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  9. Lucky SPITFIRE User manual

Lucky SPITFIRE User manual

Instructions Version 1.01
Board Version 1.0
Power
To turn the marker on, press and release the Power button. The
LED should turn on right away.
To turn the marker off, hold the Power button until LED turns off.
Eyes and LED display
The LED will display Green if there is a ball in the breach, ready
to fire. It will display Red if there is no ball in the breach. Press
and hold the Eye button for one second to disable the eye. The
LED will display Blue when the eyes are disabled.
Eye modes:
Normal mode – Eyes On:
When the marker is turned on the eyes are automatically enabled.
The marker will not fire unless there is a ball fully seated in the
chamber of the marker.
Eyes Off mode:
To switch from normal mode into Eyes Off mode, press and hold
the Eye button for one second and the LED will turn bright. When
the button is released, the LED will turn Blue. The marker will
now fire at the Eye Off Rate of Fire (ROF). The Eye button will
also change the marker back to Eyes On mode.
Eyes Off mode allows you to disable the eyes if they are
malfunctioning during a game. If you want to see how fast you
can dry fire your marker, use Demonstration Mode. Set Eyes Off
mode to a lower value in case the marker’s eyes fail on the field.
Forced Shot:
To fire a single shot while there is no ball in the breach, and keep
the eyes turned on, hold the trigger in for 1/3rd of a second. The
marker will fire once and then the eyes will automatically turn
back on. This is useful for clearing a ball that has rolled past the
eyes or triggering a sound activated hopper.
Training Mode
Training Mode – When the marker is Off, hold the Eye Button in
and press and release the Power button. The LED will light up
Purple. Release the trigger. This mode allows the user to practice
firing the marker without it fully cycling. It is designed to be used
with air, but it won’t be as loud as a normal shot because the dwell
is automatically cut in half. The trigger will behave like normal
using the Eye On ROF cap allowing the marker to be shot indoors
to practice walking the trigger. The marker will not fire in
Training Mode if there is a ball in the breach.
Demonstration Mode
Demonstration Mode – in Training Mode, press and release the
Eye button like turning the eyes off. The LED will light up Teal.
It is designed to be used with air but it will fully cycle the marker
using the Eye On ROF. The marker will not fire in Demonstration
mode if there is a ball in the breach, but since it is shooting at full
velocity, treat it as though it is loaded. Demonstration Mode is like
Training Mode, but the marker will fully cycle. To switch back to
Training Mode, press the Eye button.
Eye Error
If there a problem develops with the marker’s eyes, the rate of fire
will default to 8 bps (this is adjustable, see Dip switch 2 settings
below) and the LED will display Yellow. As soon as the eyes start
functioning normally this will be detected and the rate of fire limit
will be removed. The LED will blink Yellow even if the eye error
has been cleared to later indicate there was a problem during the
game. Turning the marker off will reset it so it no longer flashes
Yellow. At anytime, the eyes can be turned off and the marker
will default to the MROF Eyes Off setting.
Low Battery Indicator
When the marker is first turned on, the LED will flash Red once to
indicate a battery below 8.2v or flash Red twice to indicate a
battery that needs changing immediately.
If the marker is inactive for 15 minutes, the battery saver function
will activate and turn the marker off.
Dip switch settings:
Dip switch 1 – Inactive, doesn’t affect marker.
Dip switch 2 – Eye Fault Default
In the OFF position this switch caps the marker at 8 BPS when the
eye detects a problem reading the paint and bolt movement.
When set to ON, the marker will default to the Eye Off Rate of
Fire when the eye is no longer correctly reading the paint and bolt
movement.
Dip switch 3 – Anti-FSDO On
To access the Anti-First Shot Drop Off control, flip dip switch 3 to
ON. These settings affect dwell and velocity during the game so
read and understand the manual before adjusting it.
Dip switch 4 – Program Mode
To allow access to Program Mode set dip switch 4 to ON. To play
in Tournament Lock mode, set dip switch 4 to Off.
Program Mode
To enter Program Mode set Dip switch 4 to ON. Then turn the
marker on while holding the trigger. Continue to hold the trigger
until the LED starts to flash different colors. Release the trigger,
the LED should display solid Purple.
To cycle through the programming options, pull and release the
trigger. The LED will change colors to correspond to the different
setting options. To indicate which option you are changing, the
LED will display a solid color, a strobe color which will blink
rapidly or a pulse color which will blink steadily.
