Manufacturer of the LGE and LEDTRONIX scoreboard products. SCOREBOARD CONTROL CONSOLE Model: CC6 & IA-CC10 OPERATORS INSTRUCTIONS

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1 I A Electronics Incredibly Awesome Manufacturer of the LGE and LEDTROIX scoreboard products SCOREBOARD COTROL COSOLE Model: CC6 & IA-CC10 OPERATORS ISTRUCTIOS b We are in transition form Ledtronix to the ewer IA Electronics company. The Ledtronix CC6 is being re-badged to IA-CC10. Some new features are incorporated with the Model IA-CC10. If you wish to have all the new features please return your CC6 to us for a FREE firmware upgrade. This document covers both models. 100 % Phone: Brenton Payne Firmware V2010a <- Jan March 2010 Brenton Payne

2 Index of Contents Page o 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. 7 : Scoreboard operations Pg 2. 7 : Shot clock operation. 8 : Functions. 9 : Programming. 9 : Radio channel set/change. 10 : Programming SET UP Features. 11 : Select game type. 12 : etball timer options 12 : BL extra mode 13 : X-Timers. 14 : Siren set up. 15 : Enter/edit team names. 16 : Set up personal fouls and points ( PfPp ). 17 : PfPp game Pg : PfPp game Pg : 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 : Samples of carnival programming. 30 : Athletics : Athletics data entry and down loader 33 : I/O Options description 34 : Disclaimer ** Pages are not required for most scoreboards. If a full manual is required then it can be downloaded form Page 2

3 CC6 Control Console!! Please look after the keyboard!! Only use the finger tip Do OT use finger nail Do OT use any object SCORES TEAM FOULS TIME OUTS ID r TIME (SUB'S) MI SEC MODEL IA-CC10 A Light B Dark A B POWER on/off SCORE TIMER 0 RESET TEAM FOULS +1 TIME OUTS PQR DEF ABC STU GHI MI + SEC Yes A ADJUST VWX JKL - MI - SEC o B IDICATOR (GP/SUB'S) On/Off YZ sp On/Off MO 1 START Per TIMER ERROR -1 Prev +1 P X-TIME HOLD F/P Pos S/C TIME OUTS START STOP SIRE POSSESSIO EW GAME ESC RTC RESET FOULS T/OUTS PROG'M FUC ETER ext 2829 Yellow buttons = A-Light scoring Orange buttons = B-Dark scoring Green buttons = Timer s Blue buttons = Other Functions Red buttons = Function s Please feel free to PLAY with this control console Pressing buttons in an incorrect order can OT harm the unit in any way Brenton Payne Page 3

4 Score Board and Score Bench Indicators Team Foul Indicators General Purpose ( Sub s, Injury ) Indicators Time Out Request indicator Possession arrow indicator G.P Indicators :- The score board and score bench has two general purpose indicators (dots ), one for TEAMAand one for TEAM B. When the button is pressed the dot will be illuminated for the required team. Pressing the button again will turn it OFF. This is also displayed on the control console LCD. Time Out Request Arrows :- 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 to indicate a time out has been requested. When the button is pressed a second time the arrow is turned OFF and one is added ( or subtracted ) to the team s digit. This is also displayed on the LCD next to the time out s digit. Team Foul Indicators :- The score bench has an indicator for each teams team fouls. This illuminates when the button is pressed one before the maximum number of team fouls. eg. The set number for team fouls is 5, The team has just taken 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 O the indicator. This indicator is also displayed on the LCD Possession Arrow :- The score bench has POSSESSIO arrows, one for each team, When the possession 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 s arrow O. Pressing the same button twice will turn both arrows OFF. This is also displayed on the LCD. Page 4

5 Basic Operations Common To This Manual #1 Function and Program modes :- This button is used to select Function, f or Program P Modes or ETER or ext Different scoreboard modes, Game types, and settings are adjustiable via alternate keyboard functions. f:= Function Mode P = Program Mode. ( n.b. This button will OT operate To select f or P mode press the button. while the timer is running. ) OCE for Function mode :- 20:00 f 24 ( LCD ) TWICE for Program Mode :- 20:00 P 24 This instruction manual will here-after refer to Function or Program buttons like this :- f+ or P+ ( sample button ) Function Mode Programming Mode. #2, Entering a TWO Digit number :- keyboard numbers are situated top-left of buttons. Press a number key 0 to 9, Each time a number is pressed the displayed numbers on the LCD display will be shifted to the left. The number that is displayed at the time the ETER button is pressed is the number used. eg ewtime 20:00 Minutes > 15 Press 1 5 Enter. If you make a mistake just keep typing until the correct number is shown, eq press ETER or use the "error (prev)" key to move back. I any FUCTIO or PROGRAM Mode pressing the button will abort the current operation. All Settings, timers, options etc, are saved in permanent memory Eprom and will remain there until they are RE-PROGRAMMED Page 5

