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Old 06-28-2008, 10:11 PM #1
asdffdsaasdf
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"Halfbreed" (stock) Tadao Board Manual

You guys better appreciate this...

Led Indicator
Rapid blink red = battery
Rapid blink yellow = battery
Rapid blink green = battery

Solid blue = Ball in breech - ready to fire
Slow blue = No ball in breech
Slow yellow = eye malfunction - bps reduced to 8
Slow red = eyes disabled

Power Operation
Pressing and releasing the power button turns the marker on. The battery indicator will show the current power level of your battery with a flickering red, yellow, or green LED. After, it will show a solid or blinking blue. To turn off, press and hold the power button for 1.5 seconds until the LED turns off, then release. Every time the marker is turned on, they eyes are enabled. The marker can be turned off regardless of the state of they eyes.

Eye Operation and Logic
The eyes are enabled when the marker is first turned on. The eyes can be toggled by pressing the power button. Press and release the power button quickly and the LED will change colors to indicate the mode change.

If used, the eye system cycles the marker as fast as possible. During each shot the eyes watch for the bolt to return, ending the current firing cycle and starting another as quickly as the pneumatics allow. If the eye system is continually blocked (e.g. putting your finger in front of the eyes) and is unable to see the bolt return after every shot, the max ROF will be reduced to about 12 (8) BPS to prevent further chopping and the LED will blink yellow to indicate and eye malfunction. Firing the marker with paint and air will utilize the eye system correctly, maximizing the rate of fire. When the eyes are off, the rate of fire is limited to 30 BPS unless in fire mode 2-6, in which case the ROF is selected by the user.

To determine if the eyes are working correctly, insert an object into the breech. Check to see if the LED changes from blinking blue to solid blue and then back to blinking blue once the object is removed.

Programming
When the marker is off, pull and hold the trigger then push the power button. The marker will boot into programming mode, showing a rainbow sequence before stopping on solid green.

Pulling and releasing the trigger quickly will toggle between the different programming modes:

Green- Debounce
Purple- Dwell
Yellow- Loader delay
Blue- AMB (anti-mechanical bounce)
Red- ABS dwell
White- Fire mode
Teal- Fire mode MROF (max rate of fire)
Flickering Green- Eye mode
Flickering Purple- CPF (cycle percentage filter)
Flickering Red- Bolt Delay

When the LED is lit for the desired setting, press and hold the trigger until the LED goes out. When you release the trigger, the LED will blink to show the current setting. For example, if the current setting for debounce is 5, the LED will blink green 5 times. Once the LED stops blinking, you have 2 seconds to begin entering the new setting. To enter the new setting, pull the trigger the desired number of times. For example, to set the debounce to 2, you must pull the trigger 2 times. Every time you pull the trigger the LED will light. After all settings have been changed, turn the marker off, using the power button.

Program Reset
To reset all settings to factory defaults, hold down the trigger while in programming mode for at least 10 seconds ( it does not matter which setting color is currently showing on the LED). The LED will rapidly cycle through every setting color to indicate that the reset process has completed.


Settings

Debounce- This is the time delay required for the board to recognize that the trigger has been released. The debounce setting is in increments of .5 milliseconds. Users should be aware that low debounce settings may cause the marker to read switch bounce as additional trigger pulls, falsely generating shots or near fully automatic fire. The setting range from 1 to 50 and is defaulted at 10 (5 ms).

Dwell- The amount of time the solenoid is energized each time the marker is fire. The default is 10 ms, witha range of 2 to 20ms. Too low of dwell may lead to inconsistency and drop-off. Too high of a dwell can cause bad air efficiency.

Loader Delay- Adds a slight delay after the eye has seen a ball and the bolt is cycled causing the gun to fire. If not using force fed loaders, it may be necessary to increase this setting to prevent chopping. A setting of 1 means no loader delay, which is the fastest. The default is 2 and may be set from 1 to 10.

