User's Manual
dwell setting independent of the normal dwell, which makes it easy for users to
adjust their trigger settings and try them out with much less noise and air
consumption. The training mode dwell setting corresponds with this eye mode.
Note: The test and training eye mode works with any fire mode selected. The fire mode
max rate of fire is set to unlimited while in test eye mode.
CPF (Cycle percentage filter) – The cycle percentage filter allows adjustment of the
point within the current firing cycle that a new buffered shot is allowed. Almost all
electronic paintball markers allow a single shot to be buffered in the event the user is
fast enough to release the trigger and pull again during the current firing cycle. The
CPF setting is adjustable from 1 to 10. Setting 1 turns the CPF off, allowing buffered
shots at any point in the firing cycle. Setting 2 through 10 sets the percentage of the
firing cycle that must pass before shots may be buffered:
1. CPF turned off
2. 10% of the firing cycle must pass before a buffered shot is allowed
3. 20%
4. 30%
5. 40%
6. 50%
7. 60%
8. 70%
9. 80%
10. 90%
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 – This setting is only used for the four ramping fire modes (PSP 50% and
100% ramping, and normal 50% and 100% ramping). 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 14 pulls per
second. For Millennium rules a ramp start setting of 8 or higher is required. It will also
specifically limit how fast the marker stops shooting once the trigger is released, to
ensure compliance with the Millennium rules.
Gangster mode – The M7 Ultralite board includes a special mode that can be applied 3
different ways to each of the 12 fire modes, giving 36 “breakout” style combinations.
Gangster mode gives the user full-automatic with an unlimited rate of fire for a single
pull, for use at the start of the game. The setting is defaulted at 4, which turns gangster
mode off. Settings 1, 2, and 3 dictate at which pull that gangster mode will become
active. If set to 1, the first shot after you turn on the marker will be full-automatic with
an unlimited rate of fire for as long as you hold down the trigger. As soon as you
release the trigger, the marker will stop shooting and default back to your selected fire
mode. If set to 3, the gangster mode will be active on the third shot after the marker is
turned on. Regardless of the fire mode selected, the shots before the gangster mode will
be semi-automatic. Gangster mode can only be used once for each time the marker is
turned on.
Note: The gangster mode is illegal for use in all tournament series. Tadao
Technologies LLC takes no responsibility for the user’s choice in using the
gangster mode.
Bolt delay – This setting determines how long the eyes are ignored after the dwell time
ends. Some delay is necessary to allow the bolt to get far enough forward so the eye
system does not mistake a small gap between a paintball and the bolt face for a bolt
return. The default is 5 ms and may be set from 1 to 15 ms. Higher settings will reduce
the maximum capable rate of fire, while lower settings may lead to skipped or blank
shots because the bolt does not have enough time to block the eyes on its forward stroke.
Training mode dwell – This setting selects the markers dwell time if using the training
eye mode (eye mode set to 4). The dwell time is reduced so that the marker barely
cycles, consuming less air and emitting less noise so users can train their finger speed.
This setting is adjustable from 1 to 10 ms, and is defaulted at 2 ms. If this setting is too
high, the marker may actually fire. If that is your intention, you should switch to the test
eye mode, which uses the normal dwell setting.
Additional Features
RF transmitter harness – Included with your board is a wiring harness that allows plug
and play installation of an RF transmitter. The wiring harness plugs into the solenoid
socket, then splices off to the transmitter and actual solenoid connector. When installed,
the transmitter will automatically be powered during every shot once it is synchronized
with the loader. Alternatively, a separate socket is located just below the trigger switch.
You may use this socket to reduce the amount of extra wiring in your grip frame. If you
choose to use the solenoid socket method, the amount of power applied to the
transmitter is 9 volts. If you use the integrated socket, the transmitter is given 5 volts.
Depending on your particular transmitter one or the other may work more reliably, so it
is recommended that you test out the synchronization of the loader to your transmitter
before playing.
Force Shot – 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
1/2 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 paint and air:
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 shot, one pull 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, 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. AMB 2
d. CPF 2-5
e. Loader delay set to match your loader (1-4 for Halo, 4-10 for gravity feed)
2. PSP X-Ball, CFOA
a. Fire mode 3, 4, 5, or 6
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 50% or 100% ramping
e. Loader delay set to match your loader (1-4 for Halo, 4-10 for gravity feed)
3. Millennium
a. Fire mode 4, 5, 9, or 10 (PSP or normal ramping modes)
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
e. Loader delay set to match your loader (1-4 for Halo, 4-10 for gravity feed)
4. NXL
a. Fire mode 7 (NXL full-automatic).
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. 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. AMB 1 if using semi-automatic
e. CPF 1
f. Ramp start 4 if using any ramping modes
g. Loader delay
Additional Information
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