Leprecon LP-1600 Series User manual

PRO LIGHTING EQUIPMENT
LP-1600 SERIES INSTRUCTION MANUAL
Manual Revision: 1.02
Software Versions: v2.04PC
V3.02L
v1.72B
CAE Inc.
10087 Industrial Drive
P.O. Box 430
Hamburg, MI 48139 USA
810-231-9373
FAX 810-231-1631
3 March, 1999

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TABLE OF CONTENTS
1. OVERVIEW...........................................................................................4
1.1. STANDARD MODELS.................................................................................. 5
1.2. CUE PLUS MODELS ................................................................................ 6
2. SETUP .................................................................................................7
2.1. POWER REQUIREMENTS ............................................................................ 8
2.2. CONNECTING TO DIMMERS ........................................................................ 9
2.3. SOFTPATCH........................................................................................... 10
2.4. CLEARING MEMORY................................................................................ 12
3. MANUAL MODE..................................................................................15
3.1. STARTUP............................................................................................... 15
3.2. CHANNEL DISPLAY ................................................................................. 15
3.3. X AND Y MANUAL SCENES....................................................................... 18
3.4. BANK SWITCHING................................................................................... 18
3.5. CROSSFADER ........................................................................................ 19
3.6. MASTER AND BLACKOUT ......................................................................... 20
3.7. BUMPS ................................................................................................. 20
3.8. RUNNING IN MANUAL MODE ................................................................... 21
4. USING MEMORY PRESETS.................................................................21
4.1. PAGES AND PRESETS.............................................................................. 22
4.2. RECORDING PRESETS INTO MEMORY........................................................ 22
4.3. PRESET PLAYBACK ................................................................................. 24
4.4. PREVIEWING PRESETS ............................................................................ 24
4.5. EDITING PRESETS .................................................................................. 25
4.6. INSERTING AND DELETING PRESETS ......................................................... 27
5. CUE STACK........................................................................................29
5.1. RECORDING STACK PRESETS................................................................... 29
5.2. ASSIGNING FADE TIMES.......................................................................... 31
5.3. STACK PLAYBACK................................................................................... 33
5.4. PREVIEWING STACK CUES....................................................................... 33
5.5. EDITING CUES....................................................................................... 34
5.6. LINKING STACK CUES ............................................................................. 35
5.7. INSERTING CUES.................................................................................... 37
5.8. DELETING CUES .................................................................................... 39
6. CHASE...............................................................................................40
6.1. PRE-PROGRAMMED CHASES .................................................................... 40
6.2. RUNNING THE CHASER ........................................................................... 40
6.3. RECORDING NEW CHASES....................................................................... 41
6.4. EDITING CHASES ................................................................................... 42
6.5. AUDIO INPUT ......................................................................................... 45
6.6. LINKING CHASES TO SCENES................................................................... 45
7. DISK TRANSFERS..............................................................................46

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7.1. SAVING SHOWS...................................................................................... 47
7.2. LOADING SHOWS ................................................................................... 49
7.3. SOFTWARE UPGRADES............................................................................ 51
8. MIDI ..................................................................................................52
8.1. MIDI BASICS ......................................................................................... 52
8.2. MIDI SYSTEM INTERFACE ........................................................................ 53
8.3. CONTROLLING THE LP-1600 FROM A SEQUENCER...................................... 54
8.4. MIDI CONTINUOUS CONTROLLER ASSIGNMENT.......................................... 56
8.5. MIDI PROGRAM CHANGE SUPPORT...................................................... 58
9. REPAIR AND WARRANTY INFORMATION ...........................................59
10. DOCUMENT REVISION STATUS.......................................................60

