SCOREBOARD CONTROL CONSOLE Model: CC6 & IA-CC10 …iaelectronics.com.au/index_files/pdfs/IA_CC10...
Transcript of SCOREBOARD CONTROL CONSOLE Model: CC6 & IA-CC10 …iaelectronics.com.au/index_files/pdfs/IA_CC10...
SCOREBOARD CONTROL CONSOLEModel: CC6 & IA-CC10
OPERATORS INSTRUCTIONS
Firmware V2010B <- 2010 Brenton Payne© Jan 2003 - June
N2829
Phone:+61 8 83901660Brenton Payne +61 410698500www.iaelectronics.com.au
I A Electronics www.iaelectronics.com.au
Manufacturer of the LGE and LEDTRONIX scoreboard products
Incredibly Awesome
100 %
NB, This controlconsole hase envplved over many years and has had severalname changes along with loads of new features. The Name LGE, LedtroniX andIA Electronics are used and the model “CC6” is now called “IA-CC10”, They areexactly the same product. therefore throughout this document the “CC6 is oftenreferenced along with ”CC10”.
Index of Contents
Page No Subject
2 : Index.3 : CC6 control console.4 : Scoreboard and score bench indicators.5 : Basic operations common to this manual.6 : Scoreboard operations Pg 1.6 : TIMER :- Setting and controlling the game timer.6 : SCORES and TEAM FOULS.7 : Scoreboard operations Pg 2.7 : Shot clock operation.8 : Functions.9 : Programming.9 : Radio channel set/change.10 : Programming SET UP Features.11 :
12 :13 : X-Timers.14 : Siren set up.15 : Enter/edit team names.16 : Set up personal fouls and points ( PfPp ).17 : PfPp game Pg 1.18 : PfPp game Pg 2.19 : Set RTC and brightness control.20 : Football and Cricket.21 : Volleyball.22 : Carnival mode set up.23 : Slave carnival mode.24 : Local carnival mode.25 : Master carnival mode.26 : Programming carnival.27-29 : Samples of carnival programming.30 : Athletics31-32 : Athletics data entry and down loader33 : I/O Options description34 : Disclaimer
Select game type.12 : Netball timer options
NBL extra mode
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!! Please look after the keyboard !!
Only use the finger tip Do NOT use finger nail Do NOT use any object
Yellow buttons = A-Light scoringOrange buttons = B-Dark scoringGreen buttons = Timer’sBlue buttons = Other FunctionsRed buttons = Function’s
Please feel free to “PLAY” with this control consolePressing buttons in an incorrect order can NOT harm the unit in any way.
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CC6 and CC10 Control Console
© 2010 Brenton Payne
N2829
TEAMFOULS
STARTSTOP
On/Off
On/Off
TIME OUTS PROG'MTIMER
MODEL IA-CC10
S/C
SCORESTEAM
FOULSTIMEOUTS
IND’r(SUB'S) MIN SEC
TIME
A Light
B Dark
SCORE
+1 +
+
+1
+1 1
1
+1
RESET
TIMER
TIMEOUTS
INDICATOR(GP/SUB'S)
START
ERROR POSSESSION
SIRENon/off
-1
HOLD
ADJUST
+ MIN+ SEC
- MIN- SEC
FUNC’NENTER
POWER
RESET
ESCNEW GAME FOULS
T/OUTS+1 PX-TIME
Prev
Next
1
2 3 4 5
6 7 8 9
0
Yes No
PosF/PPer
A
B
ABC
DEF MNO
PQR STU
GHI JKL
VWX YZ sp
A BRTC
-
-
G.P Indicators :-
Time Out Request Arrows :-
Team Foul Indicators :-
Possession Arrow :-
The score bench has an indicator for each teams team fouls. This illuminates when thebutton is pressed one before the maximum number of team fouls. eg. The set number forteam fouls is 5, The team has just taken it’s 4th team foul, and the button is pressed for thatteam and 4 is displayed on the scoreboard and LCD. When the ball goes back into play theteam foul button for that team is pressed again, this turn’s ON the indicator. This indicator isalso displayed on the LCD
The score bench has POSSESSION arrows, one for each team, When thepossession button is pressed the coresponding team’s arrow is illuminated,Pressing the other team’s button will turn this arrow OFF and turn the new team’sarrow ON. Pressing the same button twice will turn both arrows OFF. This is alsodisplayed on the LCD.
The score board and score bench have time out request arrows. one for each team.When the time outs button is pressed once the arrow for that team is illuminated toindicate a time out has been requested. When the button is pressed a second timethe arrow is turned OFF and one is added ( or subtracted ) to the team’s digit. This isalso displayed on the LCD next to the time out’s digit.
The score board and score bench has two general purpose indicators (dots ), one forTEAMAand one for TEAM B. When the button is pressed the dot will be illuminated for therequired team. Pressing the button again will turn it OFF. This is also displayed on thecontrol console LCD.
Team FoulIndicators
Time OutRequestindicator
General Purpose( Sub’s, Injury )
Indicators
Possessionarrow
indicator
Score Board and Score Bench Indicators
Page 4
Page 5
#1 Function and Program modes :-
Different scoreboard modes, Game types, and settings are adjustiable via alternate keyboard functions.
f:= Function ModeP = Program Mode. ( n.b. This button will NOT operate
while the timer is running. )
This instruction manual will here-after refer to Function or Program buttons like this :-
FunctionMode
ProgrammingMode.
This button is used to select Function, “f” orProgram “P” Modes or ENTER or Next
To select “f” or “P” mode press the button .
ONCE for Function mode :-
f
20:0024
TWICE for Program Mode :-
P
20:0024
f+ P+or ( sample button )
#2, Entering a TWO Digit number :-
( LCD )
Press a number key 0 to 9, Each time a number is pressed the displayed numberson the LCD display will be shifted to the left. The number that is displayed at thetime the “ENTER” button is pressed is the number used.
keyboard numbersare situated top-leftof buttons.
eg NewTime 20:00
Minutes > 15
Press 1 5 Enter. If you make a mistake just keep typing untilthe correct number is shown, eq 162315 . press ENTERor use the "error (prev)" key to move back.
button will abort the current operation.IN any FUNCTION or PROGRAM Mode pressing the
All Settings, timers, options etc, are saved in permanent memory “Eprom” and will remain thereuntil they are RE-PROGRAMMED
Basic Operations Common To This Manual
Page 6
Set Up Game Time :-
Press the “FUNC’N” button once.Press Timer “RESET”
Type in the game time required. eg 20 then press ENTER.
Press Timer “START”
Press Timer “HOLD”
#1
#2
Start Timer :-
Hold Time :-
Add to Scores :-
Press TEAM A or TEAM B SCORES +1 button to add one to the score.
