
MFJ-422E/422EX Instruction Manual
Electronic Keyer Paddle
5
lever in. The Iambic operation feature allows sending of alternate dots and
dashes when both paddles are squeezed. The first paddle contacted will
determine whether a dot or dash occurs first.
6.
The user may select either
Iambic A
or
B
according to his or her
preference.
Message Memory
The
Message
button is used to record and play your message. To record the
message, press and hold the
Message
button until the keyer plays "GO" (dah-
dah-dit dah-dah-dah) in Morse code and the LED flashes. You may now key in
the message of your choice. As you pause after every word, the keyer will play
a "W" (di-dah-dah) over the sidetone speaker to show that it is inserting a word
break (uses one unit of memory). If you make a mistake entering a word, you
can back up over it by briefly pressing and releasing the
Message
button. The
keyer will erase the last word, then play the word before it (if any) to let you
know where you stopped. If deleting the first word of the message, the keyer
will play "GO" instead. At the end of your message, press and hold the
Message
button until the keyer sends an end of message character "+" (di-dah-
di-dah-dit) and the LED stops flashing. When there are ten or less units of
memory remaining, the LED will flash faster to let you know the memory is
running low. If you try to save more characters than you have memory, the
keyer will automatically end your message and send you an end of message
character. The speed, weight and tone
cannot
be changed during message
recording. Also, the output keying circuit is disabled during recording.
Note: A straight or manual key cannot be used to record the message.
To play the recorded message, momentarily press the
Message
button. On-
going message can be stopped by tapping either paddle or pressing the
Message
button.
The non-volatile memory is set up for
only one
message. There are 507 units of
memory, which can record up to 507 characters (nine elements maximum per
character--an element is a dot or a dash). Each normal character uses one unit
of memory; only the rarely used 7-, 8- and 9-element characters require two
units of memory.