Instructions
Eye Mode – Three eye modes are available:
1. Delayed – If the eye system does not detect a ball in the breech for ½ second, the
marker automatically fires. This is useful for sound activated loaders because it
ensures that a shot is fired, even without paint, so the loader will continue to feed.
2. Forced with force shot – The marker only fires if paint is seen in the breech or the
user pulls and holds the trigger for ½ second, thereby initiating a force shot. This
is the default and the same as the stock DM4, DM5, or DMC software’s eye mode.
3. Test – This mode is specifically for seeing how fast the user can fire the marker, or
how fast the pneumatics can actually cycle. The eyes work to prevent firing if
they are blocked. This mode is only for dry firing. The LED is used to show the
fastest achieved rate of fire:
Red less than 10 bps
Yellow between 10 and 15 bps
Green between 15 and 20 bps
Blue between 20 and 25 bps
White 25 bps or greater
As long as the user continues to fire, the fastest achieved rate of fire will continue
to be displayed on the LED. If the user stops firing for 1 second, the LED will
cycle back through the rate of fire colors.
Note: The test 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 mild and
max ramping, and normal mild and max 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.
Gangster mode – The THump board includes a special mode that can be applied three
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. 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.
Color scheme settings – The LED color scheme is fully adjustable with the THump
DM4/5/C board. The following three settings are adjustable from 1 to 7 for these colors:
1 Green
2 Purple
3 Yellow
4 Blue
5 Red
6 White
7 Teal
Eyes enabled color – This setting allows the user to change the color of the LED while
the eye system is enabled. The default is blue (4).
Eyes disabled color – This setting allows the user to change the color of the LED while
the eye system is disabled. The default is red (5).
Eye malfunction color – This setting allows the user to change the color of the LED
when the eye system detects a malfunction. The default is yellow (3).
Additional Features
BMR (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 – 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
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 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 mild/max ramping
e. Loader delay set to match your loader (1-4 for Halo, 4-10 for gravity feed)
3. Millennium
a. Fire mode 4 or 5 (PSP mild or max ramping)
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
www.tadaotechnologies.com