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2 Flash PURPLE Ball wait time 1 to 6 Default = 2
The time the marker waits for a ball to seen after a trigger pull. If a ball is not seen in this period
of time the Trigger Memory will be cleared. It adjusts in 50 milliseconds per increment.
Example: 2 = 100ms.
Setting 6 means disabled. If ball is not in the breach at the time of a trigger pull, no shot is fired.
RED Strobe Ramp scale level 1 to 5 Default = 2
The number of shots fired per trigger pull. Used in ramping mode or burst mode.
Works with the Trigger Memory.
Will never ramp more shots than the Maximum Trigger Memory.
GREEN Strobe Eye error time 2 to 12 Default = 7
The time the marker is waiting for the eye to clear after firing before activating the EYE Error.
Time is set 10ms increments.
Example: 7 means 70ms
BLUE Strobe First Shot Drop Off (FSDO) 1 to 30 Default = 5
The length of time, in 20-second increments, that the marker must be inactive before the dwell for
the first shot is increased with the selected FSDO Time (below).
Example: 5 means 100s.
YELLOW Strobe FSDO time 1 to 10 Default = 10
Amount of time (in milliseconds) added to the dwell on the first shot after the period of inactivity
set in FSDO (above). Setting 10 means FSDO time = 0, so no time is added to the dwell.
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The software version loaded into the marker is indicated when the marker is On/Off. By holding
the On/Off button longer than 1 second after the LED flashing WHITE, the LED will indicate the
software version by blinking a number of times in BLUE and then a number of times in GREEN.
The LED will keep showing the software version as long as the On/Off button is pressed.
Example, LED blinks once BLUE, then twice GREEN, the software version is1.2