AMB (anti-mechanical bounce)- Allows the user to adjust the anti-mechanical bounce feature. Mechanical bounce occurs due to the kick generated during each shot and cause the marker to "run away" (go full auto without touching the trigger) on the first few shots. AMB helps stop marker from going full auto when the trigger is pulled very slowly. The default is 2 and may be set from 1 to 5 (1 being off). AMB is only used in firing modes 1 and 2 (semi-automatic unlimited and adjustable).

ABS dwell- Amount of dwell time added for an ABS (anti bolt stick) shot. The range is from 1 to 10 additional milliseconds of dwell. The default is 1, which is disabled. ABS programming helps to eliminate first shot drop-off. First shot drop-off occurs when the lube and o-rings "settle" or "stick" inside the marker after it has been sitting. The next shot fired will be lower in velocity because the bolt has to break free. ABS will slightly increase the dwell to compensate if the marker is left sitting for 15 seconds.

Fire Mode-
1. Semi-automatic Unlimited rate of fire
2. Semi-automatic, adjustable rate of fire
3. PSP ramping
4. PSP burst
5. Millennium ramping
6. NXL full automatic

setting one is normal semi-automatic with an unlimited rate of fire while the eyes are enabled. When the eyes are turned off, the max rate of fire is set to 30 BPS.

setting two is semi-automatic with an adjustable rate of fire. It limites the maximum balls per second that can be fire. The cap is set by the max rate of fire setting.

setting 3 is the PSP raming fire mode that works as follows
--The first 3 shots of a string are semi automatic
--After the 4th shot the marker will ramp up to the max ROF setting as long as the user pulls the trigger faster than 5 times per second
--If the user stops firing for more than 1 second the 3 shot semi automatic count starts over

setting 4 is the psp burst fire mode that works as follows
--The first 3 shots of a string are semi automatic
--After the 4th shot the marker will burst fire 3 shots per pull
--If the user stops firing for more than 1 second the 2 shot semi automatic count starts over

setting 5 is millennium ramping fire mode that works as follows
--The first 3 shots of a string are semi automatic
--After the 4th shot the marker will ramp up to the max rate of fire setting as long as the user pulls the trigger faster than 6 times per second
--If the user stops firing for more than 1/2 a second, the 3 shot semi automatic count starts over

setting 6 is the NXL full automatic fire mode. It functions similarly to the PSP fire modes except, after the 3rd semi-automatic shot, the user may pull and hold the trigger or the marker to fire in full-auto
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Old 06-28-2008, 10:12 PM #2
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Fire mode max rate of fire- The max rate of fire setting applies to the 2nd-6th fire modes. The max rate of fire is adjustable from 10 to 25 balls per second, and has an unlimited setting for maxing out the loader system. The default is 7, which is roughly 13 balls per second. Oscillator inconsistencies from chip to chip make it impossible to time perfectly, so, the only true way to check rate of fire is to use a Pact Timer or ballistic chronograph. The red radar chronographs commonly found at fields are NOT reliable.

1 blink = 10 bps
2 = 10.5
3 = 11
4 = 11.5
5 = 12
6 = 12.5
7 = 13
8 = 13.5
9 = 14
10 = 14.5
11 = 15
12 = 15.5
13 = 16
14 = 17
15 = 18
etc etc
21 = 24
22 = uncapped

Eye Mode- two eye modes are available
--Delayed - If the eye system does not detect a ball in the breech for .5 second, the marker automatically fires. This is useful for sound activated loaders because it ensures that a shot is fired, even without paint, so the loader will continue to feed.
--Forced with force shot - The marker only fires if paint is seen in the breech or the user pulls and holds the trigger for .5 second, thereby initiating a forced shot

CPF (cycle percentage filter)- The cycle percentage filter allows adjustment of the point within the current firing cycle that a new buffered shot is allowed. Almost all electronic paintball markers allow a single shot to be buffered in the event the user is fast enough to release the trigger and pull again during the current firing cycle. The CPF setting is adjustable from 1 to 10. Setting 1 turns the CPF off, allowing the buffered shots at any point in the firing cycle. Setting 2 through 10 set the percentage of the firing cycle that must pass before shots may be buffered.