Display Color Option Range Default
Solid Purple Quickstart Modes 1 to 7 NA
Solid Teal Eye Sensitivity 1 to 20 6
Solid Red Dwell 1 to 40 12
Solid Blue Anti FSDO 1 to 19 2
Blue Strobe FSDO Time 1 to 30 5
Solid Green Debounce 1 to 20 4
Green Strobe Anti-MBounce 1 to 20 14
Green Pulse DML 1 to 20 8
Red Strobe Max ROF Eye On 1 to 30 1
Red Pulse Max ROF Eyes Off 1 to 30 12
Purple Strobe Fire Modes 1 to 6 1
Purple Pulse Ramp Activation 1 to 20 10
Teal Strobe Safety Shots 1 to 12 3
White Strobe Ramp Time Out 1 to 9 1
To change a setting:
Select an option and pull and hold the trigger. Wait for the LED to
briefly turn off and then blink a number of times to indicate the
current setting. To keep the setting, release the trigger and wait a
few seconds.
To input a new setting, wait for the LED to stop blinking, release
the trigger and pull the trigger the number of times corresponding
to the desired setting. The LED will blink green each time the
trigger is pulled. The LED will blink Red if a setting outside the
adjustable range is selected.
If the new setting was accepted, the LED will blink the new setting
number then flash multiple colors to show it has been accepted. If
the value you have entered is invalid, the option will not be
accepted and the LED will not flash different colors. Enter a valid
setting within the adjustable range. Turn the marker off or cycle
through the options to change more settings.
To exit setup mode and turn off the marker, hold the power button
until the LED turns off.
Programming Options
Solid Purple Quickstart Modes 1 to 7 Default = not set
1 – NPPL Semi (uncapped)
2 – CFOA Semi (capped at 15 bps)
3 – PSP Ramp (capped at 15 bps)
4 – Millennium Ramping (capped at 15 bps slow start)
5 – NXL Full Auto (capped at 15bps)
6 – Response Response with one Safety Shot – cap 20bps
7 – Full Auto Full Auto with one Safety Shot – cap 20bps
Warning: Changing these settings will change several settings at
once on the marker. To simply change the fire mode, use the
setting: Fire Mode. To see what each of the Quickstart settings
will adjust, see the Quickstart Chart on the next page.
Problems, Complaints or Questions:
Email tech@lucky-paintball.com
Solid Teal Eye Sensitivity 1 to 20 Default = 6
This setting adjusts the marker to the hopper. The faster the
hopper, the lower the Eye Sensitivity can be set. This compensates
for the different positions various manufacturers use for the eyes.
For example, Angels and Egos use a higher position and often need
a slightly higher Eye Sensitivity setting. This is not a delay,
merely a better fusion of advanced electronic control and physical
eye layout.
Solid Red Dwell 1 to 40 milliseconds Default = 12
The dwell setting controls the duration in milliseconds of the signal
sent to the solenoid. Higher dwell can lead to high or even unsafe
velocity. Always use a chronograph after adjusting dwell.
Solid Blue First Shot Drop Off (FSDO) 1 to 19 Default = 2
Dip switch 2 must be up for this setting to take effect for safety
reasons. This setting determines the amount of time (in ms) that is
added on to the dwell after a period of inactivity (set below in
FSDO Time). 1 = 1 ms. 2 = 2 ms. . . 19 = Off. Higher dwell can
lead to high or even unsafe velocity. Always use a chronograph
after adjusting this option.
Blue Strobe FSDO Time 1 to 30 Default = 5
Dip switch 2 must be up for this setting to take effect for safety
reasons. This sets the length of time in15 second increments that
the marker must be inactive for, before the dwell is increased to
combat First Shot Drop Off (FSDO).
Solid Green Debounce 1 to 2 Default = 4
This setting controls how aggressively the chip filters for
electronic switch bounce. A higher value makes it less likely that
multiple shots are fired for a single trigger pull.
Note: Do not test for bounce with the eye off. It will not give an
accurate reading. Use paint and a hopper at proper velocity to
correctly test for bounce.
Green Strobe Anti-Mechanical Bounce 1 to 20 Default = 14
This setting controls how much the system filters mechanical
bounce. A higher value makes it less likely to shoot more than one
shot or “bounce” especially when firing slowly. Also called
MBounce.
Green Pulse DML 1 to 20 Default = 8
This setting controls what is identified as mechanical bounce.
Increasing this setting means the system is more likely to pick up
Mechanical bounce and filter it. Stands for Debounce Mechanical
Bounce Limiter.
