All rights reserved. While every precaution has been taken in the preparation of this manual, the publisher
assumes no responsibility for errors or omissions. No part of this book covered by the copyrights hereon may be
reproduced or copied in any form or by any means – graphic, electronic, or mechanical, including photocopying,
taping, or information storage and retrieval systems – without written permission of the publisher.
ProStar®, ProAd®, V-Link®, Venus®, and V-Play® are registered trademarks of Daktronics, Inc. DeoxIT™, CaiLube™, Mate-n-Lok™, and
Phoenix™ are trademarks of their respective companies.
Error! Bookmark not defined.
1.1 How To Use This Manual ...................................................................................................... 1
14.3 Selection Character Width ................................................................................................... 33
14.4 Selecting Character Font ...................................................................................................... 34
14.5 Selecting Bright or Dim Mode ............................................................................................. 34
14.6 Starting the Lamp Test ......................................................................................................... 34
14.7 Team Name Operation Using Current Loop Boards ....................................................... 34
14.8 Team Name Operation Using a Venus 100 Board ............................................................ 35
14.9 Exiting the Team Name Mode ............................................................................................. 35
Introduction
Model
Part No.
Power
# Outputs
Programming
2000
0A-1065-0015
12 V 1 Standard
2010
0A-1065-0129
120 VAC
1
Standard
2100
0A-1065-0092
12 V 1 Standard
2110
0A-1065-0131
120 VAC
1
Standard
2200
0A-1065-0019
12 V 4 Standard
2210
0A-1065-0130
120 VAC
4
Standard
2300
0A-1065-0094
12 V 4 Standard
2310
0A-1065-0132
120 VAC
4
Standard
2400
0A-1065-0036
12 V 4 Custom
2410
0A-1065-0124
120 VAC
4
Custom
2420
0A-1065-0147
230 VAC
4
Custom
2500
0A-1065-0115
12 V 1 Standard
2510
0A-1065-0122
120 VAC
1
Standard
2520
0A-1065-0148
230 VAC
1
Standard
2600
0A-1065-0117
12 V 4 Standard
2610
0A-1065-0120
120 VAC
4
Standard
2620
0A-1065-0149
230 VAC
4
Standard
This manual is designed to explain the operation of the All Sport® 2000 series control console.
For questions regarding the safety, installation, operation, or service of this system, please refer
to the telephone numbers listed on the cover page of this manual.
Important Safeguards:
1. Read and understand these instructions before installing.
2. Do not drop the control console or allow it to get wet.
3. Do not let any power cord touch hot surfaces or hang over the edge of a table which
would damage or cut the cord.
4. Always unplug the control equipment when it is not in use. Never yank the power cord
to pull the plug from the outlet. Grasp the plug and pull to disconnect.
5. To avoid electrical shock, do not disassemble the control equipment or the driver
modules. Incorrect reassembly can cause electric shock and faulty operation or
permanent damage to the circuits.
There are several console models in the All Sport 2000 series that differ by voltage and/or
outputs. The following table lists the models and their differences.
Introduction
An uppercase word in brackets (such as [OK]) represents a button on the screen. The names
or letters of keys on the keyboard will be given enclosed in arrows (such as <ENTER>) to
differentiate between the screen commands.
2 Introduction
Console Overview
6 Basic Operation
Basic Operation
The console face consists of a LCD and a sport overlay. In most cases, the LCD will display
the game time, the direction the clock is counting in and whether or not the horn is set to
automatic.
Various overlays are available depending on the sport and the type of scoreboard.
To change an overlay, press down and slide the top edge of the current overlay towards its
middle. Once the overlay is slightly bowed in the middle, reach under it on the side and pull
it up and out. To insert a new overlay, insert the top or bottom edge, bow the overlay
slightly and slip in the other edge.
Each overlay has a list of code numbers and corresponding models. The models are the
scoreboard model that the console controls. For example, a BA-3718 would use code 40. This
code would be entered when prompted upon startup. Refer to Section 3.4 for more
information on starting up the console.
Note: We recommend that a permanent marker be used to mark which code number on the
overlay is to be used. This is a precaution in case the model number is uncertain or unknown
at a later date.
The overlay consists of the action keys required in the normal course of the overlay’s
designated sport. In some cases, pressing a key will immediately cause a change on the
scoreboard. Most of the time additional keys must be pressed. Keys that require additional
information are marked by a “•.” This additional information usually consists of a number
and then pressing <ENTER>.
Keys with arrows () are indicators (possession, bonus, etc.) and will activate an indicator on
the scoreboard for the proper team. Note: The arrow points to either the left or right (home
or guest).
Some keys have a “+1,” “+2” or “+3” on them. By pressing one of these keys once, the value
of the corresponding field on the scoreboard (such as score or period) will increase by the
corresponding number of points. A key with a “-1” will decrease by one.
