
A higher CPF setting results in less unintentional bounce. For instance, it is
possible that if your debounce setting is border line, you can fire the marker a few
times, then hold it loosely and allow it to brush against your finger, going full-
automatic. Since most switch bounce from either a low debounce setting or
mechanical bounce occurs almost immediately after the trigger is released, CPF
can be very effective in eliminating falsely generated trigger activity.
Ramp Start
– The ramp start setting is only used for the PSP ramping fire mode
(mode 3). It sets the minimum pulls per second that must be maintained for the
software to add shots, or ramp up to the maximum rate of fire setting. The default
is 5 and is adjustable from 4 to 12 pulls per second.
Additional Features
Force Shot (while in forced eye mode only)
–
In the 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.
A tip for setting the debounce, AMB, and CPF
– This only applies to semi-
automatic fire modes (modes 1 and 2), since AMB is disabled in the PSP fire
modes or NXL mode.
Debounce, AMB, CPF setup steps, while using air (no paint):
1.
Turn AMB and CPF off (set both to 1).
2.
Starting at debounce 1-3, raise the debounce setting a notch at a time
until excessive trigger bounce goes away. The goal is to have one pull,
one shot, regardless of rate of fire. Do NOT slow pull test for bounce
during this phase. Instead, pull the trigger rapidly or walk it, listening
for double or triple fires.
3.
When it appears that it is only one pull, one shot for solid trigger pulls,
try the slow pull test. Holding the marker steady, slowly pull the
trigger and see if multiple shots can be generated from the single pull.
4.
Increase the CPF setting a notch at a time until the slow pull bounce
starts to disappear. An additional test is to fire a few rounds quickly,
then hold the trigger right on the activation point to see if the marker
will run away.
5.
If you reach setting 10 with CPF and the marker can still be slow pulled
to fire full-automatic, then your debounce setting is probably too low.
Go back to step 2.
6.
AMB should not be set above 3, if possible, since it is not as
transparent to the user as CPF. Even a CPF setting of 10 will not be
noticed by the user.
Example Setting Profiles
:
1.
Tournament legal semi-automatic (NPPL)
a.
Fire mode 1 or 2 (semi-auto unlimited or capped)
b.
Debounce 5-20
c.
CPF 2-5
d.
Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
2.
Millennium
a.
Fire mode 3 (PSP ramping)
b.
Max rate of fire set to 3-5, depending on Pact Timer
readings. To be safe use setting 3 (14.5 balls per second)
c.
Debounce 5-20
d.
Ramp start 8 or higher to comply with Millennium rules
e.
Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
3.
PSP X-Ball, CFOA
a.
Fire mode 3 or 4 (PSP ramping or PSP burst)
b.
Max rate of fire set to 3-5, depending on Pact Timer
readings. To be safe use setting 3 (14.5 balls per second)
c.
Debounce 5-20
d.
Ramp start 5 or higher if using PSP ramping.
e.
Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
4.
NXL
a.
Fire mode 5 (NXL full-automatic).
b.
Max rate of fire set to 3-4, depending on Pact Timer
readings. To be safe use setting 3 (14.5 balls per second).
c.
Debounce 5-20
d.
Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
5.
Ludicrous Speed (absolute fastest/bounciest)
a.
Any fire mode
b.
Max rate of fire set to 26 (unlimited)
c.
Debounce 1
d.
CPF 1
e.
Ramp start 4 if using PSP ramping
f.
Loader delay 1
Additional Information
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