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1. Overview
The LP1600 was designed to be a unique lighting controller. Our intention was
to build a simple, yet very powerful desk for use in a wide variety of
applications.
The design and layout of the LP-1600 is similar to the approach used with
other Leprecon control boards. The basic operations are kept simple, and more
advanced features can be learned and used as time and experience allows. The
result is that the LP1600 consists of four independent sections.
The simplest board mode is a basic two scene console. Using the crossfader,
stage scenes are alternated between the two manual presets. Bump buttons
and led indicators make the LP1600 very capable even without accessing the
memory features.
The next step is to use the Preset Master features of the board. Setting the
Y/Presets switch to the Presets position will convert the lower scene to a bank
of independent scenes with 12 pages of memory. This is the memory mode
most used for live performance, or any event that requires maximum cue
changes with minimum setup time.
For more memory, or running a theatrical type of presentation, the Cue Stack
can be used. This provides automatic timed fades, with manual override and
link/loop possibilities. Also, cues can be inserted to give “point cues”,
increasing the flexibility of the board.
The fourth control section is the Chaser. It is used to build continuously
running patterns or sequences. For simplicity of operation, pre-recorded
patterns are included, as well as the capability to program custom patterns.
A two line 16 character display and a rotating data wheel is used in all
operational modes to display and edit board parameters. The operation of the
board is intended to be logical and consistent regardless of operating modes. In
all cases, control screens will consist of a top title line, which is a display-only
field. The cursor will move laterally only across the bottom line of the display.
The data wheel is used to move left and right through a linear row of screens.
When a parameter is in view, the Modify button next to the display can be used
to alter the displayed value.

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1.1. Standard models
The LP-1600 family consists of two model types, the Standard models and Cue
Plus models. Standard boards have the following features:
Manual capacity:
Two scene preset with 24, 36 or 48 faders. Bank switch allows the faders to
serve 48, 72, or 96 channels. Switchable Add or Solo momentary buttons for
each fader. Split dipless crossfade between manual scenes. Each fader has an
led output indicator.
Preset Memory :
24, 36 or 48 real-time preset faders with switchable Add or Solo bumps.
Presets may be “piled on” in any combination. Presets are assigned to one of
twelve memory pages by means of a rotary page select switch. A preview mode
allows cues to be checked without bringing up the scene on stage. An existing
cue may easily be edited using the manual scene faders without re-recording
the entire cue.
Cue Stack:
288 programmable cues with crossfader and go button control. Independent
fade in and out times can be set for each scene, and scenes may be linked in
any order for playback. The two line LCD is used to display current and next
cues, and all other parameters.
Chaser:
Four fixed and seven programmable patterns of up to twenty steps each are
provided. All programmable patterns are fully proportional, and are recorded,
previewed and edited as easily as the preset cues. The rate of each pattern may
be saved with the chase, eliminating the need to adjust the rate pot when the
chase is recalled. The chase may be advanced a step at a time manually, or
halted momentarily. Chases may be assigned to a preset fader, automatically
starting the selected chase when the scene is faded up.
Soft Patch:
One standard and two user programmable soft patches allow assignment of up
to 512 dimmers via DMX.
Patch level proportions can be entered for each dimmer channel.
All analog channels in the board are patched with the DMX channels.
Output:
All consoles support one digital protocol, DMX 512, with the female 5 pin XLR
as specified by USITT. An optional Analog output board(s) may be ordered for
any all consoles. The analog out voltage range is 0-10 vdc; a 25 pin male
subminiature D connector is used.

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Construction:
All aluminum chassis for durability and light weight. Angled shape makes the
controls easier to see and operate, and gives a distinctive profile. Littlite work
lamp with power supply and dimmer is standard.
1.2. CUE PLUS models
Cue Plus boards have the following additional features:
Show SAVE/LOAD:
An embedded PC with 3 ½” floppy drive accessible at the rear of the unit gives
the ability to save/load LP-1600 show data to/from disk. While standard
models retain a single show in their internal battery-backed memory, the Cue
Plus can save a virtually unlimited number of shows. Also, show data can be
moved between units more easily, even units of different channel size.
VGA Display:
A standard VGA output connector on the back of the board can be attached to
a user-supplied VGA monitor. The larger screen format allows display of more
data at one time, such as Channel Run Data, Edit Data, etc. The internal LCD
display and the external VGA output are concurrent; either one can be used to
view or edit LP-1600 show data.