On most overlays, certain keys have been grouped together under the heading Home or
Guest. These keys are Team keys and work the same for both teams. They affect the statistics
for that one team. For example, to increment the score of the home team, press <SCORE+1>
under the Home caption. Keys not under one of these headings are Game keys. They are
general keys for the progress of the game (such as period or quarter).
Other keys have been blocked together to emphasize that these keys work together.
Basic Operation
The following are examples of two of the most common operations in a sport. If an overlay
Key
LCD
SCORE +1 (Home)
H. Score ··4
Key
LCD
SCORE • (Guest)
G. Score ·21
1
G. Score ··1
2
G. Score ·12
ENTER
G. Score ·12
has a key that functions in a manner differing from the usual, an example will be included in
the corresponding section.
Example 1: Change the home score from 3 to 4.
Example 2: Change the guest score from 21 to 12.
When the console is turned on, it will go through a self test, after which the LCD will prompt
“Enter Code.” Enter the correct code and press <ENTER>.
Note: This operation is only available on scoreboards equipped with a game clock. No
special overlay is required for this operation. Use any overlay with a numeric keypad.
To have the game clock on the scoreboard display the time of day, enter code 99. Press
<CLEAR> and enter the correct time of day.
Most overlays have a grouped section labeled “CLOCK”. This section will review the keys
found in this block.
<AUTO HORN>: Turns on or off the automatic horn. If the horn is on, an “h” will appear on
the LCD.
<MAN HORN>: Sounds the horn if set to manual. The
horn will sound as long as this key is pressed.
<COUNT UP/DN>: Sets the clock to count up or down.
Press <ENTER> to toggle between the directions. “UP” will be displayed if the clock is
counting up and “DN” if the clock is counting down.
<START>: Starts the main clock
<STOP>: Stops the main clock
<SET TIME>: Sets the time on the main clock
6 Basic Operation
Baseball/Softball Operation
Refer to the information in Section 3 to start up the console and use the overlay. It is recommended
that Section 3 be read carefully to fully understand the following operation instructions.
Team Keys
<SCORE+1>
Increases the
team score by
one
<SCORE>
Edits the team
score
Game Keys
<HIT>
Indicates a hit. An “H” will appear on the H/E digit on the scoreboard or an
indicator will light up.
<INNING•>
Edits the inning number
<ERROR>
Indicates an error. An “E” will appear on the H/E digit on the scoreboard or an
indicator will light up.
<DIM>
Dims the scoreboard for night viewing. Press this key a second time to return the
scoreboard digits to full brightness.
<BALL+1>
Increases the number of balls by one
<STRIKE+1>
Increases the number of strikes by one
<CLEAR BALL &STRIKE>
Sets the Ball and Strike (on the scoreboard) to zero
<OUT+1>
Increases the number of outs by one
Team Keys
<TEAM AT BAT>
Indicates the team
currently at bat
<SCORE•>
Edits the team’s score
<SCORE+1>
Increments the team’s
score by one
Game Keys
<INNING•>
Edits the number of the inning
<PLAYER AT BAT•>
Baseball/Softball Operation
Team Keys
Game Keys
Displays the number of the player currently at bat
<DIM>
Dims the scoreboard for night viewing. Pressing this key a second time will return the
scoreboard digits to full brightness.
<OUT+1>
Increments the number of outs by one
<HIT/ERROR>
Indicates an “H” for a hit or an “E” for an error on the H/E digit on the scoreboard or an
indicator will light up
<CLEAR BALL AND STRIKE>
Sets the Ball and Strike (on the scoreboard) to zero or blanks the indicator
<BALL+1>
Increases the number of balls by one
<STRIKE+1>
Increases the number of strikes by one
<AT BAT>
Indicates the team currently at
bat
<ERRORS•>
Edits the team’s number of
errors
<ERRORS+1>
Increases the team’s number of errors by one
<HITS•>
Edits the team’s number of hits
<HITS+1>
Increases the team’s number of hits by one
<RUNS•>
Edits the total number of runs
<RUNS+1>
Increases the total number of runs by one
<INNING•>
Edits the number of the inning
<DIM>
Dims the scoreboard for night viewing. Pressing this key a second time will return the
scoreboard digits to full brightness.
<OUT+1>
Increases the number of outs by one
<HIT>
Indicates a hit. An “H” will appear on the H/E digit on the scoreboard or an indicator
will light up
<ERROR>
Indicates an error. An “E” will appear on the H/E digit on the scoreboard or an
indicator will light up.
<CLEAR BALL & STRIKE>
Sets the Ball and Strike (on the scoreboard) to zero or blanks the indicator
<BALL+1>
Increases the number of balls by one
Baseball/Softball Operation
Loading...
+ 37 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.