Add to Team Fouls :-
Adjust Timer :-MINUTES
If a timer adjustment is required then press the ADJUST +MIN or -MIN toadd or subtract one minute from the game time.
SECONDSPress the “FUNC’N” button once then press the ADJUST +sec or -SEC buttonto add or subtract one second from the game time. When done press ESC
#3
#3
#1 :- see FUNCTION and PROGRAMMING features on pages 9,10. #2:- See ENTER a two digit NUMBER page 5#3 :- The Timer must be in HOLD mode.
The Score Bench has an indicator for each team, team fouls. This illuminates when the button is pressed onebefore the maximum number of allowed team fouls. eg. The set number for team fouls is 5, The team has justtaken it’s 4th team foul, and the button is pressed for that team and 4 is displayed on the scoreboard and LCD.When the ball goes back into play the team foul button for that team is pressed again, this turn’s ON the indicator.The indicator is also displayed on the LCD. If this feature is not required then set the max number of team foulsgreater than the maximum that will be used. eg 9
f + To set max no of team fouls
Press the +1 button for either team to add 1 to team fouls.
Score Board Operation - #1
Continuiously repeating timer :-
The timer can be set up to time in MINUTES and SECONDS and to continuously repeat its selfover and over. Programme the timer ( P + RESET ) to minutes and seconds and then enablethe repeating timer if desired.
If the repeating timer is activated then the letter “r” will be placed in front of the remainingtime on the console.
P+
F+
Page 7
Team Fouls - Press RESET “Fouls T/outs” button once to reset TEAM FOULS.Time Outs -.Press twiceNew Game - Press RESET “NEW GAME”. this will reset TIME, T/OUTS, TEAM FOULS and SCORES.
#3
Reset :-
Timer Reset :-
Shot Clock Operation :-
START :-Press START button.
STOP :-Press STOP button.
RESET :-Press RESET button.
When a shot is in progress, press and hold down the RESET button. This will blank theshot clock displays and will reset the timer. When the RESET button is releasedthe shot clocks will start counting down from the SET time ( Default 24 seconds)
NB. The shot clock displays will remain blank until the shot clock control console isplugged in and the reset button is pressed.
If the shot clock counts down to 00 it will sound the siren.
Press the TIME OUTS button, first time for a time outs request (will illuminatearrow on scoreboard) then a second time to add a time out
.
Press the +1P button to add one to PERIODS.
When any of the above buttons is pressed in error then press theERROR -1 button to subtract from the previously added to.
Add to Time Outs :-
Add to Period :-
Error :-
Score Board Operation -#2
Shot TIME Adjust:- ( Firmware V6.16m and later )Hold the STOP button and press the Start ( + 1 second ) or Reset button ( -1 Second).
Once the Game Clock is Below the set time (default 24 seconds), pressing the RESET buttonwill clear the shot clock display. n.b. the Start and Stop functions will still operate normally.
Non Standard SHOT Clock Time :-To programme the shot clock for any other time other than the default 24 seconds press,F+time/outs, Then type in a two digit number ( seconds), press enter. This new shot clock timewill remain until this it in programmed to another time.
F+
Timer Reset - press timer reset will reset the timeto its previously SET time.
When the time = 00:00 more time can be placed by pressing the “ADJUST” buttons.Eg, press the +MIN twice to add two minutes, then press the “START” buttonto count down this time. ( ¼ time etc )
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To enter Function mode press the “FUNC’N” button once,the letter “f” will be displayed on the LCD screen.
#3
f
20:00
24
Functions :-
Timer Set :- Enter a 2 digit number for new time in minutes. Press ENTER and this time issaved to E-prom and will remain the game time until this function is selected again.
The timer can be adjusted up or down by one second.When the time has been adjusted press the ESC key
When entered into any of the function modes listed below,press the ESC button at any time to abort changes and returnto the previous display.
When scoreboards are fitted with alpha-numeric team names, button 6 will enable ateam name for TEAM A to be selected and placed on the score board.Button 2 for TEAM B ( See Team Names )
Select CARNIVAL Mode On/ Off, Auto Detect, SLAVE or MASTER (see Carnival Control )
Select Game TYPE, eg Basketball, Netball etc ( See Select Game Pg 11)
Select carnival mode sequences ( See Carnival )
Select a time to be displayed (1-9) Press START. will automaticlly clear when finished.( see X-Times )
Set the Maximum number of team fouls ( 1 - 9 ). This will enable the Team Foul benchindicator to operate
Time outs can count Up or Down. The number of time outs is set to 3.
Sound the End Of Game siren
Set the SHOT CLOCK time.
The LGE or LEDtronix or IA-CC10 Logo is a button,1:- Set a Real Time Clock on a scoreboard. ( when fitted )2:- Set the Brightness level on a scoreboard ( when fitted )3:- Set Keyboard Beeper Duration ( 0-9 ) 0 = off, 9 = max duration.
Functions
MODEL IA-CC10
To enter Programming mode pres the “FUNC’N” button twice,the letter “P” will be displayed on the LCD screen.
#3
P
20:0024
Programming :-
When fitted, the scoreboard and the CC6 IA-CC10) have a 2.4 Ghz ( IEEE 802.15.4 standard ) Radio Transceiver.Each Scoreboard in the system MUST be set to a different frequency (Channel Number). Thescoreboards are factory set to Channel “C” if there is only one supplied. For stadiums with several courtsthe scoreboards are set to two channel separation. Eg C, E, 10, 12, etc. Each scoreboard in the systemis then labeled with its channel number. The CC6’s Channel must match the scoreboard it is to operate.
The Channels available are 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, and 17The CC6 Is also fitted with the same radio, However the channel number can be changed to facilitate usinga different or new CC6’s on a particular scoreboard.
To Change Channels: -Enter Programming Mode ( see Page 10 ) ( Set/Change Radio Channel Y/N) >> YThe CC6 then tries to find a radio, and either returns “RADIO NOT FOUND” or“RadioCh = 0x “ x = the current set channel“Change>UP/Dn Ent” . If the shown channel is ok then press ESC to abort the operation.
Press the adjust Up or Down buttons (( Up A Yes) ( Down B No)) to scroll through the available channels.Press the ENTER button to write the new channel to the radio.
When the new channel is written it is then read back and verified to the channel selected. a message is displayed,“Error in Radio” or “Channel change OK”
The next programming function is then asked for, to discontinue in programming mode press ESC
When entered into any of the program modes listed below,press the ESC button at any time to abort changes and returnto the previous display.