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2. Setup
The LP1600 series consoles connect easily to most types of dimming systems.
DMX 512 and Analog (optional) outputs are provided for dimmer control. The
flexibility to interface to old or new systems makes the LP1600 a natural choice
for building a new system, or replacing a tired, old controller.
The rear panel of the LP-1600 is shown below, followed by a brief description of
each item:
On/Off
Power In
Floppy
Analog Out
(DB25) VGA (Plus Models)
RS-232 (non-Plus models)
DMX Out
MIDI Out
Audio
Gain
MIDI In
Reset
Audio In
O O
O O
OO O
O O
O
1. On/Off Up for On.
2. Power In
Pin Description
1 +5 Volts, 1 Amp
2 +12 Volts, .5 Amp
3 Ground
4 not used
5 not used
3. Floppy PC-compatible 3 ½” floppy
4. Analog Out Analog Option only, up to 4 connectors (LP1648/96)
5.
Pin 1st Conn 2nd Conn 3rd Conn 4th Conn
1Ch 1 Ch 25 Ch 49 Ch 73
2Ch 2 Ch 26 Ch 50 Ch 74
3Ch 3 Ch 27 Ch 51 Ch 75
.. .. … .. ..
23 Ch 23 Ch 47 Ch 71 Ch 95
24 Ch 24 Ch 48 Ch 72 Ch 96
25 Ground Ground Ground Ground
6. VGA Plus Models: industry standard VGA
DB-15F

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7. RS-232 Standard Models only:
P C Connection
Pin Description DB-9 DB-25
2 Data into LP-1600 3 2
3 Data out of LP-1600 2 3
5 Ground 5 7
8. DMX Out Industry Standard DMX Connection:
Pin Description
1 Common
2 Data 1-
3 Data 1+
4 Data 2-
5 Data 2+
9. Reset Recessed system reset switch.
10. MIDI Out Industry standard MIDI output connection.
11. MIDI In Industry standard MIDI input connection.
12. Audio Gain Rotate clockwise to increase audio input sensitivity.
13. Audio In Standard ¼” phono plug.
2.1. Power requirements
The LP-1600 console is powered from a separate AC input power supply. The
power supply includes an IEC type power cord, such as is used with Personal
Computer power supplies. The LP-1600 power supply requires less than two
amps of input power.
The power supply furnished with the LP-1600 will operate with voltages from
90 to 240 volts, with a frequency of 50 or 60 HZ. This supply should be
acceptable for standard voltages anywhere in the world.
Because temporary power distribution is usually set up for portable lighting
systems, it is possible to accidentally connect the console to a higher line
voltage, or to a source where two of the three line wires (for example, the hot
wire and the ground wire) have been swapped. Some protection from such
accidents has been designed into the LP-1600, but serious damage to the
board and operator can still result from incorrect power connections. It is

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recommended that when the console is used in a touring system, the power
feed should be checked before the board is plugged in.
The LP-1600 is a microprocessor-based console. Like all digital equipment, it
can be affected by electrical noise and spikes on the power lines. For this
reason, it is recommended that the console be plugged into a separate circuit
from other devices. This also prevents other equipment from tripping the
breaker that supplies power to the console. It is suggested as well that the LP-
1600 be plugged into a line filter/surge suppressor of the type commonly used
for personal computers.
2.2. Connecting to dimmers
The LP-1600 is designed to be used with a wide range of dimmer systems. Two
different output types are available: DMX-512 and 0-10V Analog (optional).
Both output types are always active, and there are no menu choices to enable
or disable a particular output type.
2.2.1. DMX Output
The 5-pin DMX 512 digital output on the rear panel offers a fast and reliable
way of sending control information to the stage. Simply connect a standard 5-
wire control cable from the console jack to the DMX connector on the dimmer.
As the standard mandates, the LP1600 has a female connector. Additional
dimmers can be “daisy-chained” from the first dimmer, by running additional
cables between the dimmers.
The LP-1600 has been tested and complies fully with the USITT DMX
512/1990 standard, and should pose no compatibility problems with any DMX
512 dimmers from Leprecon or from other manufacturers. Should any
suspected incompatibilities be encountered, please contact Leprecon with the
specific dimmer model and manufacturer.
2.2.2. Analog Output
Even with the advent of digital control standards, many portable lighting
systems use analog control lines between the console and the dimmer racks.
The LP-1600 provides 0-10 volt analog outputs, using a 25 pin male
subminiature D connector. See the figure above for pin connections of the
analog connector(s).