Red Strobe MROF Eyes On 1 to 30 Default = 1
Controls the maximum rate of fire cap while the eyes are on.
Setting Value Setting Value
1 Uncapped 9 9 bps
2 15 bps 10 10 bps
3 15.1 bps 11 11 bps
4 15.2 bps 12 12 bps
5 15.3 bps 13 13 bps
6 15.4 bps 14 14 bps
7 15.5 bps 15 – 29 15 – 29 bps
8 15.6 bps 30 30 bps
Red Pulse MROF Eyes Off 1 to 30 Default = 12
Adjusts the Maximum Rate of Fire the marker can shoot with the
eyes disabled. Same adjustment settings as MROF Eyes On. To
set the marker to use the MROF Eyes Off setting when there is an
Eye Error instead of the default of 8 bps – make sure dip switch 3
is ON.
Purple Strobe Fire Modes 1 to 6 Default = 1
This setting changes between 6 different fire modes. Unlike
Quickstart, it will only change the fire mode. Every setting except
Semi and Semi Breakout are controlled by the following three
settings: Ramp Activation, Safety Shots and Ramp Time Out.
Setting 1 Semi Setting 4 Full Auto
Setting 2 Ramp Setting 5 Semi breakout
Setting 3 Response Setting 6 Ramp breakout
Purple Pulse Ramp Activation 1 to 20 Default = 10
Number of trigger pull second needed to activate and sustain
mode. Setting adjusts in 0.5 trigger pulls per second increments.
Teal Strobe Safety Shots 1 to 12 Default = 3
This setting controls how many shots must be fired in semi mode
before fire mode is activated. PSP and NXL require 3 shots.
White Strobe Ramp Time Out 1 to 9 Default = 1
This is the number of seconds (adjustable from 1 to 8) that the
marker can pause between bursts of fire before the marker will be
forced to shoot the Safety Shots again (adjustable above). PSP and
NXL require 1 second. When set to 9, Ramp Time Out instantly
turns off as soon as the marker falls below the minimum trigger
pulls per second requiring the Safety Shots to be shot again.
Breakout Modes
Semi Breakout – Ramps on the first trigger pull when first turned
on. Degree of ramp is controlled by the Safety Shots value. A
higher setting will create a more obvious ramp.
Ramp Breakout – Cancels out the Safety Shots so the marker
ramps right away on the first trigger pull when turned on.
Reset to Factory Defaults
Set dip switch 4 to ON for Program Mode.
Hold the trigger and turn the marker ON like entering Program
Mode.
Continue holding the trigger and it will start cycling through the
led colors (if the trigger is released now it would enter Program
Mode). Keep holding the trigger and the LED will go off after 15
seconds. Now release the trigger. From the time the trigger is
released, the trigger must be pulled again in less than 2 seconds to
restore defaults. If the trigger is not pulled, the current settings will
be kept and the marker will simply turn off.
Quickstart Chart
Quickstart Modes changes each of these settings to these values on
the board automatically. All Quickstarts will automatically raise
the Mbounce to 14 and the Debounce to 4 if either is set lower. All
other settings and values will remain set where they were. All
settings can be adjusted afterwards like normal so any of these
Quickstarts can be adjusted after they are set.
NPPL Quickstart Adjusts:
Maximum Rate of Fire Eyes On 1 uncapped
Maximum Rate of Fire Eyes Off 14 14bps
Fire Mode 1 semi
CFOA Quickstart Adjusts:
Fire Mode 1 semi
Maximum Rate of Fire Eyes On 2 15bps
Maximum Rate of Fire Eyes Off 14 14bps
PSP Quickstart Adjusts:
Fire Mode 2 ramp
Maximum Rate of Fire Eyes On 2 15bps
Maximum Rate of Fire Eyes Off 2 15bps
Ramp Activation 10 5 trigger pulls second
Safety Shots 3 3 shots
Ramp Time Out 1 1 second
Millennium Quickstart Adjusts:
Fire Mode 2 ramp
Maximum Rate of Fire Eyes On 2 15bps
Maximum Rate of Fire Eyes Off 2 15bps
Ramp Activation 15 7.5 trigger pulls a sec
Safety Shots 1 1 shot
Ramp Time Out 9 disabled
NXL Quickstart Adjusts:
Maximum Rate of Fire Eyes On 2 15bps
Maximum Rate of Fire Eyes Off 2 15bps
Fire Mode 4 Full Auto ramp
Ramp Activation 10 5 trigger pulls second
Safety Shots 3 3 shots
Ramp Time Out 1 1 second
Preset Response Mode
Maximum Rate of Fire Eyes On 20 20bps
Maximum Rate of Fire Eyes Off 2 12bps
Fire Mode 3 response
Ramp Activation 4 2 trigger pulls second
Safety Shots 1 1 shot
Ramp Time Out 9 disabled
Preset Full Auto Mode
MROFON 20 20bps
MROFOFF 12 12bps
Fire Mode 4 Full Auto
Ramp Activation 10 5 trigger pulls second
Safety Shots 1 1 shot
Ramp Time Out 3 3 seconds
Problems, Complaints or Questions:
Email tech@lucky-paintball.com
Examples of how to change settings:
To set PSP Mode:
1. Set Dip switch 4 to ON.
2. Turn the marker on while holding the trigger. Continue to hold
the trigger until the LED starts to flash different colors.
3. Release the trigger, the LED should be solid Purple. This is the
Quickstart Fire Mode. This will change multiple settings at once.
5. Pull and hold the trigger. The number of flashes is irrelevant.
6. Pull the trigger 3 times. This will set all of the settings listed
below at once so they are PSP legal.
7. The LED will blink green each time the trigger is pulled. If the
new setting was accepted, the LED will blink the new setting
number then flash multiple colors. Turn the marker off or change
more options.
This will set:
Fire Mode - 2 (ramp)
Maximum Rate of Fire Eyes On - 2 (15bps)
Maximum Rate of Fire Eyes Off - 2 (15bps)
Ramp Activation - 10 (5 trigger pulls per second or tpps)
Safety Shots - 3
Ramp Time Out - 1 (1 second)
8. To exit setup mode and turn off the marker, hold the power
button until the LED turns off.
To set PSP mode with an uncapped Rate of Fire:
1. Follow steps 1 through 7 above.
2. Pull and release the trigger 8 times quickly to get to Rate of Fire
Eyes On mode (Red Strobe).
3. Pull and hold the trigger. It should flash red twice to indicate
the cap is set at 15bps.
4. Pull the trigger 1 time.
5. The LED will blink green each time the trigger is pulled. If the
new setting was accepted, the LED will blink the new setting
number then flash multiple colors. Turn the marker off or change
more options.
6. To exit setup mode and turn off the marker, hold the power
button until the LED turns off.
7. The marker is no longer PSP legal. It is now in PSP uncapped.
To set Dwell to 20:
1. Set Dip switch 4 to ON.
2. Turn the marker on while holding the trigger. Continue to hold
the trigger until the LED starts to flash different colors.
3. Release the trigger, the LED should be solid Purple. This is the
Quickstart Fire Mode.
4. Pull and release the trigger two times quickly to get to Dwell
mode (Solid Red).
5. Pull and hold the trigger. The number of Red flashes is the
current Dwell. If it flashed 20 times, Dwell is already set to 20.
Turn marker off.
6. If the Dwell flashes any other number, wait for it to finish
flashing and then pull the trigger 20 times.
7. The LED will blink green each time the trigger is pulled. If the
new setting was accepted, the LED will blink the new setting
number then flash multiple colors. Turn the marker off or change
more options.
8. To exit setup mode and turn off the marker, hold the power
button until the LED turns off.
To set Debounce to 3:
1. Set Dip switch 4 to ON.
2. Turn the marker on while holding the trigger. Continue to hold
the trigger until the LED starts to flash different colors.
3. Release the trigger, the LED should be solid Purple. This is the
Quickstart Fire Mode.
4. Pull and release the trigger five times quickly to get to
Debounce mode (Solid Green).
5. Pull and hold the trigger. The number of Green flashes is the
current Dwell. If it flashed 3 times, Debounce is already set to 3.
Turn the marker off.
6. If the Debounce flashes any other number, wait for it to finish
flashing and then pull the trigger 3 times.
7. The LED will blink green each time the trigger is pulled. If the
new setting was accepted, the LED will blink the new setting
number then flash multiple colors. Turn the marker off or change
more options.
8. To exit setup mode and turn off the marker, hold the power
button until the LED turns off.
Being the helpful guys we are, we made a
quick cheat sheet in the next column.
Print it out and keep it in your gear bag
for the next time you want to change
settings at the field.