When scoreboards are fitted with alpha-numeric team names, button 2 will enable ateam name to be entered into to control console.A Maximum of 36 team names can be entered.( see Team Names )
Program a carnival run-time sequence ( 1-9 )(see Carnival Control )
set up x- times with required times.( see X-Times )
Siren Setup. Test sirens, Program End Of Game type, End of Shot Clock siren type,End of X-Time siren type, Push Button siren type, Adjust Tone and Volume.(see Sirens )
To enable a continuously repeating timer or a timer with Minutes and Seconds.When the continues timer is activated the Console will have the letter “r” in front ofthe time (see page xx)
Set up the team names to be displayed when power on or reset (new game )( see Team Names )
Programming #1
Page 9
Radio Controlled Scoreboards :-
Page 10
Sets all functions, options & X-Times back to factory settings.This will erase All team names and All Carnival sequences.
Press Y the system will look for a radio and return it’s current channel number. Use the UP/Down (AB)buttons to select the required channel and press ENTER. or ESC to abort. ( see pg 9)
4:- Set Various OPTIONS for output modes and special operations, !! Options will drastically effectthe operation of this control console.Options include,TV Out, Team Name Pin, Radio Out, Volley 2, Split Mode, HC2 Compatible, Not Defined, and 9600 Baud.(All options & output modes are detailed on page 33).
If Carnival Mode is enabled then F3 or P3 buttons are enabled
5bReplaces sequence no 7,8,&9 with the documented sequence DEMO.
Different models of scoreboards have the ability to display various number of charactersfor team names. Eg 5,8,10,12 etc. ( MAX 12)
1:- Restore defaults Y/N.
2:- Set/ Change Radio Channel Y/N
5:- Enable Carnival Mode.
:- Rebuild Carnival Demo Y/N,
6: Number of characters for TEAM Names :
3Press Y (Yes) or N (No) to allow the game type shown to be available when selecting it from theF4 option. ( see Select game type Pg 11 ) >> Options includeBasketball, Netball, Rugby, Soccer, NBL Extra, PfPp, Football, Cricket .
:- Select available game types for Func+4
CAUTION !!
!! CAUTION !!
Programming #2
The or or IA-CC10 is also a button
When Entering/Editing data in this mode, Press the ESC Button to exit when finishedthe operation (changes will be saved).To move to the next programmable option press “NEXT”
The PIN can be obtained from IA Electronics if required.
+P Logo >> Special Set Up PIN ? <<
Page 11
.
f+To Select a game type
Set Game = ?Basketball Y/N
Press the No button to scroll through available game types.
BASKETBALL :-
The last 60 seconds of the remaining time, the display changesfrom displaying minutes & seconds to seconds and 1/10 th’s of a second.
Press the Yes Button to select the game
Game types are :- ( as of March /2010 )
NETBALL :-
Programmable optional for the last 1:00 of the remaining time, and controlof siren at 0:00 ( See next page ).
RUGBY :-
The Last 60 seconds of the remaining time, the display will showminutes & seconds.
SOCCER :-
The time display on the scoreboard will display REAL TIME CLOCK ( when fitted ),The timer on the control console remains active and can be used if required.
,
NBL-EXTRA :- ( see drawing NEXT Page )
The CC6 Control console is used for the "PRO Series" scoreboards to enterPlayer Numbers, Personal Fouls, and Personal Points.
PfPp :-
Several Cc6 control consoles can be connected together if required to form a multiperson bench to meet requirements of FIBA or NBL. Nb, in this mode all timerfunctions are disabled.
Select Game TYPE
The available game types on this list are enabled/disabledvia program mode described on page 10
Football and cricket mode is used to drive the large outdoor scoreboards withspecial layout. ( Will NOT operate standard scoreboard).
FOOTBALL :-
CRICKET :-
As Above.
VOLLEY BALL :-
ATHLETICS :-
Volley ball can be used on standard scoreboard, Score = Score, Team Fouls = SETS.Time out= Timeout. Timer counts UP or Down, Time outs timer is displayed on main clock.3 minute timer for “New Game”
Athletics can be used on standard scoreboard, Score A = TRY. Time display = SCORE, eg 23.68.All other digits on the score board are blank.Also use this mode for “Dedicated” Athletics scoreboard’s.
,
Page 12
Netball and N.B.L Extra
Typical 6 Person Bench layout for NBL
Shot ClockOperator
TimeKeeper
Chairperson VisualScorer
To Scoreboard(s)
PaperScorer
AdditionalScorer
#4 #1 #2 #3
( Time/outs,subs etc )
NBL Mode:-When required, 3 of the CC6 control consoles are connected together to form a FIBA or NBLregulation score bench layout where there are several people operating the score bench.
Regulation Layout :-6 Person score bench.
Using the supplied cable ( NBL Extra cable) connect the CC6’s as, >
#1 CC6 is the “Master” console and is programmed in standard “BASKETBALL” Mode.#2 and #3 CC6’s are “Extra” consoles and are programmed to “NBL Extra” mode.#4 is the Shot Clock Controller and plugs into the “Master” console.
See instructions on pages 10 and 11 to set up for this Game Type.
NB Important :-The CC6’s MUST be connected as shown with the supplied cable.
CC6 CC6 CC6
Shot Clock
Shot clock console plugsinto the “master” cc6
To wall or bench socket ( scoreboard )
MASTER NBL Extra NBL ExtraTime keeper Chareperson Visual scorer
Set to“Basketball”
Set to“NBL Extra”
Set to“NBL Extra”
Netball options :- Stop clock at 1:00 ? Y/N
Clear Clock at 1:00 ? Y/N
Sound Siren at 0:00 ? Y/n
if answer Y to STOP Clock then the clock will stop as soon as it counts downto 1:00 minute remaining.Since the clock is stopped there will be NO Siren and display will show 1:00
if answer Y to Clear Time then at 1:00 the display will go blank and the clockwill keep running. The siren will or will not sound at 0:00 depending on the siren setting.
if answer Y to Sound Siren, then the siren will sound when clock = 0:00regardless of setting #2.
Page 13
.
There are 9 Programmable timers. ( 1-9 ). Each of these 9 timers can be set to time from a maximum of99minutes and 99 second ( 99:99), and a minimum time of zero minutes and 1 second. ( 00:01).
X-Times can be used for TWO purposes :-
1:- In normal scoreboard mode ( No carnival modes set ), the timers can be used for any timing requiremente.q. Injury timing, 1/4 and 1/2 time breaks, Lunch Break, ETC.
When one of these timers are used, the remaining time is displayed on the control console and the scoreboard.The remaining Game time on the scoreboard will be replaced with the remaining X-Time time and the “COLON”
between Minutes and Seconds will be changed to an upper dot to indicate the different type of time beingdisplayed.
When the X-Timer is finished or the ESC button is pressed, the remaining GAME timer will be re-displayed onthe scoreboard and the LCD reverts to it’s previous display mode.
