Individual Settings are stored in long term EEPROM memory, called Registers.  This means settings will persist even without batteries.

Version 2+ firmware

  • Fire Mode – SOLID BLUE LED
    • SEMI (1) – DEFAULT
      • One shot per pull, shots are delayed if ROF cap exceeded
    • RAMP (2)
      • Semi until both RampMinShot, and RampMinBPS achieved, then speed increasing (set by Ramp Type) until ROF reached, immediate reset if shots drop below RampMinBPS
    • BURST (3)
      • Multiple shots per pull, configured using BURST_COUNT
    • TRUE SEMI (TS) (4)
      • One shot per pull, shots are dropped if ROF cap exceeded
    • AUTO (5)
      • Constant fire while trigger is held
    • NITRO (6)
      • Auto for first shot until trigger released, then fire mode set by NITRO_2ND_MODE
  • RampMinShot – SOLID LIME LED
    • DEFAULT 3
    • VALUES 1 – 10
    • Minimum number of SEMI shots required before ramping starts. For example, if RampMinShot is 3, the 4th shot will be the beginning of the ramp
  • RampMinBPS – SOLID RED LED
    • DEFAULT 5
    • VALUES 1 – 15
    • Minimum BPS (trigger pulls) required to maintain RAMP.  If trigger pulls drop below RampMinBPS, ramp stops and must be restarted by firing RampMinShot
  • Ramp Type – FAST BLINK FUSCIA LED
    • DEFAULT SOFT (1)
    • VALUES SOFT (1), MEDIUM SOFT (2), MEDIUM (3), MEDIUM HARD (4), HARD (5), INSTANT (6)
    • Amount of progressive increase to ROF in RAMP mode until ROF reaches maximum.  Soft (slow) to Hard (fast).  INSTANT setting will instantly increase ROF to maximum ROF as soon as threshold and min shots are met.
  • Nitro 2nd – FAST BLINK TEAL LED
    • DEFAULT BURST (3)
    • VALUES SEMI (1) RAMP (2) BURST (3) TRUE SEMI (4)
    • Mode Nitro will fall back to after first trigger pull is released.
  • BurstCount – FAST BLINK OLIVE LED
    • DEFAULT 4
    • VALUES 1 – 8
    • Number of shots per trigger pull.
  • Reactive – SOLID GREEN LED
    • DEFAULT OFF (1)
    • VALUES OFF (1) and ON (2)
    • Fire shot on trigger pull and release.  Works only in SEMI fire mode
  • RofEyeOnInt – SOLID MAROON LED
    • DEFAULT 12
    • VALUES 1 – 30
    • First part of the Eyes ON Rate of Fire (ROF) cap.  For example, with a ROF cap of 12.5, the value is 12
  • RofEyeOnFrc – SOLID GREY LED
    • DEFAULT 5
    • VALUES 1 – 10 (10 = 0)
    • Second part of the Eyes ON Rate of Fire (ROF) cap.  For example, with a ROF cap of 12.5, the value is 5
  • RofEyeOffInt – SOLID AQUA LED
    • DEFAULT 8
    • VALUES 1 – 30
    • First part of the Eyes OFF Rate of Fire (ROF) cap.  For example, with a ROF cap of 8.5, the value is 8
  • RofEyeOffFrc – SOLID YELLOW LED
    • DEFAULT 5
    • VALUES 1 – 10 (10 = 0)
    • Second part of the Eyes OFFRate of Fire (ROF) cap.  For example, with a ROF cap of 8.5, the value is 5
  • BlockedEye – FAST BLINK PURPLE LED
    • DEFAULT 1
    • VALUES 1-10
    • With eyes on, number of consecutive shots where “no-ball” is not seen and the board logic determines the eyes are blocked.  Blocked eyes reduce the ROF from Eyes ON to Eyes OFF.  Blocked eyes clear the instant “no-ball” is seen.
  • EyeSense – SOLID FUSCIA LED
    • DEFAULT 11
    • VALUES 1 – 21
    • Sensitivity threshold for detecting Ball/No Ball.  Lower values make the No Ball bucket bigger (more likely to see clear/no ball).  Larger values make the Ball bucket bigger.  Default is 11On the display, the values are shown as READING:THRESHOLD
      • a reading below the threshold is NO BALL
      • a reading above the threshold is BALL
      • sensitivity settings move the threshold between 50-1020.