Display Color SF Version
1.0
Green Ball in breach
Red No ball in breach
Blue Eyes Disabled
Purple Training Mode
Teal Demonstration Mode
Yellow Eye Error
Blinking Yellow Corrected Eye Error
Program Color Option Range Default
Solid Purple Quickstart Modes 1 to 7 NA
Solid Teal Eye Sensitivity 1 to 20 6
Solid Red Dwell 1 to 40 12
Solid Blue Anti FSDO 1 to 19 2
Blue Strobe FSDO Time 1 to 30 5
Solid Green Debounce 1 to 20 4
Green Strobe Anti-MBounce 1 to 20 14
Green Pulse DML 1 to 20 8
Red Strobe Max ROF Eye On 1 to 30 1
Red Pulse Max ROF Eyes Off 1 to 30 12
Purple Strobe Fire Modes 1 to 6 1
Purple Pulse Ramp Activation 1 to 20 10
Teal Strobe Safety Shots 1 to 12 3
White Strobe Ramp Time Out 1 to 9 1
QuickStart Modes
Program Color Option Range Default
Solid Purple Quickstart Modes 1 to 7 NA
1 – NPPL Semi (uncapped)
2 – CFOA Semi (capped at 15 bps)
3 – PSP Ramp (capped at 15 bps)
4 – Millennium Ramping (capped at 15 bps slow start)
5 – NXL Full Auto (capped at 15bps)
6 – Response Response with one Safety Shot – cap 20 bps
7 – Full Auto Full Auto with one Safety Shot – cap 20bps
ROF Chart
Program Color Option Range Default
Red Strobe Max ROF Eye On 1 to 30 1
Red Pulse Max ROF Eyes Off 1 to 30 12
Setting Value Setting Value
1 Uncapped 9 9 bps
2 15 bps 10 10 bps
3 15.1 bps 11 11bps
4 15.2 bps 12 12bps
5 15.3 bps 13 13bps
6 15.4 bps 14 14bps
7 15.5 bps 15 – 29 15 – 29 bps
8 15.6 bps 30 30 bps
Fire Modes Dip switches
Program Color Option 4 – On = Program Mode
Purple Strobe Fire Modes 3 – On = FSDO Active
Setting 1 Semi 2 – Off = Eye Error 8bps
Setting 2 Ramp 1 – Inactive
Setting 3 Response
Setting 4 Full Auto
Setting 5 Semi breakout
Setting 6 Ramp breakout
Glossary:
Fire Mode Definitions:
Every setting except Semi and Semi Breakout are controlled by the
following three settings: Ramp Activation, Safety Shots and Ramp
Time Out.
Semi – Semi-Automatic – Shoots one ball per trigger pull.
Debounce, MBounce and DML settings may cause occasional
double fires if set too low.
Ramp – Assisted mode which shoots multiple balls per trigger pull.
Safety Shots, Ramp Activation and Ramp Time Out settings are
used to fully configure how many shots must be shot before burst
kicks in, how many trigger pulls per second must be fired to
activate then sustain the burst and how long the marker can pause
between strings before the safety shots must be shot again. DML
and Debounce are turned off in Ramp Modes.
Response – Fires on the trigger pull and release. Safety Shots,
Ramp Activation and Ramp Time Out settings apply. DML and
Debounce are turned off in Response Mode.
Full Auto – Holding down the trigger will continuously shoot the
marker. Safety Shots, Ramp Activation and Ramp Time Out
settings apply.
Semi Breakout – Ramps on the first string then reverts to semi-
automatic. Ramp Time Out settings apply on the first string.
Ramping burst is controlled by Safety Shots so a high number of
shots means more shots will be fired with each pull and therefore a
more obvious ramp.
Ramp Breakout – Shoots using Ramp settings but with no safety
shots on the first string. Ramp Activation and Ramp Time Out
settings apply. Safety Shots settings apply on subsequent strings.
Complete Glossary of Terms
ABS – Anti-Bolt Stick – See FSDO.
BIP – see Eye Sensitivity.
BPS – Balls per second. Many tournament leagues put a
maximum rate of fire cap on markers. That cap is measured in
balls per second. BPS is also used as a unit of measure to set the
maximum rate of fire with the eyes off.
Breakout – Semi Breakout – Mode of fire that ramps when first
turned on then goes back to the normal firing mode. These modes
are not tournament legal.
CFOA – Carolina Field Owner’s Association – Tournament
League that limits rate of fire to 15bps and the marker to semi-auto
only.
Debounce – How the gun filters the unwanted additional electronic
signals coming from the microswitch when the gun is firing fast.
