Autek Research MK-1 Instructions Manual

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Contents:
1. Unpacking 6. Memory Programming Tips
2. Automatic Keyer Operation 7. In Case of Trouble
3. Memory Operation 8. Warranty & Returns to Manufacturer
4. Connection to Transmitter 9. Late Notes - Covers Points Raised by Users
5. Battery Operation 10. Schematics & Layout Drawing
INSTRUCTIONS
MK-1 Programmable Keyer
Carefully unpack the keyer. Note that various plugs etc. are provided for hook up to a paddle, your transmitter, and a battery.
2. AUTOMATIC KEYER OPERATION
You must first attach a paddle to the keyer. A dual­lever (squeeze) paddle is recommended to take ad­vantage of Iambic operation, although a single lever paddle (with dot AND dash contacts) may be used. An old-fashioned hand key will not work, since it has only one set of contacts.
Connect the paddle to the large "stereo" plug en­closed. The common (ground or center) paddle out­put must go to the ground lead of the stereo plug. Dot and dash paddle outputs go to the other two plug connections. Plug the paddle into the keyer rear panel, and plug the keyer into a standard 115 VAC U.S. wall plug. Set controls as follows:
Volume - 7/8 rotated Speed - 1/2 rotated Repeat - Down Combine C/D - Down Record/Play - Play
WHEN POWER IS FIRST APPLIED TO THE KEYER, THE MONITOR MAY COME ON CONTINUOUSLY OR BE ERRATIC. THIS IS CAUSED BY AN UNCERTAIN INITIAL STATE OF ONE FLIP-FLOP, AND IS CURED BY SEND­ING A FEW DOTS AND DASHES TO INITIALIZE THE LOGIC.
Start sending with the paddle. Speed is adjustable from below 10 WPM to above 50 WPM. The highest
speeds are impractical for sending, but will help when recording (see below). Note that the speed control is not linear; more-rapid speed change oc­curs at high speeds. Monitor tone may be adjusted by turning the trimpot on the keyer circuit board. (See layout drawing)
Closing the dash paddle yields a continuous string of dashes with a space in-between, and a perfect 3:1 ratio between dash and space lengths. Similarly, the dot paddle yields dots and spaces in a perfect 1:1 ratio.
At this point, be sure your paddle is connected with the proper sense. When you move your hand to the left, dashes should be produced; moving the hand right should produce dots. Reverse the dot and dash wires to the paddle if the opposite occurs. This sets your keyer up in the way used by virtually all CW operators.
DOT AND DASH MEMORIES: These memories may be demonstrated as follows: Set the keyer to its slowest speed. Select "Play". Quickly close first the dash lever then the dot lever. Quickly release both levers before the dash is over. Note that the keyer still supplies a dot. In fact, the dot lever may be tapped anytime during a dash or the following space, and the keyer will supply a perfectly-spaced dash/dot pair. The dash memory can be demon­strated analogous to the above by tapping the dot then dash levers. These memories greatly case sending, even though you're normally not aware they're present.
TRIGGERED CLOCK: Note that a dot or dash starts immediately when the dot or dash lever is tapped (except when recording). This is due to a triggered internal clock time base that starts immediately on first paddle closure.
IAMBIC OPERATION: This feature may be demon­strated if you have a double-lever (squeeze) paddle. If both paddle contacts are closed (squeezed), the keyer puts out alternate dots and dashes, with the first contact closed determining whether a dot or dash occurs first. With the Iambic feature, the let­ters C, F, K, L, R, Y, and Q, as well as AR, may be sent with fewer finger motions. For example, to send an "F", hold the dot lever closed during the entire let­ter, but, in addition, tap the dash lever during the second dot. (Release the dot lever after the last dot starts) This is easier than removing your finger from the dot paddle during the dash, and replacing it for the last dot. For a "Q", reverse the procedure by holding the dash paddle and tapping the dot paddle during the second dash. The Iambic method may take some practice if you're used to a different tech­nique, but it's worth learning. Enlist the aid of a lo­cal "advanced" CW operator to help you learn the easiest way to send each letter. Develop good hab­its early.
If you've never used anything but a straight key, it will take several hours to become accustomed to a paddle keyer. Practice off the air by sending the al­phabet and concentrating on "problem" letters.
SPEED CALIBRATION: Exact speeds cannot be printed on the panel because of normal component tolerances. If you wish to calibrate the speed con­trol, use the formula:
Speed (WPM) = number of dashes in a 4.8 sec-
ond period
An equivalent, but easier, method is to measure the time, T, required to readout or record ONE memory section. (The time that the memory light stays on.) The formula is:
3. MEMORY OPERATION
Set the controls as above. Be sure "Play" is selected. Tap one of the message buttons (A, B, C or D). Note that the light comes on, indicating recording or playing of the memory. Since no message is yet pro­grammed, gibberish will be sent by the MK-1.
RECORDING: Set the speed control low. Turn the re­cord/play switch to record. Nothing will happen un­til you tap one of the message buttons. Tap one but­ton, then immediately start sending a short mes­sage. As long as the light is lit, your message is being recorded into memory. If it goes out before you have finished, your message is too long. After a short message, wait until the light goes out to en­sure that old data is recorded over. Turning the speed control to top speed momentarily after fin­ishing a short message will shorten the waiting time.