2:- These timers are used in the “LOCAL” and “MASTER” Carnival timing modes.** When used in “LOCAL” mode the X-Times that are programmed in the control console that is operating thescoreboard will contain the timers used.** When used in the “MASTER” control console, the “SLAVE” X-Times are NOT altered in any way. All timersare set from the MASTER Control Consol.
Program X-Times :-
P+
f+
Aux Time 1 20:00Minutes ? > 01
Aux Time 4 20:0004:00 f
If the time displayed for this timer is correct then press NEXT > to display Seconds for this timer.If the time is to be changed then type in the new time and then press NEXT > .nb, When the NEXT button is pressed the timer value is saved to memory.
Press the ESC button at any time to exit out of this function.
Game timer is NOT affected
Display and use X-Times :-
Press X-Time button repeatedly until the desired time is displayed, then press the timer START button
The timer can be put on HOLD and re- started as often as necessary.
When the time is completed the GAME time will automatically be re-displayed on the scoreboard and thecontrol console will revert to it’s previous state.
Press the ESC button at any time to EXIT this timer function.
X-Times
Siren sequences are produced from a two tone sound generator. e.g. Low tone and a High tone .Some scoreboards have a fixed tone for each Low and High tone while the latest models have avariable sound card which means the pitch of each of the Low tone and the High tone can be adjustedvia the CC6 control console. The siren volume is also adjustable.
In Either case there are 9 preprogrammed sequences available to use.
The END OF GAME Siren and the END OF SHOT CLOCK Siren is Duration programmable upto 9.9 seconds and any one of the 9 sequences can be used for either siren sound.
X-Times siren duration is fixed at 2 seconds.
When the siren sequences are used in the CARNIVAL Sequence ( Either from the MASTER or the LOCALControl mode,) Then they are fixed time duration of 2 Seconds.
Siren No 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Each Step is 1/10 of a second, Total time = 2 seconds.
0
1
2
3
4
5
6
7
8
9
H L H L H L H L H L H L H L H L H L H L
L L L L L L L L L L L L L L L L L L L L
H H H H H H H H H H H H H H H H H H H H
H H H H H H H HH H
H H H H H L L L L H HL H H H L L L L L
H H H L L L L
H H L L H H L L H H L L H H L L H H L L
H H H H L LL HH HHL
H L H L H
LL L LH H HH H H
H
Set Up Siren’s :-Enter programming mode :- P + SIREN
Test each siren sequence, press a button ( 0 to 9 )When finished testing press ESC to exit or NEXT for more options.
Test:-
Set E.O.G Siren :-
E.O.G Duration :-
E.S.C Siren :-
E.S.C Duration :-
Set P B Siren :-
Set X-Time Siren :-
Set Pitch :-
Set Volume :-
Set End Of Game siren type ( 0 - 9 )
Set X-Time end siren type ( 0 - 9 )
Set the Push Button siren type ( 0 - 9 )
,
Set the Duration for the E.O.G siren. nb This value is in 1/10th of a second. Durationsof greater than 2 seconds (20) will repeat the same siren type.
Set the End Of Shot Clock siren type ( 0 - 9), When ( if ) the shot clock counts downto 00 seconds, this siren will sound.
Set the Duration for the ESC siren.
Use the Yes (up) or No (down) buttons to adjust the pitch for LOW and HIGH Tones
Use to adjust the volume level.the Yes (up) or No (down) buttons
P+
nb A space in the sequence = siren off
Page 14
Siren’s (0 to 9)
Page 15
To enter a NEW Team Name :- P +
f +
> U/D-FindNamEnter“ “
U/D-FindNamEnter“MY TEAM “
New-Game TeamName Default Y/N
Press the button to scroll through the list of team names, when a blank lineappears between the “ “ a name can be entered here. Press ENTER. Nb At this pointteam names are not allocated to Team A or Team B.
No
Press the button to scroll through the list of team names and when the team name to edit appearsbetween the “ “ press ENTER. The courser will underline the first character. The character with the cursorunder it can now be changed, Use the A or B to scroll through the alphabet.
Press Next > (Enter) button to move to the next character, or the Error(Prev) button to move to the previous character. There are some punctuation characters that may be used( sp ? > = < ; : 9 8 7 6 5 4 3 2 10 ). To find the character required press the B button C B A sp ? > etc.( sp = space character ).or press the required letter from the keypad. To Remove a Team Name simplytype over it with a new name or fill it with spaces.
i No
h Yes i No or press therequired letter on the key pad,
i No
The letter “A” will appear with the cursor underlining it, Use the or No buttonsto go through the alphabet, or press the required letteron the key pad, to place the character for the team name, then pressENTER, the cursor moves to the next location.Continue until all characters are entered.
Yes
To EDIT or REMOVE a team name :-
Do NOT leave any spaces in front of the first character. ( The scoreboard will automatically centre theteam name in the alphanumeric panel. )
When all characters are typed in continue pressing the ENTER button so the cursor moves off the endof the line, This will save the team name into memory. The LCD will return to its previous screen.
Display a Team Name on the scoreboard :-
f +
P +
For TEAM A :-
For TEAM B :-
Press Up / Down buttons to scroll through the team names.When the team name appears, press the ENTER button and the team name is transfered tothe scoreboard.
New Game Display Team Names ? :-When the scoreboard is turned ON or the NEW GAME button is pressed the default team names canbe place on the scoreboard. The First two locations in the Team Names file is used for the twoteam names. The Factory settings for this is A LIGHT and B DARK. Nb: The first name is always forTeam A and the second name in the file is for Team B.
Y = Display the first two names in the name’s file at power on or New game.N = Leave the team names blank at power on and leave the existing team names currently displayedon the scoreboard when the “NEW GAME” button is pressed.
U/D-FindChrEnter01“A “
Team Names
Optional PIN Number may be required hear !! ( See I/O Options Pg 33 )
Player Numbers, Personal Fouls And Personal Points #1
Enable PfPp Game :- ( see page 9-10)
Select PfPp Game :- ( see page 11)
Enable PfPp GameY/N
Set Game = ?PfPp Y/N
PersonalFouls And Points
Enable = Y
=Y
The CC6 Control console will now re-boot, and, until it is re-programmed with another game typeit will start in this mode and will power up with :-
This message will be displayed for 2 seconds
Page 16
… to page 17
Clear previous game 's data and clear thescoreboard display.
PfPp #2
N
N
N
N
N
N
Create a new team 1 to 4 will erase previous team'sdata, and allow entry of player numbers and names.
The scoreboard display has 12 player positions, 1-12. 1 isat the top.Enter the Player No's for each position.Player numbers can be :- 0, 00, 1, 01 -99 ETC.