6 Score Board Operation - #1 Set Up Game Time :- #1 Press the FUC button once. Press Timer RESET Type in the game time required. eg 20 Start Timer :- Press Timer START Hold Time :- Press Timer HOLD #2 then press ETER. Adjust Timer :- MIUTES #3 If a timer adjustment is required then press the ADJUST +MI or -MI to add or subtract one minute from the game time. SECODS #3 Press the FUC button once then press the ADJUST +sec or -SEC button to add or subtract one second from the game time. When done press ESC Add to Scores :- Press TEAM A or TEAM B SCORES +1 button to add one to the score. Add to Team Fouls :- Press the +1 button for either team to add 1 to team fouls. The Score Bench has an indicator for each team, team fouls. This illuminates when the button is pressed one before the maximum number of allowed team fouls. eg. The set number for team fouls is 5, The team has just taken 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 O the indicator. The indicator is also displayed on the LCD. If this feature is not required then set the max number of team fouls greater than the maximum that will be used. eg 9 f + To set max no of team fouls #1 :- see FUCTIO and PROGRAMMIG features on pages 9,10. #2:- See ETER a two digit UMBER page 5 #3 :- The Timer must be in HOLD mode. Page 6

7 Score Board Operation -#2 Add to Time Outs :-. Press the TIME OUTS button, first time for a time outs request (will illuminate arrow on scoreboard) then a second time to add a time out Add to Period :- Error :- Press the +1P button to add one to PERIODS. When any of the above buttons is pressed in error then press the ERROR -1 button to subtract from the previously added to. Reset :- #3 Team Fouls - Press RESET Fouls T/outs button once to reset TEAM FOULS. Time Outs -.Press twice ew Game - Press RESET EW GAME. this will reset TIME, T/OUTS, TEAM FOULS and SCORES. Timer Reset :- Timer Reset - press timer reset will reset the time to its previously SET time. When the time = 00:00 more time can be placed by pressing the ADJUST buttons. Eg, press the +MI twice to add two minutes, then press the START button to count down this time. ( ¼ time etc ) Shot Clock Operation :- B. The shot clock displays will remain blank until the shot clock control console is plugged in and the reset button is pressed. 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 the shot clock displays and will place the timer in HOLD mode until the button is released. The shot clocks will start counting down from 24 seconds once the button is released. 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 24 Seconds, pressing the RESET button will Clear the shot clock display. n.b. the Start and Stop functions will still operate normally. If the shot clock counts down to 00 it will sound the siren. Page 7

8 Functions #3 To enter Function mode press the FUC button once, the letter f will be displayed on the LCD screen. When entered into any of the function modes listed below, press the ESC button at any time to abort changes and return to the previous display. 20:00 f 24 Functions :- Timer Set :- Enter a 2 digit number for new time in minutes. Press ETER and this time is saved 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 scoreboards are fitted with alpha-numeric team names, button 6 will enable a team name for TEAM A to be selected and placed on the score board. Button 2 for TEAM B ( See Team ames ) Select CARIVAL Mode On/ Off, Auto Detect, SLAVE or MASTER (see Carnival Control ) Select Game TYPE, eg Basketball, etball etc ( See Select Game Pg 11) Set the Maximum number of team fouls ( 1-9 ). This will enable the Team Foul bench indicator to operate Select carnival mode sequences ( See Carnival ) Time outs can count Up or Down. The number of time outs is set to 3. Select a time to be displayed (1-9) Press START. will automaticlly clear when finished. ( see X-Times ) Sound the End Of Game siren 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. MODEL IA-CC10 Page 8