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2.3. Softpatch
The LP-1600 console includes a feature called Softpatch, where two custom
assignments and one default (“straight”) assignment of dimmer circuits to
console channels are stored for instant recall.
The two custom patches allow the assignment of any dimmer circuit to a
specific console channel. Up to 512 DMX dimmer channels can be assigned to
any of the board channels. If the analog option is installed, those channels are
also patched, up-to and including the maximum available analog channel (48,
72 or 96 depending on board size).
More than one dimmer circuit may be assigned to a single console channel; in
other words, the channel 8 fader on the console might bring up dimmer circuits
8, 16, and 32. However, a dimmer circuit can be controlled by only one console
channel. A dimmer can be disconnected from the system by assigning it to the
non-existent channel 0. To maximize the transmission speed, unused channels
should remain patched to channel 0.
To access the softpatch features, press the button labeled “Setup” below the
LCD window. The green led above the button will light, and the display will
show the first Setup screen.
Label Active
DEFAULT #0
Along with the patch number is a name field that can be used to label each
patch. The #0 patch is a non-alterable 1:1 patch; neither the name “DEFAULT”
nor the patch table itself can be edited. Patches 1 and 2 are custom patch
tables, the label and the channel assignment must be entered by the user.
To select a new patch, move the cursor until it is directly under the digit under
the word “Active”. This is the number of the currently active patch. Hold the
Modify button down and rotate the wheel until the new number is displayed.
Releasing the Modify button selects the new value as the current patch. The
label preceding the number can be modified in the same way, one letter at a
time, to title the custom patch.
Displaying and Editing a Custom Patch
Scrolling further to the right of the active patch menu will display the patch
assignment screen. An example is shown below:
Dimmer Chan Val
101>105 24 75%

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A new feature of the LP-1600 is BLOCK PATCH ASSIGNMENT. Instead of
making patch assignments one at a time, entire blocks of dimmers can be
more easily affected.
The number range listed below the word “Dimmer” represents the block of
dimmer circuit(s) being affected by this patch assignment. The number on the
left is the “start” dimmer, while the number on the right is the “end” dimmer
(101 through 105 in the example). Any dimmer range can be selected by
“Wheel-Modifying” either the start or end dimmer field as required.
Next, under the field labeled “Chan”, will appear the number of the board
channel that the block of dimmers is assigned to. To alter this assignment,
locate the cursor under the channel number, hold the Modify button, and turn
the data wheel. When the number is set, and the wheel released, the new value
will be stored in memory.
Finally, the “Val” field is a new feature that attaches a percentage of the
selected channel’s setting to the block of dimmers. For example, if board
channel 24 is at 50%, dimmers 101-105 will be at (.50 * .75 =) 37.5%. Note that
other dimmers may also be using channel 24 as their source, but it is entirely
possible that their “Val” field may be something other than 75%.
When patching is finished, pressing the Run mode button will return the
console to the run mode display, and this is indicated by turning off the green
led above the Setup button.

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2.3.1. Video Output - Patch Data
In CUE Plus models, dimmer patch data is continuously output to the external
VGA display. Pressing the SETUP menu button will cause the Dimmer Patch
screen to be displayed as shown below. Note the Block Patch Assignment of
dimmers 5 through 10 to board channel 10 at 75%:
2.4. Clearing Memory
Cues, chases and patches recorded into the LP1600 are stored in battery-
backed memory. The lithium coin cell that is used will retain memory in the
console for a minimum of 1 year.
When starting to program a new show, it is easier to start with an empty board.
The Erase function in the LP1600 can be used to delete all cues, chases and
patches, leaving the scenes empty and ready to program. All fade times, links
and delay times will also be cleared, and default values will be inserted for
these parameters in all locations.
Four screens are provided for the Erase function. The user can elect to erase all
Presets scenes, to erase all Cue Stacks, or to erase the Custom Chases (chases
5-11). The final screen allows ALL MEMORY of the LP1600 to be cleared.

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To clear ALL memory in the LP1600, start by pressing the Setup menu button.
Turn the data wheel to the right, until the following message is seen:
Erase Everything
? (MOD = YES)
To proceed with the erase, press the Modify button. If you get cold feet, press
any other button, such as the Run button. Assuming that you really do want to
clear all memory, and you have pressed the Modify button, one last warning
will be issued.
LOSE ALL DATA
? (REC = YES)
Pressing the Record button at this prompt will definitely clear all the
information in the console. Once this has been done, the data is gone for good.
The LP1600 will verify this:
All Data
Memory Erased
In the case of erasing ONLY presets, or ONLY chases, use the appropriate
screen in the Setup menu. The procedure of pressing Modify, then pressing
Record, is the same regardless of the data being erased. The Preset Erase
screen looks like this:
Erase All Scenes
? (MOD = Yes)
The erase screen for the programmable chases reads as follows:
Erase Chase 5-11
? (MOD = Yes)
The erase screen for the programmable chases reads as follows:
Erase All Cues
? (MOD = Yes)