1-4
1-4
1-4
1-4
1-4
Y
Enter player names for each position. ( see instructions onpage 13 to enter/edit names.)
Will place the player numbers and names for theselected team on the Left ( A ) side of the scoreboard.
Will place the player numbers and names for theselected team on the Right ( B ) side of the scoreboard.
A or B
… to page 18 … from page 18
Press the New Game Buttonfrom this point on will displaythis message
Enter Player No'sPOS 1 No >
N
At any point before teams are displaysthe power can be turned OFF, after thatpress new game, then power OFF
Only ask for player names if ALPHAmode in enabled. (see page 14)
Page 17
.. from page 16
Sub’s or + Pp/PfSelect Team AorB
( NB Player Names are NOT enabled in this version !! )
“Y” Yes or “N” No Buttons
Select Team “A” or Team “B”
PfPp #3
Enter a one or two digit player number for theplayer whom has scored or fouled. eg 02
If The player number is not in this team then thiserror message is displayed, re-enter the playernumber or press A or B to select the other team.
To Add to Personal Points press the “Score+1 ButtonTo Add to Personal Fouls press the “Team Fouls + 1 Buttonnb Either A buttons or B buttons is Ok
Some Scoreboards (eg Pro 3 ) Only show the 5 players that are on court.Substitution Is Required. After selecting the player to come OFF ( As above ).Press the Sub’s On/Off Button to remove the player, Then Type in thenumber of the player to go ON > Press ENTER
Swap from team A to Team B and Re-Enter a player numberA or B
N
Exit PfPp mode and re-sets the CC6 to Basketball mode.
While the CC6 console is programmed for PfPp, It will only operatethe Personal Fouls, Personal Points section of our "PRO Series" Scoreboards.
Page 18
.. from page 17 .. to page 17
+1 Score, +1 Fouls
Replace WithPlayer No >
Sub’s or + Pp/Pf0 0 For > A 02
Y
Sub’s
Page 19
Real Time Clock :-
Set time of day: Press “f” logo, press Yes to adjust RTCLEDtronix
Press Up or Down to adjust Hours, or press “Next” to adjust minutes.
Press “Next”again to Exit.
Show RTC on Scoreboard:
Display Brightness: - (if fitted to your scoreboard)
LEDtronix logo
RTC, Display Brightness
RTCOnly
All Football/Cricket Scoreboards are fitted with RTC and our indoor range of scoreboards are fittedwith RTC as an option.
The “indoor “scoreboards when fitted with a RTC will automaticaly display RTC when ths CC6is turned off.
For Football/Cricket outdoor scoreboards with CC6 and football/cricket decal :-
The POWER can be removed from the consol to leave the RTCdisplayed ( Not turned off via the power on/off button)
or when the is pressed this will turn the clock off and re-display the football timer.
Press “f” and No to adjust RTC then adjust the brightness.
Most models of our scoreboards are powered up with FULL brightnessThe later models remember the last brightness and power up accordingly.
Football and Cricket
Press the Error button to remove the last score entered
Football / Cricket CC6 Consoles are supplied with a dedicated keypad.Place the CC6 into football or cricket mode ( see page 10 )
Power:-
Press the Power on/off button to turn the CC6 and the scoreboard on or off
New Game :-Press the “new Game” button to reset all for new game.
Football :-
nb: The “A” score line is the HOME team and the “B” score line is for VISITORS
Press Goals/overs to add one goal, increases points by 6
Press Behind/wickets to add one point
Press the timer Start or Hold to start and stop the timer
Press timer Reset to clear the time for new period.
x-times can be used to display remaining time for breaks ( 1/4 and ½ time etc ( see page 13)
Cricket:-
Press the Goal/over button to add an Over.
Press the Behind/Wicket button to add a wicked.
Press Run button to add a run.
Page 20
Nb: Power off while in cricket mode all scores are saved to non-volitilememory, and will automatically be restored to CC6 and scoreboardthe next time power is turned on.
Select volley ball ( see page 11 )
Timer CountY = Up N = Down
The timer in volleyball can be selected to count either Up or Down.Program this when enabling this game type
If selected UP then the timer will be set to 0:00if selected Down then tImer = 20:00Down timer can be programmed ( see page 6)
Volley ball has a dedicated keyboard and can be used with the basketball keyboard.
Scoring :-
Timer:-See page 6.
Time Outs :-
When a time out is requested press the time outs button for the appropriate team.The time outs time will be displayed on the scoreboard in place of the game time.
Reset SETS and Time Outs :-
Press the reset Sets t/outs button once to reset sets, twice for sets and t/outs.
New Game:-
Press the “New Game” button, this will reset the scores and time outs to zeroand reverse the set’s display and start a 3 minute break timer.
Page 21
Volleyball
Carnival mode allows the control console to run a “SEQUENCE” of commands in orderto keep a day’s carnival is time synchronous. This is usually accomplished when all courtsare connected to a central “MASTER” controller.
MASTER
SLAVE 1 SLAVE 2 SLAVE 3 SLAVE x
Scoreboard
Scoreboard
Scoreboard
Scoreboard
Each “SLAVE” in the system can add to Scores, Fouls, T/Outs, Period and PB siren, andall the TIME functions are controlled from the “MASTER”
The LGECC6 Control console when programmed as a “MASTER” can operate in two differentways, Manual or Sequence.
1. Manual Mode :-
When In Manual Mode each “Time” is selected separately, When the START button is pressedall “SLAVE” consoles. are programmed with the “MASTERS” time and the timers are started.
2: Sequence Mode :-When in Sequence Mode a predefined set of “times” are programmed in the sequence of eventsyou wish to happen, Then when the “START” button is pressed, all events in the sequencewill happen sequentially, and all connected “SLAVE” consoles will follow.
The LGECC6 must be in “CARNIVAL ENABLED” mode to operate as either a MASTER or SLAVE.
SET UP CARNIVAL MODES :- f+
On = Y Off = NY will turn carnival mode on and take you to the next question.N will turn all carnival modes OFF and return the control console to an independent modeisolated from the rest of the system.
Auto Detect Y/N - see page 23Y will place this control console to automatically detect when the “MASTER” is turned on, Thecontrol console will operate normally until it detects the MASTER, it will then go into “SLAVE” mode.N will take you to the next question.
Slave ON Y/N - see page 23Y will place the console into forced “SLAVE” mode and it will only operate from the “MASTER”
N will take you to the next question
Local ON Y/N - see page 24Y will make this console operate a programmed sequence and still allow full control for scoring etc,and all time functions will operate from the pre-programmed sequence.N will take you to the next question
Master ON Y/N - see page 25Y will place this console into “MASTER” mode. When in this mode it will NOT operate a scoreboard,as in this mode the console is connected to the “SLAVES” as per the above diagram.N will take you back to the first carnival mode question.
