Open GabeKnuth opened 7 years ago
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:
ball_devices:
bd_drain:
tags: drain
ball_switches: s_drain
eject_coil: c_draineject
eject_targets: bd_trough
eject_timeouts: 500ms # was 1500ms. changed because fast multiball drains confused it into thinking an eject failed
debug: true
target_on_unexpected_ball: bd_trough
console_log: Full
eject_coil_retry_pulse: 140
retries_before_increasing_pulse: 1
bd_trough:
tags: trough, home
entrance_switch: s_trough_enter
entrance_switch_full_timeout: 500ms
eject_coil: c_Trougheject
ball_capacity: 3
eject_targets: bd_plunger
eject_timeouts: 3s
exit_count_delay: 1.5s
console_log: Full
debug: true
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']
2017-03-27 17:14:13,447 : ball_device.bd_drain : Wait for ball to leave device
2017-03-27 17:14:13,448 : ball_device.bd_drain : Firing eject coil. Current balls: 1.
2017-03-27 17:14:13,559 : ball_device.bd_drain : Got ball left during eject
2017-03-27 17:14:13,561 : ball_device.bd_drain : Switch 's_drain' changed too recently. Aborting count!
2017-03-27 17:14:13,563 : ball_device.bd_drain : Ball left
2017-03-27 17:14:13,563 : ball_device.bd_trough : Adding incoming ball from
We should ignore this when the device is at capacity. I created https://github.com/missionpinball/mpf/issues/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