9 Programming #1 Programming :- #3 To enter Programming mode pres the FUC button twice, the letter P will be displayed on the LCD screen. When entered into any of the program modes listed below, press the ESC button at any time to abort changes and return to the previous display. When scoreboards are fitted with alpha-numeric team names, button 2 will enable a team name to be entered into to control console. A Maximum of 36 team names can be entered. ( see Team ames ) Program a carnival run-time sequence ( 1-9 ) (see Carnival Control ) 20:00 P 24 Set up the team names to be displayed when power on or reset (new game ) ( see Team ames ) 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 ) Radio Controlled Scoreboards :- When fitted, the scoreboard and the CC6 have a 2.4 Ghz ( IEEE standard ) Radio Transceiver. Each Scoreboard in the system MUST be set to a different frequency (Channel umber). The scoreboards are factory set to Channel C if there is only one supplied. For stadiums with several courts the scoreboards are set to two channel separation. Eg C, E, 10, 12, etc. Each scoreboard in the system is 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 17 The CC6 Is also fitted with the same radio, However the channel number can be changed to facilitate using a different or new CC6 s on a particular scoreboard. To Change Channels: - Enter Programming Mode ( see Page 10 ) ( Set/Change Radio Channel Y/) >> Y The CC6 then tries to find a radio, and either returns RADIO OT FOUD 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 o)) to scroll through the available channels. Press the ETER 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 Page 9

10 Programming #2 The or or IA-CC10 is also a button +P Logo >> Special Set Up PI? << The PI can be obtained from LEDtronix if required. When Entering/Editing data in this mode, Press the ESC Button to exit when finished the operation (changes will be saved). To move to the next programmable option press EXT 1:- Restore defaults Y/. Sets all functions, options & X-Times back to factory settings.!! CAUTIO!! This will erase All team names and All Carnival sequences. 2:- Set/ Change Radio Channel Y/ 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 ETER. or ESC to abort. ( see pg 9) 3 :- Select available game types for Func+4 Press Y (Yes) or (o) to allow the game type shown to be available when selecting it from the F4 option. ( see Select game type Pg 11 ) >> Options include Basketball, etball, Rugby, Soccer, BL Extra, PfPp, Football, Cricket. 4:- Set Various OPTIOS for output modes and special operations,!! CAUTIO!! Options will drastically effect the operation of this control console. Options include, TV Out, Team ame Pin, Radio Out, Volley 2, Split Mode, HC2 Compatible, ot Defined, and 9600 Baud. (All options & output modes are detailed on page 33). 5:- Enable Carnival Mode. If Carnival Mode is enabled then F3 or P3 buttons are enabled 5b:- Rebuild Carnival Demo Y/, Replaces sequence no 7,8,&9 with the documented sequence DEMO. 6: umber of characters for TEAM ames : Different models of scoreboards have the ability to display various number of characters for team names. Eg 5,8,10,12 etc. ( MAX 12) Page 10

11 Select Game TYPE To Select a game type Press the o button to scroll through available game types. Press the Yes Button to select the game The available game types on this list are enabled/disabled via program mode described on page 10. Game types are :- ( as of March /2010 ) BASKETBALL :- The last 60 seconds of the remaining time, the display changes from displaying minutes & seconds to seconds and 1/10 th s of a second. ETBALL :- Programmable optional for the last 1:00 of the remaining time, and control of siren at 0:00 ( See next page ). RUGBY :- The Last 60 seconds of the remaining time, the display will show minutes & seconds. f+ Set Game =? Basketball Y/ 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. BL-EXTRA :- ( see drawing EXT Page ) Several Cc6 control consoles can be connected together if required to form a multi person bench to meet requirements of FIBA or BL. b, in this mode all timer functions are disabled. PfPp :- The CC6 Control console is used for the "PRO Series" scoreboards to enter Player umbers, Personal Fouls, and Personal Points. FOOTBALL :- Football and cricket mode is used to drive the large outdoor scoreboards with special layout. ( Will OT operate standard scoreboard). CRICKET :- As Above. VOLLEY BALL :- 12: Goals/Overs Behinds/Wickets Points/Runs 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 ew Game, ATHLETICS :- Athletics can be used on standard scoreboard, Score A = TRY. Time display = SCORE, eg All other digits on the score board are blank. Also use this mode for Dedicated Athletics scoreboard s. Page 11