Carnival Mode ?
Page 22
Carnival Control
Page 23
A MASTER Control console requires at least one “SLAVE” console to be connected. ( see diagram page 12).
The “SLAVE” console must be programmed to “auto detect” to automatically detect when the master isoperating, or be in fixed “SLAVE” mode.
The “SLAVE” consoles will display an ‘a’ or ‘s’ character in front or the remaining time display to indicatethe mode it is in.
0 0 0 s20:000 0 0
0 0 0 a20:000 0 0
This console is inAuto Detect Mode
This console is inAuto Slave Mode
When the “AUTO DETECT” control console detects a “MASTER” it will change to a “SLAVE”
All the scoreboards in the system are hard wired to POWER ON when the MASTER control console isturned ON. If the slave consoles are programmed to auto detect the MASTER then they will automaticallygo into “SLAVE” mode.
When the MASTER control console is turned OFF then all consoles in a “SLAVE”
mode will be turned OFF also.
Nb: It is not necessary to have all the control consoles in the system in slave mode. It may benecessary to run one court independently from the carnival controlled system.
To enter into ‘Auto Detect’ SLAVE Carnival mode:-
>f+Carnival Mode ?Auto Detect Y/N
To enter into ‘Force’ SLAVE Carnival mode:-
>f+Carnival Mode ?Slave On Y/N
SLAVE Carnival Mode
Page 24
To enter into LOCAL Carnival mode:- >Carnival Mode ?Local On Y/N
RunTime SequenceRun Seq No (1-9)
Display LocalSeq on LCD Y/N
0 0 0 c10:000 0 0 C8 t9
f+
f+
When LOCAL Carnival mode is selected, the steps of the sequence canbe displayed on the LCD. This will give the operator some idea of thecurrent progress of the game. This can be turned off if desired, especiallyif shot clocks are to be used while in carnival mode.
the “c” in front of the remaining time indicatesthe console is in LOCAL Carnival Mode.
Main sequencecurrent command
Called sequencecurrent command
( sequence is set todisplay on the LCD )
Select the PRE-Programmed sequence you wish to run. (1-9 )
The local carnival controller is now ready to go.
Press START or HOLD at any time.Press RESET to start again.Normal scoring is now avaliable.
To RUN a different sequence press HOLD , then Repeat the steps abovef+
To EXIT form local carnival mode to any other mode
Team names can be changed in LOCAL Mode only, within a runtime sequence.
Since a number 1 to 9 may be entered into the sequence there can be up to 9 team changeswithin a sequence. Each number has 2 team names allocated to it. eg No 1 and No 11 etc.Therefore when team no 1 is selected the team name in location 1 will be displayed on “A”
and the team name in location 11 will be displayed on “B” side of the scoreboard.
LOCAL Carnival Mode
“A” Side “B” SideNo No123456789
11
121314151617
1819
TeamNames
nb Enter edit team names see page 15
Page 25
f+
Press START or HOLD at any time.
Press RESET to start again.
To RUN a different sequence press Repeat the steps abovef+
To EXIT form master carnival mode to any other mode
Select the PRE-Programmed sequence you wish to run (1-9)
CarnMaster 9:59AutoSeq> 7 C8 t7
Main sequencecurrent command
Called sequencecurrent command
( in MASTER mode the sequenceis always display on the LCD )
Main sequence No
To enter into MASTER Carnival mode:-
f+
To EXIT from master carnival MANUAL mode to any other mode
To EXIT from master carnival MANUAL mode to master carnival SEQUENCE mode
Set Master mode to manual will allow for all times to be set and runone at a time. eg, Timer functions are the same as if the controlconsole was in standard ( non carnival ). All timer functions areavaliable.Timer RESET, f + RESET for new time. All X-Times START, HOLDSound the SIREN, Reset Fouls, T/Outs, and Scores.
MANUAL MODE
SEQUENCE MODE
To EDIT / ENTER ( program ) a run time sequence
Nb: To use the f+ or the P+ command first press HOLD and RESET
P+
Press the button at any time will sound ALL scoreboard sirens.Nb: The Siren sound programmed into the individual “Slave” control consoles will be sounded.
Carnival Mode ?Master On Y/N
Set Master ModeTo MANUAL Y/N
RunTime SequenceRun Seq No (1-9)
>f+
f+
MASTER Carnival Mode
Page 26
Carnival mode programming is the same for LOCAL carnival mode and for MASTER carnival mode.
Sequence Commands :-
To enter into CARNIVAL SEQUENCE PROGRAMMER : P+3 P +There are 9 available run time sequences. Each sequence will hold a maximum of 54 steps.
Press a button 1 to 9 to select the sequence you wish to ENTER or EDIT
Use the buttons to scroll through the list of available commands.h Yes and the i No
T
t
I
S
R
C
H
N
END
Timer WS 1-9
Timer NS 1-9
Timer ND 1-9
Siren 0-9
Reset 1-3
HOLD
Call Seq 1-9
TeamNames1-9
sequence
This timer will automatically sound the End Of Game Siren when it = 0:00
This timer will not sound any Siren when it = 0:00
This timer will not be displayed on the scoreboard ( Internal timing only ).
Sound a Siren ( see sirens page )
Reset :- 1 = Team Fouls only, 2= Team Fouls & Time Outs, 3= New Game.
Call a sequence from within this sequence. ( see note below )
Hold to stop the sequence until the START button is pressed.
To place team names on scoreboard ( Local Carnival mode only)
.
.
.
This will END the sequence.
Type a number 1-9 eg “5” and the 5 will be displayed,Press “NEXT” to move to the next step in the sequence
>
If the “NEXT” button is pressed while the <END< is displayed then the entry of data is compleated andthe controller is returned to it’s origional screen.
Nb. All steps of the sequence require a value to be entered ( Except for Hold and End )
Tip :- Photo copy and fill out the programing sequence sheet first, before entering data. Alsolook at the sample.
X-Timers are used for carnival mode timing, All 9 X-Times can be set at any time between a max timeof 99 Minutes and 99 seconds ( 99:99) and down to a min time of 1 second ( 00:01)( see X-Timers ) to set the times.
Timers:-
Sirens :-There are 10 pre-defined siren sequences, each siren sequence can be used withina carnival RUN-TIME Sequence( see Siren’s page )
Prog/Edit RunSeqRun Seq No ( 1 - 9 )
U/D, Next, Prev>T <Timer WS 1-9
U/D, Next, Prev>T5<Timer WS 1-9
U/D, Next, Prev>END< sequence
Note:- Calling Sequences. A ‘main’ sequence can call another sequence (1-9) and when the called sequence iscompleted control returns to the main sequence. A called sequence can not call another but the main sequencecan call any number of other sequences.
