Instructions
Cycle percentage filter (CPF) – 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 – 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.
Gangster mode – Musashi 6 includes a special mode that can be applied three
different ways to each of the 5 fire modes, giving 15 “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. A setting of 1-3 dictates 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.
Dip Switches:
Dip 1 ABS toggle, UP/ON for ABS enabled
Dip 2 Not used, leave UP/ON
Dip 3 Not used, leave UP/ON
Dip 4 Tournament lock, UP/ON for lock disabled
Additional Features
Bad Membrane Recognition – If the eye button on the membrane pad fails, the
software recognizes it at boot-up and disables it completely. This allows the user
to continue playing with the eye system enabled. It is not necessary to check the
power button on the membrane pad. If it goes bad, the marker cannot be turned on.
Force Shot feature – If using the forced eye mode and 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 can
continue as normal.
ABS – ABS (anti-bolt stick) programming helps to eliminate first shot drop-off.
First shot drop-off occurs when the lube and o-rings settle or “stick” inside the
marker after it has been sitting. The next shot fired will be lower in velocity
because the bolt has to break free. ABS will slightly increase the dwell to
compensate if the marker is left sitting for 15 seconds.
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 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, 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-automatic 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, Millennium
a. Fire mode 3 or 4 (Millennium requires mode 3)
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. Ramp start 8 or higher if playing Millennium
f. Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
3. NXL
a. Fire mode 5 (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)
4. 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 PSP ramping
g. Loader delay 1
Additional Information
www.tadaotechnologies.com