When we reinstall the arms, we need to clock the motors so they will be in a known position. The reason being is since the motors do not have a 360 degree rotation, we'll put them into an up position so the calibration and software will be able to move through its full range. So we can use the arm like a wrench, we can put the splines onto the motor, and then gently crank the arm up. And that actually came out perfect. We want the arm to be vertical when the motor stops. And if we have a good vertical position on the arm when the motor is stopped, in software, we're going to be able to get a full range of motion. That's the downward stop position there. And there's our up stop position there. And those are the hard stops in the motor. Once we have the motor and the arm clocked correctly, we're going to tighten it back down to the servo motor. We'll do the same thing for the other side. And I'm going to rotate it upwards until it stops in a vertical position, just like the other arm. Before we tighten it down, let's just make sure we get the bottom stop, just like that. Retighten the arm here. Now we're going to reinstall the back plate or King Kong's backpack. Notice on one edge we do have a cutout. This cutout is for the servo motor's wiring loom here. So we want to make sure that we put the wiring loom through that cutout. Get Kong kind of squared up with the plate here, the backing plate. We can slide the plate back in, position the wiring loom like this in the plate, and then we can try to get these little cleats into the slit in the base of King Kong here so it sits just like that. So now the little cleats are installed in the plate here, and now we can take our screws and attach the plate here to the back of the assembly. Now that we have the assembly back together, we can take it back over to the game and reattach it to the back panel. Installation is the opposite of removal. We are going to take the King Kong assembly here and we are going to guide it into the back panel using the studs at the top of the assembly. And once we get it in, we can use the washers and nuts to tack it in place. So I starting from the top I using the nuts to hold the King Kong assembly from being able to fall off and out of the back panel Once I have the washers and nuts installed and hand tightened, I'm gonna drive them home and get them snug but not totally tight. Once those are in, I'm gonna take our other screws and I'm gonna install those through the bottom. Once those are tight, I'll move back up to the nuts and I will tighten those down. Alright, and with that we can reattach our 48 volt power to the node board and then get our node bus data cables and reattach those to the ports that they plug into and we have an installed Kong animatronic let's talk about the where the calibration values for King Kong are stored and why it is important if you were to remove King Kong from the game and then reinstall it but not change the position of the arms we would not need to adjust the calibration values. The calibration values are done in the factory and those values are stored on the node board not on the SD card which is stored on the computer. If you were to ever factory reset your game and you have never messed with the position of King Kong at all it would pull those factory values from the node board and use those for all of King Kong's movements. Scenario 2, let's say we did need to remove one of King Kong's arms and we put it back together. Now we would need to software calibrate it. When we calibrate King Kong, those values are going to be stored on the SD card. An adjusted calibration, not the one from the factory, right? In the future, if you were to ever factory reset your game, suddenly those software calibration values you had set up here are gone. and is going to pool the values that were done in the factory for the position it was set in there, not the position you currently have it assembled in. We'll have to go through a factory default adjustment procedure to now write the current and true calibration for the position you have King Kong in to the node board. So in the future, if you were to factory reset your game, it is going to store those values to what you currently have it assembled as, not what it was assembled like at the factory. Now with the game powered up, we are going to navigate to the calibration menu for the Kong mech. So go in here, down to device tests, and then to the Kong mech calibration. We'll familiarize ourselves with this screen really quick, but each of these selections here will be able to set a value for up or down. You'll see on the right hand side it gives us kind of a quick visual representation of what the correct position should look like when we're calibrating and then we'll see you know current or default values. We are going to be resetting these default values so we can set them to be totally factory fresh. Make sure you have your QR code ready, the one that was sent to you by support because on this screen when we scan that QR code it will erase the calibration. The other thing we're going to need is our number one screwdriver because we will need to pop the back plate off of Kong just a little bit so we can see the calibration marks that are put into the arms. So before we scan the QR code I am going to loosen the plate here and get this out of the way a teeny bit Now that we prepared to set the calibration I going to take the QR code and scan it Now that the QR code has been scanned we can see that the game now has no limits set At this point once we have all of these things said not set we are going to set each of these limits in the order from top down. So we're going to start with Kong's right arm. We need to make sure again that the calibration mark is lined up with the flat portion of Kong's body. So this one needs to come down considerably. With Kong's right arm lower limit selected, I'm going to now use the right flipper button and we're going to lower the value shown here and try to match the picture. So we're going to try to get the forearm to be about parallel with the playfield. Get it down into position. And now I'm going to check and see if I can see the witness mark, the casting mark in its arm. We're about lined up. I can move it a couple more steps to get it really perfect. And that is where we should be. Now with the value set, we are going to save it by pressing the black button. And we are going to move down to the next position, the right arm. I'm going to hit the black button here and we are going to start adjusting this value. I'm going to take a look for the mark here. It needs to rotate down a bit. Got that lined up pretty well. So we'll use the black button here to set our new value. We'll move to the left arm now. Looks like that needs to come down, so I'm going to adjust it downwards. Looks like that's just about right, so we're going to save this value here. So that is the lower position for the left arm. Now we'll check the upper limit. Pretty close, but we're going to move it down a little, go down to the clockwise limit. So for this we're going to want to make sure that we have the back panel pinched in and not leaning backwards. So what we're looking for is that back panel to be close but not touching the plastic back panel of the game. So I'm going to get in here and rotate it about as far clockwise as I can. It's touching a little bit. Let's move it forward a teeny bit. And that value looks pretty good to me. We'll set that value. And now we can set the counterclockwise limit. And this one's really simple. We're just trying to get the Kong assembly to be parallel with the back panel itself. So I'm going to rotate that one back to about here. And that looks about parallel. There is a bit of slop in the mechanism, so when you touch it, you might get a little bit of wiggle. But as long as it's looking parallel at this position, this is the right value. We'll sit this guy here. Now we are done. we can push the green button to move back, and we can write this calibration data to the node board.