12 etball and.b.l Extra etball options :- To Scoreboard(s) Stop clock at 1:00? Y/ Clear Clock at 1:00? Y/ Sound Siren at 0:00? Y/n if answer Y to STOP Clock then the clock will stop as soon as it counts down to 1:00 minute remaining. Since the clock is stopped there will be O Siren and display will show 1:00 if answer Y to Clear Time then at 1:00 the display will go blank and the clock will 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 = 0:00 regardless of setting #2. BL Mode:- When required, 3 of the CC6 control consoles are connected together to form a FIBA or BL regulation score bench layout where there are several people operating the score bench. Regulation Layout :-6 Person score bench. #4 #1 #2 #3 Shot Clock Operator Time Keeper Chairperson ( Time/outs, subs etc ) Paper Scorer Visual Scorer Additional Scorer Typical 6 Person Bench layout for BL Using the supplied cable ( BL 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 BL 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. B Important :- The CC6 s MUST be connected as shown with the supplied cable. To wall or bench socket ( scoreboard ) CC6 CC6 CC6 Shot Clock Shot clock console plugs into the master cc6 MASTER BL Extra BL Extra Time keeper Chareperson Visual scorer Set to Basketball Set to BL Extra Set to BL Extra Page 12

13 X-Times There are 9 Programmable timers. ( 1-9 ). Each of these 9 timers can be set to time from a maximum of 99minutes 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 ( o carnival modes set ), the timers can be used for any timing requirement e.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 COLO between Minutes and Seconds will be changed to an upper dot to indicate the different type of time being displayed. When the X-Timer is finished or the ESC button is pressed, the remaining GAME timer will be re-displayed on the 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 the scoreboard will contain the timers used. ** When used in the MASTER control console, the SLAVE X-Times are OT altered in any way. All timers are set from the MASTER Control Consol. Program X-Times :- P+ Aux Time 1 20:00 Minutes? > 01 Game timer is OT affected If the time displayed for this timer is correct then press EXT > to display Seconds for this timer. If the time is to be changed then type in the new time and then press EXT >. nb, When the EXT button is pressed the timer value is saved to memory. Press the ESC button at any time to exit out of this function. Display and use X-Times :- f+ Aux Time 4 20:00 04:00 f 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. Press the ESC button at any time to EXIT this timer function. When the time is completed the GAME time will automatically be re-displayed on the scoreboard and the control console will revert to it s previous state. Page 13

14 Siren s (0 to 9) 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 a variable sound card which means the pitch of each of the Low tone and the High tone can be adjusted via the LGECC6 control console. The siren volume is also adjustable. In Either case there are 9 preprogrammed sequences available to use. The ED OF GAME Siren and the ED OF SHOT CLOCK Siren is Duration programmable up to 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 CARIVAL Sequence ( Either from the MASTER or the LOCAL Control mode,) Then they are fixed time duration of 2 Seconds. Each Step is 1/10 of a second, Total time = 2 seconds. Siren o 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 L L L L L H H H H H L L L L L H H H H H H H H H H 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 L L Set Up Siren s :- Enter programming mode :- P + SIRE H L H L H H H L L H H L L H H Test:- Test each siren sequence, press a button ( 0 to 9 ) When finished testing press ESC to exit or EXT for more options. Set E.O.G Siren :- Set End Of Game siren type ( 0-9 ) E.O.G Duration :- Set the Duration for the E.O.G siren. nb This value is in 1/10th of a second. Durations of greater than 2 seconds (20) will repeat the same siren type. E.S.C Siren :-, Set the End Of Shot Clock siren type ( 0-9), When ( if ) the shot clock counts down to 00 seconds, this siren will sound. E.S.C Duration :- Set the Duration for the ESC siren. Set X-Time Siren :- Set X-Time end siren type ( 0-9 ) Set P B Siren :- Set the Push Button siren type ( 0-9 ) nb A space in the sequence = siren off Set Pitch :- Use the h Yes and the i o buttons to adjust the pitch for LOW and HIGH Tones Set Volume :- Use the h Yes and the i o buttons to adjust the volume level. L H H H H H P+ Page 14

