9-2
9. Routine Maintenance
Digital Projection
MERCURY HD
1
Replacing the Lamp
The projector has a single lamp pre-wired into the lamp
module. After the lamp has been operating for 1000 hours
(Normal mode using the standard lamp, part number 102-246),
the "Lamp" indicator on the control panel will blink red and a
warning message will appear. Even though the lamp may still
be working, replace it as soon as possible to maintain optimal
projector performance.
CAUTION
• DO NOT TOUCH THE LAMP immediately after it has been used. It
will be extremely hot. Turn the projector off, wait 90 seconds, and
then disconnect the power cable. Allow at least 15 minutes for the
lamp to cool before handling.
• DO NOT REMOVE ANY SCREWS except the rear cover screw and
the two lamp module screws. You could receive an electric shock.
• If you continue to use the lamp after 1000 hours, the lamp bulb
may shatter, and pieces of glass may be scattered in the lamp
module.
CAUTION
:
Do not touch them as the pieces of
glass may cause injury. If this happens, contact your Digital
Projection dealer for lamp replacement.
• The projector will turn off and go into stand by mode after 1500
hours of service (Normal mode using the standard lamp - this time
is extended when using Eco mode). If this happens, the lamp must
be replaced.
• The projector contains high-precision parts, so make sure that no
dust or dirt can get into the cabinet during lamp replacement. Clean
the outside of the cabinet before opening the rear cover.
To replace the lamp module:
1. Loosen the rear cover fastening by turning it through 45° and open
the cover, using the support if the projector is upside down.
NOTE: There is an interlock on the rear cover to prevent the risk of
electrical shock. Do not attempt to circumvent this interlock.
2. Squeezing the plug latch firmly, unplug the lamp control cable from the
connector at the rear of the lamp module.
4. Pull the lamp module to the right, then to the rear to remove it from
the projector.
5. Insert a new lamp module, manoeuvreing it carefully so that the plug
on the top of the module mates properly with the socket in the roof of
the cabinet.
CAUTION: Do not use a lamp other than the Digital Projection
replacement lamp (Standard life lamp: 102-246).
6. Secure it in place with the two screws.
Be sure to tighten the screws.
7. Re-connect the lamp control cable to the connector at the rear of the
lamp housing.
8. We recommend that you clean or change the filter, as described on
the next page, whenever the lamp is changed.
9. Close the rear cover firmly, ensuring that the catch clicks shut.
NOTE: Installing a new lamp module automatically clears the lamp usage
hours, as the lamp memory chip is built-in to the module. You can check
the current lamp useage hours via the Projector Information Menu.
3. Loosen the two screws securing the lamp module until the screws go
into a freewheeling condition. The two screws are not removable.
Cover
Support
Summary of Contents for Mercury HD
Page 2: ...ii...
Page 6: ...vi Digital Projection MERCURY HD...
Page 8: ...viii Digital Projection MERCURY HD...
Page 32: ...2 12 2 Installation Digital Projection MERCURY HD...
Page 40: ...3 8 3 Projecting an Image Digital Projection MERCURY HD...
Page 50: ...5 6 5 Using the Viewer Digital Projection MERCURY HD...
Page 60: ...6 10 6 Using the Projector in a Network Digital Projection MERCURY HD...
Page 98: ...9 4 9 Routine Maintenance Digital Projection MERCURY HD...