1. CPF turned off
2. 10% of the firing cycle must pass before a buffered shot is allowed
3. 20%
etc etc
10. 90%

A higher CPF setting results in less unintentional bounce. For instance, it is possible that if your debounce setting is border line, you can fire the marker a few times, then hold it loosely and allow it to brush against your finger, going fully automatic. Since most switch bounce from either a low debounce setting or mechanical bounce occur almost immediately after the trigger is released, CPF can be very effective in elimination of falsely generated trigger activity.

Bolt delay- This setting determines how long the eyes are ignored after the dwell time ends. Some delay is necessary to allow the bolt to get far enough forward so they eye system does not mistake a small gap between a paintball and the bolt face for a bolt return The default is 10 ms and may be set from 1 to 15 ms. Higher settings will reduce the maximum capable ROF, while lower settings may lead to skipped or blank shots because the bolt does not have enough time to block the eyes on its forward stroke.

Additional Features

Force shot- In the even that the eyes are enabled, the breech is empty, and the user wants to fire a clearing shot, a force shot can be initiated by pulling and holding the trigger for half a second. This is useful with force fed loaders that sometimes push a ball slightly into the detents where the eyes are unable to see it. After force firing, the next ball will load and operation will continue as normal.

A tip for setting the debounce, AMB, and CPF- This only applies to semi-auto fire modes (modes 1 and 2) since AMB is disabled in the PSP fire modes or NXL mode

*while using paint and air*

1. Turn AMB and CPF off (both to 1 blink)
2. Starting at debounce 1-3 raise the debounce setting a notch at a time until excessive trigger bounce goes away. The goal is to have one pull, one shot regardless of rate of fire. Do NOT slow pull test for bounce during this phase. Instead, pull the trigger rapidly or walk it, listening for double or triple fires.
3. When it appears that it is only one shot, one pull for solid trigger pulls, try the slow pull test. Holding the marker steady, slowly pull the triger and see if multiple shots can be generated from the single pull.
4. Increase the CPF setting a notch at a time until the slow pull bounce starts to disappear. An additional test is to fire a few rounds quickly, then hold the trigger right on the activation point to see if the marker will "run away".
5. If you reach setting 10 with CPF and the marker can still be slow pulled to fire full auto, your debounce setting is probably too low. Go back to step 2
6. AMB should not be set above 3, if possible, since it is not as transparent to the user as CPF. Even CPF setting of 10 will not be noticed by the user.


Hope this helps someone

because my hands are tired
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Last edited by asdffdsaasdf : 06-28-2008 at 11:03 PM.
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Old 06-28-2008, 11:01 PM #3
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and if you spot any spelling errors please let me know

grammatical ones ... i dont care
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Old 06-29-2008, 12:27 PM #4
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Force shot- In the even that the eyes are enabled,
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Old 06-29-2008, 12:56 PM #5
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even if the eyes are on you can initiate a "forced shot"
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Old 06-29-2008, 02:27 PM #6
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nice job, looks like u put alot into it, i appreciate it
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Old 07-04-2008, 01:18 AM #7
Contract_killers
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Glenn should hire you at Infinity. Thanks man
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Old 07-04-2008, 04:54 PM #8
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Quote:
Originally Posted by Contract_killers View Post
Glenn should hire you at Infinity. Thanks man
you're right!!!!
and make him the East Coast service center lead tech!!!!

I vote for asdffdsaasdf
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Old 07-04-2008, 07:17 PM #9
sketchnz
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asdffdsaasdf for king... king of the castle king of the caslte I have a chair I have a chair go do this go do that king of the castle.
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Old 07-05-2008, 01:55 AM #10
asdffdsaasdf
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not going to lie

that would be a pretty bad *** job

plus i think warped makes awesome products
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Old 08-08-2008, 04:39 PM #11
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Just got my board today. Thanx for the great write-up, asdffdsaasdf.

So many more settings. I shot it on Semi-unlimited and PSP + PSP burst. I like the light colors of this board so much more and bit easier to see.

I think my legend is set for life.
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