    • To set the sensitivity, note the readings at ball and no ball.  Pick a sensitivity value that sets the threshold midway between the two
  • Eye Mode – SOLID TEAL LED
    • DEFAULT – varies by gun
    • Breakbeam (1) – eyes with a transmitter and receiver as separate components
    • Reflective (2) – all in one single eye, like the eblade and impulse
    • Off (3) – eyes disabled
  • AceDBMode – FAST BLINK ORANGE LED
    • DEFAULT (2)
    • Mode used to determine if a ball ahs been detected.  Pattern debouncing is considered the Ultimate debouncer in the electronics field
      • Pattern (1) – using an 8bit pattern of reads to reliably determine if the trigger has been pulled.  Extremely fast and accurate
      • Pattern Sequence (2) – uses a repetitive sequence of patterns (configured in AceDebounce).  Moderately fast but more accurate
      • Pattern Delay (3) – uses a delay in milliseconds (configured in AceDebounce) between patterns.  Slower but extremely accurate
  • AceDebounce – FAST BLINK SILVER LED
    • DEFAULT 4
    • Number of sequential reads, or time delay in milliseconds to determine if a ball or no ball is detected. Used for Pattern Seq and Pattern Delay Modes.
  • DwellInt (Open Bolt ONLY) – SOLID OLIVE LED
    • DEFAULT varies by gun
    • VALUES 1 – 30
    • First part of solenoid activation (dwell) time.  For example, with a dwell of 14.0, the value is 14.
  • DwellFrac (Open Bolt ONLY) – SOLID PURPLE LED
    • DEFAULT 10
    • VALUES 1 – 10 (10 = 0)
    • Second part of solenoid activation (dwell) time.  For example, with a dwell of 14.0, the value is 10.
  • FSDO – FIRST SHOT DROPOFF – SOLID ORANGE LED
    • DEFAULT 6 (OFF)
    • VALUES 1 – 6 (6 = OFF)
    • Additional milliseconds (ms) of dwell added if there is a period of time (5 seconds) with no shot.  Use only if you are experiencing bolt stick as this can cause hot shots.
  • DROnOff – Dwell Ramp _ SLOW BLINK BLUE LED
    • DEFAULT 1 (OFF)
    • VALUES OFF (1) and ON (2)
    • Additional Dwell at high rates of fire to prevent reg recharge dropoff
  • DRRate – SLOW BLINK LIME LED
    • DEFAULT 1
    • VALUES 1 – 20 ( 1 = 0.1ms, 10 = 1.0ms, 20 = 2.0ms)
    • The amount of dwell in tenths of millseconds added once ROF exceeds DRThresh
  • DRThresh – SLOW BLINK RED LED
    • DEFAULT 15
    • VALUES 5 – 30
    • Threshold for ROF were DRRate is added
  • DebounceMode – SLOW BLINK GREEN LED
    • DEFAULT 2
    • Mode used to determine if trigger has been pulled.  Pattern debouncing is considered the Ultimate debouncer in the electronics field
      • Pattern (1) – using an 8bit pattern of reads to reliably determine if the trigger has been pulled.  Extremely fast and accurate
      • Pattern Sequence (2) – uses a repetitive sequence of patterns (configured in Debounce).  Moderately fast but more accurate
      • Pattern Delay (3) – uses a delay in milliseconds (configured in Debounce) between patterns.  Slower but extremely accurate
  • Debounce – SLOW BLINK SILVER LED
    • DEFAULT 4
    • VALUES 1 – 11 (11 OFF)
    • Number of sequential reads, or time delay in milliseconds to determine if trigger is pulled.  Used for Pattern Seq and Pattern Delay Modes.
  • MechDebounce – SLOW BLINK NAVY LED
    • DEFAULT 21 (OFF)
    • VALUES 1 – 21 (21 OFF)
    • Time, in milliseconds, to wait after the completion of a shot cycle prior to starting the next shot cycle
  • LoaderDelay – SLOW BLINK MAROON LED
    • DEFAULT 5
    • VALUES 1 – 21 (21 OFF)
    • Time, in milliseconds, to wait after receiving an shot signal to proceed with shot sequence.  As called Ball in Place delay, this give the ball time to “settle” after the eyes receive a ball signal.  Adjust this Up for slower loaders such as Revy’s.  This setting will affect maximum possible BPS.