Demonstration Mode – Mode of fire that does not shoot paintballs.
It is designed to simulate shooting paint so it is perfect for in store
demonstration or test firing the marker in the staging area. It uses
the marker’s current settings for more accurate demonstration.
Dip switch – Small switches located on the board itself.
DML – Debounce Mbounce Limiter – Controls how the system
identifies mechanical and electronic bounce.
Dwell – Duration of the pulse sent to the solenoid. Controls how
long the solenoid stays open. Longer dwell means potentially
higher velocity. Too low a dwell will not cycle the marker
properly.
Eye Sensitivity – This setting adjusts the marker to the hopper.
The faster the hopper, the lower the Eye Sensitivity can be set. If
the marker seems to pause at times between strings, it means the
automatic Eye Sensitivity is kicking in because the hopper is not
fast enough to keep up.
Eyes Off Mode – In this mode the marker will fire without
checking to see if there is a ball in the breach. This mode should
only be used if there is a problem with the eyes. Also called dry
firing.
Eyes On Mode – Normal Mode – Default mode when marker is
turned on. Checks to make sure a ball is in the breach before
firing. Will not fire when no ball is present.
Forced Shot – Allows a single shot to be fired without a ball in the
chamber with the eyes on by simply holding the trigger in. Useful
for clearing a ball that has rolled off the eye.
FSDO – First Shot Drop Off – A low velocity first shot or series of
shots. Sometimes these are so low the shot does not even leave the
barrel.
Gangster Mode – see Breakout.
LBI – Low Battery Indicator – LED will flash to indicate the
battery is getting low.
LED – Light-emitting diode – This is the light on the marker that
lights up when the marker is on. The LED acts as a feedback
display for the marker.
MBounce – Anti Mechanical Bounce and Mechanical bounce are
used interchangeably. This setting adjusts the amount of bounce
caused by the gun moving while shooting slow. A higher value
prevents doubles shots when pulling the trigger slow.
Membrane Pad – Optional plug in Power Button that also has a
separate Eye button. Requires purchase of both a Membrane
Wiring Harness as well as a Membrane Pad.
Millennium – European tournament series with a capped rate of
fire and specific ramping rules that change often. Check current
rules before playing. There’s a good chance they changed some of
them the night before.
Nitro Mode – see Breakout.
NPPL – National Paintball Player’s League – National tournament
series that allows uncapped rate of fire but only in semi mode. The
NPPL hosts both Amateur and invitation only Professional teams
at the same venue with the same rules.
NXL – National X-Ball League – These tournaments are only open
to professional teams by invitation and are played at the same time
and at the same venue as the PSP tournaments, but with slightly
different rules. Longer games and fully automatic markers are two
of the changes.
Program Mode – Non-firing mode that allows the user to adjust all
settings. Opening the grip panel and flipping the dip switch 4 to
ON allows access to Program Mode.
PSP – Paintball Sports Promotions – Tournament series that runs
X-Ball and 5-Man tournaments around the country. They play
with a cap of 15 bps with 3 Safety shots and a Ramp Time Out of
1.
Pulse – Steady blinking light used to denote certain settings in
program mode.
Ramp – Mode of fire that shoots several ball per trigger pull.
Ramp Time Out – Adjustable length of inactivity time that begins
immediately after the last trigger pull
Response – One ball is shot on the pull and one on the release of
the trigger.
ROF – Rate of Fire. The speed the marker can shoot measured in
balls per second (bps).
Safety Shots – These are the shots needed before the Fire Mode
kicks in. This way if the marker is dropped or the trigger is
accidentally pulled, it will just shoot once.
Semi – Semi-Auto – One ball is shot per trigger pull.
Strobe - Fast blinking light used to denote certain settings in
program mode.
Tournament Lock – Locks the marker out of Program Mode by
flipping dip switch 4 to OFF so settings can not be changed
through the trigger. Opening the grip panel and flipping dip switch
4 to ON allows access to Program Mode again.
TPPS – Trigger Pulls Per Second – Generally the number of
trigger pulls per second needed to activate a mode.
Training Mode – Mode of fire that does not shoot paintballs
because it does not fully the cycle the marker as it is being shot. It
is perfect for sitting on the couch and practicing pulling the trigger
without all the loud noise. It uses marker’s current settings for
more accurate practice.
Uncapped – Unlimited maximum rate of fire governed by how fast
your hopper can feed and how fast the marker can load a ball.

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