Tadao Musashi 3 Instructions Manual

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Musashi 3 NYX Chip Instructions
Features
Built on the Musashi code base (hybrid debounce scheme)
Includes three fire modes: uncapped semi auto, capped semi auto, and
modified NXL/PSP
ABS programming prevents first shot drop off
AMB algorithms help to eliminate mechanical bounce
Power efficient software lengthens battery life
Programming mode allows changes to debounce, dwell, loader delay,
AMB, fire mode, and fire mode max rate of fire
All settings are stored in non-volatile memory so they are not lost when
power is disconnected
One-touch startup enables the marker to fire instantly
Automatic 15-minute idle power down saves batteries
Force shot allows the marker to be fired when the eyes are enabled but
no object is present in the breech
Installation
Removal and installation of the chip on a NYX board must be carefully done to ensure the chip and the electronics are not damaged.
Begin by removing the grips from the left side of the marker. This will expose the entire circuit board. The chip is located in a socket near the bottom of the grip frame. To remove, gently pry under each end with a small flathead screw driver. Alternate sides until it is far enough out to remove with your fingers. Insert the new chip, making sure it is aligned properly. A notch in one end of the chip lines up with a notch in the socket and the white drawing on the surface of the board. If the marker will not turn on and it is not due to a low battery or broken battery harness, you may have installed the chip backwards.
LED Indicator
The multi-color LED that lights up on the back of the grip frame shows which mode of operation the marker is currently in:
Solid Green Ball in breech, ready to fire Solid Red No ball in breech Slow Blinking Green Eye malfunction, max rate of fire reduced Slow Blinking Red Eyes disabled, rate of fire limited to 20 balls per
second in mode 1; otherwise capped at fire mode max rate of fire for fire modes 2 and 3
Power and Eye Operation
Pressing and releasing the power button turns the marker on. A solid red or green LED in the grip frame indicates that the marker is ready to be fired.
The eyes are enabled when the marker is first turned on. To disable the eyes press and hold the power button for 1 second. The LED will start slowly blinking red to indicate the eyes are turned off.
To turn the marker off, press and hold the power button for 1 second again. The marker will power down.
To determine if the eyes are working correctly, insert an object into the breech. Check to see if the LED changes from red to green, and then back to red once the object is removed.
The tournament lock must be disabled in order to change settings on the chip. The
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dip switch functions as the tournament lock. To disable the tournament lock,
4 make sure the 4 turned off, pull and hold the trigger and turn the marker on. This will initiate the programming mode, showing a rainbow color sequence. Then the LED will settle on green.
Pulling and releasing the trigger quickly will toggle between the different programming modes: Green Debounce Red Dwell Orange Loader Delay Flickering Green AMB Flickering Red Fire Mode Flickering Orange Fire Mode Max Rate of Fire
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.
Programming Example
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dip switch is in the ON or UP position. While the marker is
Programming
If you want to set the dwell to 20, you should:
Make sure the marker is powered off and the tournament lock is disabled (4 dip switch in the UP/ON position). Pull the trigger and push the power button to turn on the marker. The LED shows green. This is the debounce mode. Quickly pull and release the trigger 1 time to switch to the dwell mode. The LED will show red. Pull and HOLD the trigger until the LED turns off. Release the trigger. The LED will blink out the current setting. When the LED stops blinking, enter the new setting by pulling the trigger 20
times.
Wait until the LED turns back on, indicating programming has been
completed.
Turn the marker off.
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Settings
Debounce – The Musashi software features a hybrid debounce scheme that uses microcontroller cycles to debounce the pull of the trigger and ½ ms time increments to debounce the release. This results in a very effective debounce algorithm that does not hinder the user at any setting. At low debounce settings, however, it may cause the marker to read switch bounce as additional pulls, falsely generating shots or near full automatic fire. The setting ranges from 1 to 50 and is defaulted at 5. Debounce is only used in fire modes 1 and 2 (semi-automatic unlimited and capped). In modified NXL/PSP mode the debounce is locked at a high setting.
Dwell – The amount of time the solenoid is energized each time the marker is fired. The default is 18 ms. The range is 10 to 30 ms. Too low of a dwell may lead to inconsistency or 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,
AMB – Allows the user to adjust the anti-mechanical bounce feature. Mechanical bounce occurs with the Matrix due to the kick generated during each shot and can cause the marker to “run away,” firing even after the trigger has been released. AMB helps stop markers 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 fire modes 1 and 2 (semi-automatic unlimited and capped). In modified NXL/PSP mode AMB is disabled.
The default is 2 and may be set from 1 to 50. which is the fastest.
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Fire Mode – Included are three different fire modes (default is 1):
1. Semi-automatic, unlimited rate of fire
2. Semi-automatic, capped rate of fire
3. Modified NXL/PSP, capped rate of fire
Setting 1 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 20 balls per second.
Setting 2 is semi-automatic with a capped rate of fire. It simply limits the maximum balls per second that can be fired. The cap is set by the Max ROF setting.
Setting 3 is a modified NXL/PSP fire mode that works as follows:
The first 3 shots of a string are semi automatic
After the 4
to pull the trigger
If the trigger is released, the marker will stop firing immediately
If the trigger is not pulled after releasing within 1 second, the 3-shot
In normal operation, continually pulling the trigger faster than 5 to 6 pulls per second will effectively give the user full automatic at the max rate of fire. If the user stops shooting then resumes within 1 second, the marker will return to the max rate of fire. If the user stops shooting for more than 1 second, the next 3 shots will be semi-automatic. On the 4
Fire Mode Max ROF – The maximum rate of fire setting only applies to the 2 and 3 second in ¼ balls per second increments. The default is 3, which is roughly 14.5 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.
Setting BPS Setting BPS Setting BPS 1 14.0 9 16.0 17 18.0 2 14.25 10 16.25 18 18.25 3 14.5 11 16.5 19 18.5 4 14.75 12 16.75 20 18.75 5 15.0 13 17.0 21 19.0 6 15.25 14 17.25 22 19.25 7 15.5 15 17.5 23 19.5 8 15.75 16 17.75 24 19.75 25 20.0
Dip Switches:
Dip 1 ABS toggle, UP/ON for ABS enabled Dip 2 Not used, leave UP/ON Dip 3 Not used, leave UP/ON Dip 4 Tournament lock, UP/ON for lock disabled
Force Shot In th e event 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 ½ 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.
ABS – ABS (anti-bolt stick) 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. Due to the design of the Matrix, this should not increase velocity if the low pressure regulator is set correctly and all o-rings are intact.
A tip for setting the debounce and AMB – Although AMB is meant as a safety feature to stop run-away markers, it also has the unfortunate side effect of hiding bounce. To test your marker for bounce, shoot it as fast as possible with a single
semi-automatic count starts over
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fire modes. The max rate of fire is adjustable from 14 to 20 balls per
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shot the marker will add shots as long as the user continues
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shot it will resume a faster fire rate.
Additional Features
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finger. If you have bounce, you’ll see and hear double shots for individual pulls. This means you need to turn up your debounce. The slow pull test in use by some judges is not realistic for finding guns that have the debounce set too low.
Additional Information
www.tadaotechnologies.com
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