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2.4.1. Video Output - Setup
In CUE Plus models, the Memory Erase menu choices are accessed by first
pressing SETUP. Move the Wheel to the right until the menu shown below,
called the SETUP Parameters Menu window, is displayed. The currently active
menu choice within the window will be highlighted, and should correspond to
the menu choice on the LCD display.
The second line in the pop-down window gives instructions for selecting and
executing menu choices. Traversing to the Erase All Scenes field, the second
half of the instructions will change to:
“Change Option using Modify”.
Press MODIFY and the instruction will change to:
“Execute Option Using Record”.
Press RECORD to erase all scenes. To abort the command, either press RUN, or
just wait 5 seconds for the operation to timeout.
Figure 1SETUP Parameters Menu Screen

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3. Manual Mode
The LP1600, in addition to being a powerful memory console, can also be used
as a simple two-scene preset board. This allows an untrained operator to
immediately start using the board, and learn it’s more advanced features as
time permits.
3.1. Startup
When the LP1600 is first turned on, the board will default into Run mode. The
Y/Presets switch will return to it’s previous state. Let’s assume this to be Y
mode, and further assume that all other effects (Chase and Stack) are turned
off.
The console will perform a brief test when power is applied. It will greet the
user with a message after the tests are performed:
LP-1600 v2.83L
Run Mode
In the case of a detected fault, an error message will display instead:
LP1600
Batt. LOW !
Error messages will be displayed for the following conditions:
Rom error
Ram error
Battery low
Buss Error (board non-functional)
Any error message indicates problems that must be repaired. For more
information regarding service, see the “Warranty and repair policy” heading of
this manual.
3.2. Channel Display
After the power on test is completed successfully, the sign on message is
replaced with a run-time message.

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LP-1600 v2.83L
Run Mode
This indicates that the LP1600 has completed its power-on testing, and is
operating normally. To view channel levels being sent to the stage, turn the top
of the data wheel to the right (clockwise). The display will show channel levels
as they are being output, either in percentage-of-full or actual DMX value:
RUN 1 2 3
OUT 100 75 50
Turning the data wheel farther to the right will bring higher numbered
channels into view.
In SET-UP MODE, press the MODIFY button to select the output level mode,
then move the Wheel to the right until the menu shown below appears:
RUN Data:
>Channel DMX
The “>” points to the current display mode.
Use Wheel-Modify to move the “>” to the desired mode.
Channel data display shows the levels of the individual board channels on the
LCD and video display. In this mode, the levels mimic what is seen on the LED
indicators on the front panel. This display is unaffected by the patch tables.
DMX display mode shows the status of the DMX data being sent to the
dimmers. This information is ‘post patch’, or the actual dimmer by dimmer
data.
3.2.1. Video - Run mode
In CUE Plus models, pressing RUN will cause the Stage View screen to be
displayed on the VGA monitor:

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The display shows the current output levels of all 48, 72 or 96 board channels.
Note that this is pre-patch information.
Along the left edge of the channel data is a green bar that brackets either the
lower or upper bank of channels. Pressing the BANK select switch will cause
the brackets at the left to alternate between lower and upper banks. Pressing
the Y/Presets button will cause the left-bracket’s title to alternate between “X”
and “X & Y”. While in “X & Y” mode, the board acts as a two-scene console,
with both X and Y faders piling on to form the output level. Changing
the left-bracket to “X” mode causes a second bracket to appear on the right
side of the display. The right-bracket is labeled “PRESETS”, and indicates that
the Y-faders are now acting as Preset faders.
Pressing the STACK menu button will cause that “button” to become
highlighted in the small window in the upper right corner of the screen. The
same is true when the PRESETS or CHASES button is pressed.

