flipping it more often than you intended to.
And that's it. Our Paragon retheme on modern hardware now tap passes with the very best of the best! Thank you for this thread and for the work put into both the software and the hardware to make this work!
Kaydee