Je me suis pas lancer dans le STTNG, j'ai pas étudier la question, mais si les 4 bobines ne marchent plus il y a pas 100000 solutions je pense?
- Le fusible qui gère ces bobines est mort
- Elles sont plus alimentées, mesure la tension a la borne ou arrive le +70V
- La commande de ces bobines est morte
Tu peut essayer de doubler le fil violet pour voir ce que ça donne, tu peut essayer de faire fonctionner les bobines "a la main".
A tu lu ça:
"Testing the TIP102 Transistor and Wiring to the Coil.
If the coil fires in the above test, there may be a transistor problem. The TIP102 transistors can be tested this way
# Game is on, and the "test mode" button is pressed once. On 1993 and newer WPC games, coin door is closed.
# Remove the backglass.
# Find the transistor that controls the coil in question (refer to the manual).
# Attach an alligator clip to the grounding strap in the bottom of the backbox.
# Momentarily touch the other lead of the alligator clip to the metal tab on any TIP102 transistor (only works on these).
# The coil should fire.
# If the coil does not fire, and the coil did fire in the previous test, there probably is a wiring problem. A broken wire or bad connection at the connector would be most common. It is also possible there is a bad transistor."
et ça:
"Games with Solenoid Numbers Above 28 (Auxiliary Driver Board).
Even though the WPC driver board only supports solenoids 1 to 28, there can be solenoids numbered up to 44. Most often seen are numbers 29 to 36, which use transistors in the fliptronics section of the board. If the game only has two flippers, the fliptronics section will have two flipper power (TIP36) and two flipper hold (TIP102) transistors that may be used by the game for things other than flippers. Also several games (Indiana Jones, Twilight Zone, Demo Man, Roadshow and Star Trek Next Gen) used an 8-driver auxiliary driver board, which contained eight more TIP102 transistors for even more flash lamps or coils. Note this board also contains circuitry for an extra ninth switch matrix column (used on STNG, Twilight, Indy Jones only).
This auxiliary driver board could be problematic, especially on Star Trek Next Gen. On Star Trek, this board needs +50 volts for a "tieback diode" voltage for the circuit (because it controls solenoids, and not just flashlamps; all the other games that use this Auxiliary driver board only control flashlamps). The 50 volt tieback power is connected by a thin violet/yellow wire which connects to the playfield's single drop target coil (at the back of the playfield), and goes to the Auxilary Driver Board. If this wire breaks, or if some other power wire in this coil power daisy chain breaks, it can cause the two under-playfield diverter coils to lock on (after they're first activated in game play!) If the problem is not found quickly, the diverter coils and their driving transistors can fail. Transistors on the auxiliary driver board will short out in a couple of activations on Star Trek if the tieback voltage is not present on the board. If the two Star Trek diverter coils lock on after a game is started, check the violet/yellow wire which connects to the playfield's single drop target coil. Additionally, add 1N4004 diodes to the two diverter coils (banded side of the diode to the coil's power lug), and test the TIP102 transistors on the Auxiliary driver board.
If a transistor shorts on the Auxiliary driver board, this will cause the driving coil to lock-on as soon as the game is turned on. Again on STNG this is very common for the under-playfield diverter coils. With the game off, check the diverter coils first - they should have 7 to 9 ohms of resistance (tested in-circuit, any less and replace the coil). Then go to the manual and figure out which Auxiliary driver board transistor drives the coil in question. Don't bother testing the transistor(s) on the Auxiliary driver board. They will *not* test correctly in-circuit. Just replace the TIP102 and it's companion 2N4403. Replace *both* transistors at the same time! Do not skimp here, or you will have to replace both transistors again after the game is turned on! Also test all the resistors related to these two transistors, and the 1N4004 diode (the diode and resistors can be tested in-circuit). Buzz out all traces related to the two transistors also, especially the 50 volt tie-back trace. "