15 Team ames To enter a EW Team ame :- P + > U/D-FindamEnter Optional PI umber may be required hear!! ( See I/O Options Pg 33 ) Press the o button to scroll through the list of team names, when a blank line appears between the a name can be entered here. Press ETER. b At this point team names are not allocated to Team A or Team B. The letter A will appear with the cursor underlining it, Use the h Yes A or i o B buttons to go through the alphabet, or press the required letter on the key pad, to place the character for the team name, then press ETER, the cursor moves to the next location. Continue until all characters are entered. U/D-FindChrEnter 01 A Do OT leave any spaces in front of the first character. ( The scoreboard will automatically centre the team name in the alphanumeric panel. ) When all characters are typed in continue pressing the ETER button so the cursor moves off the end of the line, This will save the team name into memory. The LCD will return to its previous screen. To EDIT or REMOVE a team name :- Press the i o button to scroll through the list of team names and when the team name to edit appears between the press ETER. The courser will underline the first character. The character with the cursor under it can now be changed, Use the h Yes A or i o B to scroll through the alphabet. or press the required letter on the key pad, Press ext > (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? > = < ; : ). To find the character required press the i o B button C B A sp? > etc. ( sp = space character ).or press the required letter from the keypad. To Remove a Team ame simply type over it with a new name or fill it with spaces. Display a Team ame on the scoreboard :- For TEAM A :- For TEAM B :- f + f + U/D-FindamEnter MY TEAM Press Up / Down buttons to scroll through the team names. When the team name appears, press the ETER button and the team name is transfered to the scoreboard. ew Game Display Team ames? :- When the scoreboard is turned O or the EW GAME button is pressed the default team names can be place on the scoreboard. The First two locations in the Team ames file is used for the two team names. The Factory settings for this is A LIGHT and B DARK. b: The first name is always for Team A and the second name in the file is for Team B. P + ew-game Team ame Default Y/ Y = Display the first two names in the name s file at power on or ew game. = Leave the team names blank at power on and leave the existing team names currently displayed on the scoreboard when the EW GAME button is pressed. Page 15

16 RTC, Display Brightness Real Time Clock :- All Football/Cricket Scoreboards are fitted with RTC and our indoor range of scoreboards are fitted with RTC as an option. Set time of day: Press f LEDtronix logo, press Yes to adjust RTC Press Up or Down to adjust Hours, or press ext to adjust minutes. Press ext again to Exit. The indoor scoreboards when fitted with a RTC will automaticaly display RTC when ths CC6 is turned off. For Football/Cricket outdoor scoreboards with CC6 and football/cricket decal :- Show RTC on Scoreboard: RTC Only The POWER can be removed from the consol to leave the RTC displayed ( ot 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. Display Brightness: - (if fitted to your scoreboard) Press f LEDtronix logo and o to adjust RTC then adjust the brightness. Most models of our scoreboards are powered up with FULL brightness The later models remember the last brightness and power up accordingly. Page 19

17 Volleyball Volley ball has a dedicated keyboard and can be used with the basketball keyboard. Select volley ball ( see page 11 ) 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 0:00 if selected Down then timer = 20:00 Down timer can be programmed ( see page 6) Timer Count Y = Up = Down 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. ew Game:- Press the ew Game button, this will reset the scores and time outs to zero and reverse the set s display and start a 3 minute break timer. Page 21

18 Carnival Control Carnival mode allows the control console to run a SEQUECE of commands in order to keep a day s carnival is time synchronous. This is usually accomplished when all courts are connected to a central MASTER controller. MASTER SLAVE 1 SLAVE 2 SLAVE 3 SLAVE x Score board Score board Score board Score board Each SLAVE in the system can add to Scores, Fouls, T/Outs, Period and PB siren, and all the TIME functions are controlled from the MASTER The LGECC6 Control console when programmed as a MASTER can operate in two different ways, Manual or Sequence. The LGECC6 must be in CARIVAL EABLED mode to operate as either a MASTER or SLAVE. 1. Manual Mode :- When In Manual Mode each Time is selected separately, When the START button is pressed all 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 events you wish to happen, Then when the START button is pressed, all events in the sequence will happen sequentially, and all connected SLAVE consoles will follow. SET UP CARIVAL MODES :- f+ Carnival Mode? On = Y Off = Y will turn carnival mode on and take you to the next question. will turn all carnival modes OFF and return the control console to an independent mode isolated from the rest of the system. Auto Detect Y/ - see page 23 Y will place this control console to automatically detect when the MASTER is turned on, The control console will operate normally until it detects the MASTER, it will then go into SLAVE mode. will take you to the next question. Slave O Y/ - see page 23 Y will place the console into forced SLAVE mode and it will only operate from the MASTER will take you to the next question Local O Y/ - see page 24 Y 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. will take you to the next question Master O Y/ - see page 25 Y will place this console into MASTER mode. When in this mode it will OT operate a scoreboard, as in this mode the console is connected to the SLAVES as per the above diagram. will take you back to the first carnival mode question. Page 22

