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Logikey K-3 KEYER
12
Your keyer is capable of storing long messages in each of six active memories. If you use only the six memo-
ries, you can store messages of up to 255 characters in each memory. That is a lot of message! And if you
choose to configure the memory into 18 messages (of which more later) you still have storage good for 85
characters per message available. Now, let's store a message in memory. Press the far left button down,
(button #1), and hold it several seconds until you hear a tone. Then release the button. The keyer will send
a "C". (This stands for character mode. We'll get into that later too.)
Begin sending your message, a word at a time. Let's load a message, "the quick brown fox". The first word
is "the", so simply send "the". Release the paddle. There. The keyer just sent a high-pitched Morse "I" to
you. That means it has accepted the word, and has injected a word space. Now, send "quick" through the
paddle, then stop again. The keyer will send another Morse "I". At this point, the keyer is prepared to wait
as long as necessary for you to program in the next word. If you want, you can take time to go get a cup of
coffee and return to the shack. It will still be waiting for the next word.
Let's go on and send "brown fax". Whoops. We wanted "brown FOX" didn't we? Do we have to start all over
again? Heck no. Instead, send the international "I goofed" symbol - a stream of seven or more dots, and re-
lease the paddle. The keyer will send back to you "brown", telling you it has erased the incorrectly sent word
(In this case "fax") and backed up to the word before, "brown". It sent the word "brown" to remind you
where you are in the message, and is ready for you to resume loading the message you want. So now send
"fox".
OK, now we've loaded the message. To close the message, simply press button #1 down momentarily and
release it. Now, to play the message, press button #1 again briefly, and listen to the keyer send the mes-
sage you programmed, complete with the correction. Let's load another message, "jumped over the lazy
dogs back" into the second memory, using button #2. Load the message in just like the first message. OK?
Play it back to make sure you got it right.
Press button #1, release it, and immediately press button #2 and release. The two messages will play, one
after the other. You could load your call on message #1, "AB1CD", and on message #2 "DE AB1CD". On
message #3, you could put in "AR V. Then, by pressing buttons #2, #11, and #3 in that order, you would
have chained or "queued" together a message "DE AB1CD AB1CD AR K". (You also have the option of NOT
having multiple button presses give queued messages, but rather stop one message and begin another.
We'll pick that up later.) You can stop a message being sent at any time by simply touching your paddle,
which instantly kills the memory transmission. You can also kill a message by pressing any two of the memo-
ry buttons and releasing, which will stop an extra dot or dash from going out over the air.
To erase a message you have already loaded, press that memory button and hold it several seconds until
you hear the tone. The message is now erased. Release the button, then either enter a new message, or
simply press the button once again to close the empty memory.
Suppose we want to shut off the monitor when we go on the air, so we can use the transceiver sidetone in-
stead? Simple. Press the left two buttons (one and two) down together, then release them. The keyer will
send back to you the letter "F". (This stands for "Function".) Now, send the letter "M". That's it. The monitor
will be off during normal transmissions, and you instead rely on the transceiver's sidetone.
Now let's turn the monitor back on. Press the left two buttons again. You will hear the speaker send an "F",
even though the monitor is disabled for normal sending. Now, send another "M", which you will hear
through the monitor as you send it. That's it. The monitor is on again. The monitor control function is a tog-
gle command, and you just learned how to switch it on or off. Note that the "F" the keyer sent did not go
out over the air, nor did the "M" you sent to toggle the monitor function. In pressing the two function but-
tons, you took the keyer "Off Line" and off the air until you had completed your command.
Suppose you screwed up and sent an "O" instead of an "M". Since the "O" is meaningless to the keyer, it will
send a raspy signal, a Bronx Cheer. That means you goofed. To recover, simply press the two left buttons
again, and send the "M" again. Or, if the command had been a valid one, but not what you had intended to
send, you could have sent a string of 7 or more dots, and the keyer would have given the error message
and then returned to normal mode.
Need to close the key to tune up the rig? Press buttons #2 and #3 together, then release them. The keyer
will send an "H", as in "Hand-key." Now, any time you press either the left or the right side of the paddle, in-