When recording, the internal clock runs continu­ously to allow spaces of any length to be entered in­to memory. Thus, there is a random delay between zero and the length of one dot between INITIAL lev­er closure and start of a dot or dash. This requires you to synchronize your sending with the keyer to some extent. At slow (10–15 WPM) speeds, dots may even be missed occasionally. Use a hard "fist" at slow speeds. Don't release the dot lever until a dot starts. At higher speeds (25+ WPM), you may not notice the difference when recording, except that mistakes may be more frequent until you de­velop some proficiency. The clock is triggered at all times when the memory light is out, i.e. in normal sending.
PLAYING: BE SURE TO SET THE SWITCH TO "PLAY" BEFORE TAPPING A BUTTON TO AVOID ERASING WHAT YOU'VE RECORDED. Tap the same button to playback the message. Note that if you tap the button again while playing (or re­cording) the message will immediately start again at the beginning. This is handy if you hit the wrong button, or wish to repeat the first part of a mes­sage.
Speed (WPM) = 307.5/T
For example, at 20 WPM, one memory section will hold T = 15.36 seconds of data.
TUNE: Turning the speed control full counter-clock­wise turns on your transmitter continuously for tun­ing.
At this point. record a message in each memory sec­tion.
REPEAT SWITCH: Select "repeat" and "play", and tap one of the buttons. Note that the message will re­peat forever, including any space at the end of the message. Stop the message at the end by switching repeat "off", or stop it immediately by tapping the
reset button or the paddle. "Repeat" has no effect when recording.
COMBINE C/D SWITCH: Set this switch to "com­bine". Tap the "C" button. The "C" message will play out, including any space, followed by the "D" mes­sage. If repeat is also set, the sequence will be "CDCD" etc. This switch operates in record also, al­lowing one continuous message (approx. 50 charac­ters) to be recorded.
EDITING: If you make a mistake while recording, tap the same message button again and resend the message. Or, if you make a mistake near the end, you can save the earlier part by selecting "play" and starting memory readout. Just before reaching the mistake, flip the switch to "record" and complete sending the message.
RESET: Tapping the reset button stops any recording or playing on progress. Tapping or sending with the paddle while playing also resets the memory and in­stantly returns the keyer to paddle control. Sending with the paddle is very useful to add to the end of a message or to terminate a recorded message early & fill in the
4. CONNECTION TO TRANSMITTER
Your MK-1 will directly key all popular ham gear, made since 1963, with the exception of some Ten­Tec gear, and, early models at least, of the FT-301D. (See Section 9: "Late note" for 301 and Ten-Tec). Please do not write and ask if the MK-1 will key your rig. There is no danger of destroying anything except with old, high power, cathode keyed rigs, which may possibly need a relay. Determine this yourself. Keyer output transistor ratings are: ±300 volts maximum, including any spikes, -15 ma maxi­mum for negative (grid-block) key lines. +200 ma maximum for positive (cathode-keyed) key lines. These are voltages measured at the KEY. (Note: Plate current and voltage is typically much higher than values at the key. This should cause no con­cern). If in doubt about an older, or unusual rig, measure the voltage across the key line; then con­nect a milliameter across the key line and measure the key current.
Both voltage and current should be within the range above. Also, one side of the key line must be grounded to the chassis. If these conditions are not met, you will have to obtain a relay. Connect one end of the relay to the MK-1 keyed output, and the other end to a power source equal to the relay volt-
age rating, e.g. 12V or 6V. A reed relay is recom­mended for high speeds. AGAIN IT IS STRESSED THAT OVER 99% OF RIGS IN USE DO NOT REQUIRE A RELAY, and can utilize the benefit of silent operation of the MK-1 output transistors.
CONNECTION: Connect the grounded end of the MK-1 phono jack on the rear panel to the grounded end of your transmitter key line, and the inside lead of the phono jack to the "hot" key line. If you re­verse this connection, the MK-1 chassis will be "hot", and this may lead to RF pickup, and intermit­tent operation.
5. BATTERY OPERATION
The rear-panel miniature phone jack accepts +9 to +14 VDC as from battery. No power is drawn from the battery (13 V or less) unless AC power is inter­rupted, or the MK-1 is Turned "off". When AC power is interrupted, the MK-1 instantly transfers to any battery connected to the rear panel. Current drain is typically 40 to 60 ma. at 9 volts, or 75–95 ma. at 12 volts. (Low monitor volume.)
A 9 V common "transistor radio" battery is not re­commended for continuous battery operation, since this type of battery will run down severely in a few hours. However, this type of battery is sufficient to prevent loss of recorded messages caused by oc­casional AC power dropouts; e.g. as might occur in Field Day or other portable AC operation. For CON­TINUOUS battery operation, a larger, 12 volts, power pack, such as eight 1.5 V "C" batteries in ser­ies, is recommended.
Where 220 VAC is the only power source, obtain an inexpensive 9–12 V battery eliminator locally. This is the easiest way to power the MK-1 from 220 VAC.
6. MEMORY PROGRAMMING TIPS
Some of the many ways to use the memory are: REPEATED CONTINUOUS CQ: Program one memory to send "CQ CQ ... DE (your call - once or twice)". With proper choice of number of CQ's, and "fine­adjustment" with length of spaces, you can make the CQ completely fill the memory, with no exces­sive space at the end. Play out using the repeat switch to send the CQ as long as desired. End the CQ by sending "K" with the paddle.
CQ WITH AUTOMATIC PAUSE: Similar to above, ex­cept add "K" at the end of the recorded message, and leave a several-second listening space at the end. During this pause in the recorded message,
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