19 SLAVE Carnival Mode To enter into Auto Detect SLAVE Carnival mode:- f+ > Carnival Mode? Auto Detect Y/ To enter into Force SLAVE Carnival mode:- f+ > Carnival Mode? Slave On Y/ The SLAVE console must be programmed to auto detect to automatically detect when the master is operating, or be in fixed SLAVE mode. A MASTER Control console requires at least one SLAVE console to be connected. ( see diagram page 12). The SLAVE consoles will display an a or s character in front or the remaining time display to indicate the mode it is in a20: This console is in Auto Detect Mode This console is in Auto Slave Mode s20: 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 O when the MASTER control console is turned O. If the slave consoles are programmed to auto detect the MASTER then they will automatically go into SLAVE mode. When the MASTER control console is turned OFF then all consoles in a SLAVE mode will be turned OFF also. b: It is not necessary to have all the control consoles in the system in slave mode. It may be necessary to run one court independently from the carnival controlled system. Page 23

20 LOCAL Carnival Mode f+ To enter into LOCAL Carnival mode:- > Carnival Mode? Local On Y/ Display Local Seq on LCD Y/ When LOCAL Carnival mode is selected, the steps of the sequence can be displayed on the LCD. This will give the operator some idea of the current progress of the game. This can be turned off if desired, especially if shot clocks are to be used while in carnival mode. the c in front of the remaining time indicates the console is in LOCAL Carnival Mode c10: C8 t9 ( sequence is set to display on the LCD ) Main sequence current command Called sequence current command RunTime Sequence Run Seq o (1-9) 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. ormal scoring is now avaliable. To RU a different sequence press HOLD, then f+ Repeat the steps above To EXIT form local carnival mode to any other mode f+ 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 changes within a sequence. Each number has 2 team names allocated to it. eg o 1 and o 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. o A Side o B Side Teamames nb Enter edit team names see page 15 Page 24

21 MASTER Carnival Mode To enter into MASTER Carnival mode:- f+ > Carnival Mode? Master On Y/ MAUAL MODE Set Master mode to manual will allow for all times to be set and run one at a time. eg, Timer functions are the same as if the control console was in standard ( non carnival ). All timer functions are avaliable. Timer RESET, f + RESET for new time. All X-Times START, HOLD Sound the SIRE, Reset Fouls, T/Outs, and Scores. To EXIT from master carnival MAUAL mode to any other mode To EXIT from master carnival MAUAL mode to master carnival SEQUECE mode f+ Set Master Mode To MAUAL Y/ f+ SEQUECE MODE RunTime Sequence Run Seq o (1-9) Select the PRE-Programmed sequence you wish to run (1-9) CarnMaster 9:59 AutoSeq> 7 C8 t7 Main sequence o Main sequence current command ( in MASTER mode the sequence is always display on the LCD ) Called sequence current command Press START or HOLD at any time. Press RESET to start again. b: To use the f+ or the P+ command first press HOLD and RESET To RU a different sequence press f+ Repeat the steps above To EDIT / ETER ( program ) a run time sequence P+ To EXIT form master carnival mode to any other mode f+ Press the button at any time will sound ALL scoreboard sirens. b: The Siren sound programmed into the individual Slave control consoles will be sounded. Page 25

22 Carnival Mode Programming Carnival mode programming is the same for LOCAL carnival mode and for MASTER carnival mode. To enter into CARIVAL SEQUECE 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 ETER or EDIT Use the h Yes and the i o buttons to scroll through the list of available commands. Sequence Commands :- T t I S R C H ED Timer WS 1-9 Timer S 1-9 Timer D 1-9 Siren 0-9 Reset 1-3 Call Seq 1-9 HOLD Teamames1-9 sequence Prog/Edit RunSeq Run Seq o ( 1-9 ) 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= ew 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 ED the sequence. Timers:- X-Timers are used for carnival mode timing, All 9 X-Times can be set at any time between a max time of 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. Sirens :- There are 10 pre-defined siren sequences, each siren sequence can be used within a carnival RU-TIME Sequence ( see Siren s page ) U/D, ext, Prev >T <Timer WS 1-9 > U/D, ext, Prev >T5<Timer WS 1-9 Type a number 1-9 eg 5 and the 5 will be displayed, Press EXT to move to the next step in the sequence b. 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. Also look at the sample. U/D, ext, Prev >ED< sequence If the EXT button is pressed while the <ED< is displayed then the entry of data is compleated and the controller is returned to it s origional screen. ote:- Calling Sequences. A main sequence can call another sequence (1-9) and when the called sequence is completed control returns to the main sequence. A called sequence can not call another but the main sequence can call any number of other sequences. Page 26