  • SearInt (Closed Bolt ONLY) – SLOW BLINK AQUA LED
    • DEFAULT – Varies by gun
    • VALUES 1 – 50
    • First part of solenoid 1 activation (dwell) time.  In a closed bolt system this is also called sear dwell.  For example, with a sear dwell of 14.5, the value is 14.
  • SearFrac (Closed Bolt ONLY) – SLOW BLINK YELLOW LED
    • DEFAULT 10
    • VALUES 1 – 10 (10 = 0)
    • Second part of solenoid 1 activation (dwell) time.For example, with a sear dwell of 14.5, the value is 5.
  • OpenDelayInt (Closed Bolt ONLY) – SLOW BLINK FUSCIA LED
    • DEFAULT 30
    • VALUES 1 – 50
    • First part of the delay between solenoids. This is equivalent to the loader delay or ball in place delay of an open bolt system.  For example, with an open delay of 12.4, the value is 12.
  • OpenDelayFrc (Closed Bolt ONLY) – SLOW BLINK TEAL LED
    • DEFAULT – Varies by gun
    • VALUES 1 – 10 (10 = 0)
    • Second part of the delay between solenoids. For example, with an open delay of 12.4, the value is 4.
  • PumpInt (Closed Bolt ONLY) – SLOW BLINK OLIVE LED
    • DEFAULT – Varies by gun
    • VALUES 1 – 50
    • First part of solenoid 2 activation (dwell) time.  In a closed bolt system this is also called pump or bolt close dwell.  This is the minimum time the bolt is back.  For example, with a pump dwell of 14.5, the value is 14.
  • PumpFrc (Closed Bolt ONLY) – SLOW BLINK PURPLE LED
    • DEFAULT 10
    • VALUES 1 – 10 (10 = 0)
    • Second part of solenoid 2 activation (dwell) time.   For example, with a pump dwell of 14.5, the value is 5
  • WatchTime (Closed Bolt ONLY) – FAST BLINK LIME LED
    • DEFAULT 3
    • VALUES 1 – 20 (1 = 10ms, 10 = 100 ms, 20 = 200ms)
    • The maximum time, in milliseconds, to wait for a ball prior to closing the bolt.  Once the time is exceeded the pump closes.  During this time the board is constantly checking for a ball.  As soon as a ball is detected, LoaderDelay is called (if enabled) and then the pump closes.
  • UseWatch (Closed Bolt ONLY) – FAST BLINK RED LED
    • DEFAULT OFF (1)
    • VALUES OFF (1) and ON (2)
    • When EYES are off, setting this to ON will tell it to use watch time.  This time can be very long and is not recommended.
  • CloseInt (Closed Bolt ONLY) – SLOW BLINK ORANGE LED
    • DEFAULT 3
    • VALUES 1 – 10
    • First part of the delay after the bolt closes prior to starting the next shot cycle.
  • CloseFrc (Closed Bolt ONLY) – FAST BLINK BLUE LED
    • DEFAULT 10
    • VALUES 1 – 10 (10 = 0)
    • Second part of the delay after the bolt closes prior to starting the next shot cycle.
  • Brightness – FAST BLINK NAVY LED
    • DEFAULT – varies by gun
    • VALUES 1 – 10 (10% to 100%)
  • Sleep – FAST BLINK GREEN LED
    • DEFAULT 1
    • VALUES 1 – 20
    • Time, in minutes, before board goes into powersaving mode.  Waking up from sleep can cause a small shot delay but is useful for long games.  You should set this time to be longer than your game if possible to avoid delays.
  • Splash – FAST BLINK YELLOW LED
    • 1:”OG ENOCH”
    • 2:”DIRTY”
    • 3:”COBRA”
    • 4:”WARPED”
    • 5:”JOY”
    • 6:”IMPACT”
    • 7:”RIPPER”
    • 8:”AA”
    • 9:”ANGEL”
    • 10:”FLY”
    • 11:”WINGS”
    • 12:”FORCE”
    • 13:”ECA”
    • 14:”MW”
    • 15:”METHOD”
    • 16:”APP”
    • 17:”RAGE”
    • 18:”DEVIOUS”
    • 19:”FALLEN”
    • 20:”NONE”

Additional Functionality available at all times

  • 2 second trigger hold for forced shot (in all modes except full auto, when eyes detect no ball or are blocked) (not in AUTO)
  • 4 second trigger hold to toggle eyes (disable/re-enable on the fly) (not in AUTO)