Carnival Mode Programming
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
STEP TIME TIMECMD CMDCOMMENT COMMENT
X-time #1 =
X-time #2 =
X-time #3=
X-time #4=
X-time #5=
X-time #6=
X-time #7=
X-time #8=
X-time #9=
Siren 0 -
Siren 1-
Siren 2-
Siren 3-
Siren 4-
Siren 5-
Siren 6-
Siren 7-
Siren 8-
Siren 9-
Sequence No :- 7
01:00
02:00
03:00
04:00
05:00
10:00
20:00
30:00
00:30
End Of Game (EOG)
PB Siren tone
Shot Clock End (ESC)
Start Of Game
Warning
End Of Warm Up
End Lunch Break
7:20 S6Sound 10 Miniut Warning beforeStart of Games
10 minutes before start
7:30 C8 Call Game Sequence #8
8:25 t5 5 minute change over
8:30 C8 Call Game
9:25 t5
t6
9:30 C8
5 Minute change over
Call Game
10:25 t5 5 minute change over
10:30 C8 Call Game
11:25 t5 5 minute change over
11:30 C8 Call game
12:25 H Hold hear untill “START” again
1:20 Press Start Button to resumeS6
1:30 C8 Call Game Sequence
2:25 t5 5 minute change over
2:30 C8 Call Game
3:25 t5 5 Minute Change Over
3:30 C8 Call Game
4:25 t5 5 minute Change Over
4:30 C8 Call Game
5:25 t5 5 Minute Change over
5:30 C8 Call Game
6:25 END Of sequence
Press Timer RESET to RESTART
Seq #8
Demo MAIN Sequence ( Call seq No 8 )
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
NB This sheet is for demonstration purpose only.It is not an actual GAME sequence.This Is PRE-PROGRAMED in SequencesNo 7, 8 and 9
These sequences can be overwritten at any time.
Page 27
STEP TIME TIMECMD CMDCOMMENT COMMENT
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
X-time #1 =
X-time #2 =
X-time #3=
X-time #4=
X-time #5=
X-time #6=
X-time #7=
X-time #8=
X-time #9=
Siren 0 -
Siren 1-
Siren 2-
Siren 3-
Siren 4-
Siren 5-
Siren 6-
Siren 7-
Siren 8-
Siren 9-
Sequence No :- 8 and 9
01:00
02:00
03:00
04:00
05:00
10:00
20:00
30:00
00:30
End Of Game (EOG)
PB Siren tone
Shot Clock End (ESC)
Start Of Game
Warning
End Of Warm Up
End Lunch Break
00:00 S4 Start Of Warm Up
R3 Reset Scores ,Fouls from previous Game
t5 5 Minute Warm Up
05:00 S8 Sound End Of Warm Up
I0 30 Seconds before START
S4 Start Of Game05:30
T6 10 Minute 1/4 Game timeAuto Sound EOG siren
15:30 t2 2 minute 1/4 time break
17:30 R1 Reset Team Fouls
S4 Start of 2nd Quarter
T6 10 Minute 1/4 Game
t5 5 Minute 1/2 time Break
R2 Reset Team Fouls and T/Outs
27:30
33:00
S4 Start 3rd Quarter
T6 10 Minute Game Time
43:00 t2 2 Minute 3/4 time break
45:00 R1 Reset Team Fouls
S4 Start Last Quarter
T6 10 Minute Game time
END Return to Main Sequence
55:00 Total Game time = 55 Minutes
Seq # 8 Seq #9
Demo CALLED Sequence ( 8= 4 x 1/4’s 9= 2 x 1/2’s )
00:00 S5 Start of warm up
R3 Reset all from previous game
t5 5 Minute warm up
S8 End warm up siren
I9 30 Seconds delay before game
S4 Start Game siren
T7 20 Minute game time
t5 5 Minute 1/2 time break
R2 Reset Team Fouls and Time outs
S4 Start of 2nd 1/2 siren
T7 20 Game time
END End of Game
Return to calling sequence
05:00
05:30
25:30
30:30
50:30
51:00 total game time approx 51:00 minutes
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30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
NB This sheet is for demonstration purpose only.It is not an actual GAME sequence.This Is PRE-PROGRAMED in SequencesNo 7, 8 and 9
These sequences can be overwritten at any time.
Page 28
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
STEP STEPTIME TIMECMD CMDCOMMENT COMMENT
X-time #1 =
X-time #2 =
X-time #3=
X-time #4=
X-time #5=
X-time #6=
X-time #7=
X-time #8=
X-time #9=
Siren 0 -
Siren 1-
Siren 2-
Siren 3-
Siren 4-
Siren 5-
Siren 6-
Siren 7-
Siren 8-
Siren 9-
Sequence No :-
Page 29
Page 30
Athletic’s mode will run on all our scoreboard range as well as the “Dedicated” ATHLETICS scoreboards.Scoreboards with a alphanumeric Team name panel can display the athlete’s number and name. ( see page 31)
If the scoreboard has no name panel thensimply press ENTER to bypass numberand name.
The GAME TYPE will be displayed for 2 seconds atturn on.. This is a reference for the score board andis tied into the names list that was downloaded into theControl Console. ( See page 31 )
Type in a single digit “Attempt” number and press ENTERAt this point press “NEW GAME” will clear the scoreboardand ask for a player number.
Otherwise type in a 1 to 4 digit Athlete number andpress ENTER. (use the ERROR key to backspace).If the Athlete number was found then the number andname will be displayed on the scoreboard.
If the number was not found then an error messagewill be displayed and re-type the number.
AthleticsV1.0 OCT 2008
High Jump
Enter AthletesNumber >
Enter AthletesAttempt >
Enter AthletesScore >
Athletics
CC6 Control Consoles ( V6.17c ) and later supplied with scoreboards can be placed into athletics modeby using “Game Select” see page 11.CC6 Control Consoles supplied with Athletic Scoreboard will automatically boot into “ATHLETICS“ Mode.
Player Number and Name:-
Game Type:-
Attempt:-
Score :-
Type in a 4 digit score with leading 0’s, Press ENTEReg0123 = 01.23123 = 12.312 = 12.1200 = 12.000012 = 00.12 ETC
Press “ NEW GAME” will clear the scoreboard andask for a new player number.
ENTER
ENTER
OK
NEW GAME
NEW GAME
NOT FOUND
Number’s ( Top Left of Key;s ) Nb, All unused keys are disabled.
Page 31
Athletics PC Programming and Down Loader
Install the “Athletics Down Loader “ software onto your PC
Insert the CD and click on “Setup.exe” and follow prompts.
Each type of event, eg “High Jump” can contain up to 999 Athletes numbers and names.Enter or edit “Sports Category” as required.Press NEW to Add to, then type in a sports category, then press SAVE.