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3.3. X and Y manual Scenes
The most basic control of the LP-1600 console is provided by the rows of faders
for the two manual scenes, labeled “X” and “Y.” Each of these faders controls
a single console channel, which may be patched into one or more dimmer
channels. The green output LED above each channel indicates that channel’s
relative intensity.
3.4. Bank Switching
The X and Y scene faders, and the LED above each channel, can be bank
switched so that twice as many channels can easily be controlled with the
same number of faders. The two BANK LEDs, just above the X-Master pot and
labeled 1-24 and 25-48 (in the case of an LP-1648), indicate which bank of
channels the faders and LEDs are currently representing.
Note that each channel LED has a channel number above and a channel
number below. On an LP-1624/48, the first LED, the one nearest the Wheel,
will be labeled 1 and 25. When the 1-24 BANK LED is on, the first fader will
control board channel 1, and the first LED will respond accordingly. Pressing
the BANK switch button will cause the 25-48 BANK LED to illuminate, and the
first fader will now control board channel 25.

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When switching between banks, the board “remembers” previous fader and
output levels. Each time you switch banks, the output level must be “captured”
again by the fader if the fader had been moved while in the other bank.
Capturing a channel means moving the fader to match the current channel
level. From that point, the channel will follow the movement of the fader until
the bank is again switched. An illustration follows:
1) Set Y/Preset LED to “Y”
2) Set all faders to 0%
3) Set Master at 100%, X-Master to 100%
4) Get to the LOW bank (the 1-24 BANK LED on)
5) Set first X scene fader to 25%. The LED is on at 25%.
6) Switch to the HIGH bank by pressing the Bank button. The fader is
still at 25%, but the LED is off, because it now represents channel 25’s
output, which is 0%.
7) Move X-fader up to 100%. The LED remains at 0% because channel
25 hasn’t been captured yet.
8) Move X-fader to 0%, then up to 75%. The LED now follows.
9) Change to LOW bank. The LED goes to 25%.
10) X-fader is as 75%, move it down to 25% to capture channel 1. Move
X-fader down to 0%.
11) Change to HIGH bank, and the LED goes to 75%.
12) Capture the channel by moving X scene fader to least 75%.
This method of “capturing” a channel level by moving the fader to near or
beyond the channel level applies to all aspects of LP-1600 operation: RUN,
RECORD and EDIT modes.
3.5. Crossfader
The X and Y Crossfaders, just to the right of the MASTER fader, control the
overall level of each of the X and Y scenes; these levels are indicated by the
green LED above each Crossfader. The two Crossfaders operate in opposing
directions; to bring up the X scene, the X Crossfader should be moved to the
top of its travel, and to bring up the Y scene, the Y fader should be moved to
the bottom of its travel. This allows both faders to be moved together to
crossfade between the two scenes.

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Typically, a scene might be set up with the X channel faders in advance, and
when that cue is called, the X and Y Crossfaders are moved upward together to
the X position. This leaves the Y scene to be set up with the next cue. At the
appropriate time, the Crossfaders are pulled down to the Y position, when the
inactive X scene is set for the next cue.
3.6. Master and Blackout
The grand master is used to set the overall output level of all console function
except the chaser and bump buttons. The level of the led above the fader tracks
the position of the fader. The Blackout switch is an alternate action button that
defeats all console outputs, including the chaser, but not the bump buttons.
The led adjacent to the switch blinks to indicate an active Blackout.
3.7. Bumps
The momentary switches located below the lower scene faders have different
functions depending on the current mode of operation. The normal RUN mode
function of these switches is to momentarily flash a channel or scene on stage
without using the fader. The channel or scene drops back out when the button
is released.
When Presets are being programmed and edited, these buttons are used to
select memories for modification. Therefore, when the Record or Edit modes are
active, the momentary switches DO NOT act as bump buttons.
In the upper left corner are the switches that control the bump button
function. The top switch sets one of three functions; Add, Solo, or Off. Each
time the button is pressed, the next higher led lights, showing that the next
function is active. When the led reaches the top position (Solo), the next button
press will return to the lowest, or Off position. When the board is first turned
on, the mode returns to the last state that was active when power was switched
off.
In the Add mode, pressing a bump button will bring a channel or scene up on
stage for as long as the button is pressed without affecting any other channels.
The maximum level for the Add mode can be set in the bump level menu.
To set the Add bump level, press the “Setup” menu button under the display.
Turn the data wheel to the right until this message is seen:
Bump Level
100%
Holding down the Modify button and turning the data wheel will change the
displayed value. The bump level can be adjusted from 0 to 100%, but if the
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