Click on a sports category to edit this name or to add athletes numbers and names for this category..
To enter an Athlete press NEW, type in a number for that athlete and then the athletes name,press SAVE when done..Nb, The CC6 control console is not required for this entry of data .
PC to CC6 Connection :-#1 USB with Interface.#2 USB with Radio.#3 USB Direct. PC Radio
USB
#2
CC6
007 James Bond
2 12.34
12v DC Plug Pack
12v DC Plug Pack
Scoreboard Radio CC6
or
CC6
USB#1Interface
#3 Direct Connect USB
Connect the CC6 to The PC with one of the 3 possible connections above.
!! >> The CC6 Must be plugged in and turned ON before starting the software !!
When the CC6 is connected for the first time the PC will recognize “New Hardware”. Insert the CDand follow the prompts on the PC to install the driver required for the USB Device. Note: the driverfor the RADIO and the INTERFACE is the same. The Driver required for Direct connect is different.Both drivers are on the CD.
Page 32
Athletics Down Loader
After the drivers are installed run the software.Open the USB-Serial port. Type in a port number, eg 3and press ENTER. if a port is found the box will show GREENa port number could be in the range 1 to 20 ( normally 3-6)You can find the port by left click on “My Computer”,Properties ,Hardware, Device Manager, Ports (comm & lpt)>> the device CP2101 will show the port( For connection type #1 & #2) above or>> USB serial port ( for #3, Direct Connection ).
Once the port is set the value will be saved for next use.
Press the Test Connect Button to test the connectionbetween the PC and CC6 Control Console. If the result isOK the console will beep and the “Test Connect” Buttonwill show green and the CC6 serial number will be displayed.other wise a error message will appear. If the port numberbox is green and the error message is “No Control ConsoleConnected” then repeat the above steps with a differentport number.
Port Number ( Green = OK)
Test Connect ( Green = CC6 found)
CC6 Serial NumberA = Model of CC67 = Software Version No10 = Serial number
When the CC6 is connected OK Select a “Sports Category”
Select the Athletes required for this event from the list
Hold Down the “Crtl” key and click on individual names or hold downthe shift key and block select names to download.
Note:- Each time the download button is pressedwill replace all names in the CC6 with the highlightednames that are selected now.
The CC6 is now programmed and ready for use. Connect to scoreboard and use. ( see Page 30)
I/O (Input / Output) Options
!! Caution !!Setting options will drastically effect the operation of the control console
1:- TV OutWhen Enabled extra code will be outputted via the RS485 data port or radio. This is used by TelevisionOB Vans to super-impose live scores etc. The serial output packet description in on page 34.
2:- Team PinWhen enabled, a PIN is required to enter/edit Team Names. This is used to prevent unauthorisedpersonnel making changes.
3:- Radio OutWhen enabled, the transmitted data form the radio ( if fitted ) will be continuously re-transmitted every.5 second.
4:- Volley 2When enabled allows basketball mode to be used for volleyball, Pressing the RESET Sets, T/out (fouls,T/outs) button will clear the scores and t/outs but not the SET’s ( see pg 24).
5: Split ModeWhen Enabled allows two control consoles with RADIO’s fitted to control scoreboards simultaneously,One controlling the TIME on all scoreboards and one controlling SCORING on it’s own scoreboard.
6:PEHC2 CompatWhen Enabled allows the newer CC6 Control console to output data compatible with the older PEHC2or LGEHC2 control consoles to drive older model scoreboards.
7: Opt 7Option 7 is not defined
8: Set B=9600Change Baud Rate to 9600, Only used for some spacial circumstances.
Page 33
Game Type Option> t p r v s 2 7 9
Basketball
Netball
Rugby
Soccer
NBL Extra
Pf / Pp
Football
Cricket
Volley Ball
Athletics
Carnival Master
Carnival Slave
Carnival Local
Set B
= 9600O
pt 7P
EH
C2
Split M
odeVolley 2
Radio O
utTeam
Pin
TV O
ut
N = No Y = Yes O = Optional
O
O
N
N
N
N
N
N
O
O
O
O
O
O
O
O
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
Y
Y
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
O
O
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
NB : Factory defaults are all N
IA ElectronicsV2010B Op >tpr
When the Controll Console is turned ON,as a part of the power up messages thisscreen will display the options that areenabled
To enter programming mode see page 10
Copyright © Brenton Payne. All rights reserved. The Ledtronix CC6 and IA-CC10 ControlConsole and documentation are copyrighted. Disassembly or modification without consent is
prohibited and will Void Warranties.
LICENSE
Disclaimer and Limitation of Liability.
I A Electronics (Manufacture / Licensor) makes no warranty on documentation as to itsaccuracy, or freedom from error, or as to any results generated through its use, including,
without limitation any implied warranties of merchantability or of fitness for a particularpurpose, and you assume the entire risk as to the results and performance of the Ledtronix
CC6 and IA-CC10The licensor will not be liable for any and all claims arising out of or in connection with theLedtronix CC6 (IA-CC10), whether made or suffered by you or any person, and whetherbased in contract or tort. Under no circumstances, whether in contract or tort, shall the
licensor nor anyone who has been involved in the creation, production, or delivery of theLedtronix CC6 (IA-CC10) or documentation, be liable for direct, indirect, consequential,special, or exemplary damages such as but not limited to loss of revenue or anticipated
profits, business interruption, loss of business information, lost business or other economicloss arising out of or in connection with this agreement even if licensors has been advised of
possibility of such damages.
WARRANTYI A Electronics warrants our products to be free of defective materials or workmanship for the
periods as listed below..
All fixed indoor scoreboards, clocks, timers and displays - Lifetime.All portable indoor scoreboards, clocks, timers and displays - 3 years.All fixed outdoor scoreboards, clocks, timers and displays - 3 years.
All portable outdoor scoreboards, clocks, timers and displays - 1 year.All control consoles - 3 years
All other goods manufactured by I A Electronics - 2 years unless otherwise stated.
Some products or components manufactured by other parties and sold by I A Electronicscarry the manufacturers warranty only unless otherwise stated.
ALL warranties will be voided by misuse, damage, improper installations and weatherdamage.
Warranty claims are subject to a fair wear and tear assessment.Warranties are RETURN TO BASE, e.g. freight paid to and from I A Electronics, Adelaide.
On site warranty work will incur travel and other charges.On site service calls for work other than warranty related work will incur travel, time and
component charges.Service work performed in our premises will incur time and component charges.
Freight will be charged if not provided by the customer.
Page 34
I A Electronics www.iaelectronics.com.au
Manufacturer of the LGE and LEDTRONIX scoreboard products
Incredibly Awesome