23 Sequence o :- 7 Demo MAI Sequence ( Call seq o 8 ) X-time #1 = 01:00 X-time #4= 04:00 X-time #7= 20:00 X-time #2 = 02:00 X-time #5= 05:00 X-time #8= 30:00 X-time #3= 03:00 X-time #6= 10:00 X-time #9= 00:30 Siren 0 - Siren 1- Siren 2- Siren 3- STEP TIME CMD 7:20 S6 End Of Game (EOG) PB Siren tone Siren 4- Siren 5- Shot Clock End (ESC) Siren 6- Warning t6 Siren 7- COMMET Sound 10 Miniut Warning before Start 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 9:30 C8 5 Minute change over Call Game 10:25 t5 5 minute change over Start Of Game TIME Siren 8- End Of Warm Up Siren 9- End Lunch Break CMD Seq #8 COMMET 9 10:30 C8 Call Game :25 t5 5 minute change over :30 C8 Call game 12:25 H Hold hear untill START again 1:20 S6 Press Start Button to resume :30 C8 Call Game Sequence :25 t5 5 minute change over :30 C8 Call Game :25 t5 5 Minute Change Over :30 C8 Call Game :25 t5 5 minute Change Over :30 C8 Call Game :25 t5 5 Minute Change over :30 C8 Call Game 6:25 ED Of sequence Press Timer RESET to RESTART B This sheet is for demonstration purpose only. It is not an actual GAME sequence. This Is PRE-PROGRAMED in Sequences o 7, 8 and These sequences can be overwritten at any time Page 27

24 Sequence o :- 8 and 9 Demo CALLED Sequence ( 8= 4 x 1/4 s 9= 2 x 1/2 s ) X-time #1 = 01:00 X-time #4= 04:00 X-time #7= 20:00 X-time #2 = 02:00 X-time #5= 05:00 X-time #8= 30:00 X-time #3= 03:00 X-time #6= 10:00 X-time #9= 00:30 Siren 0 - End Of Game (EOG) Siren 4- Start Of Game Siren 1- PB Siren tone Siren 5- Siren 8- End Of Warm Up Siren 2- Shot Clock End (ESC) Siren 6- Warning Siren 9- End Lunch Break Siren 3- Siren 7- STEP TIME CMD Seq # 8 COMMET TIME CMD Seq #9 00:00 S4 Start Of Warm Up R3 t5 Reset Scores,Fouls from previous Game 5 Minute Warm Up 05:00 S8 Sound End Of Warm Up 05:30 I0 S4 T6 30 Seconds before START Start Of Game 10 Minute 1/4 Game time Auto Sound EOG siren 15:30 t2 2 minute 1/4 time break 17:30 R1 Reset Team Fouls 27:30 33:00 S4 T6 t5 R2 Start of 2nd Quarter 10 Minute 1/4 Game 5 Minute 1/2 time Break Reset Team Fouls and T/Outs :00 S5 Start of warm up 05:00 05:30 25:30 30:30 50:30 R3 t5 S8 I9 S4 T7 t5 R2 S4 T7 COMMET Reset all from previous game 5 Minute warm up End warm up siren 30 Seconds delay before game Start Game siren 20 Minute game time 5 Minute 1/2 time break Reset Team Fouls and Time outs Start of 2nd 1/2 siren 20 Game time ED End of Game Return to calling sequence : : S4 T6 t2 R1 S4 T6 Start 3rd Quarter 10 Minute Game Time 2 Minute 3/4 time break Reset Team Fouls Start Last Quarter 10 Minute Game time :00 ED Return to Main Sequence Total Game time = 55 Minutes :00 total game time approx 51:00 minutes B This sheet is for demonstration purpose only. It is not an actual GAME sequence. This Is PRE-PROGRAMED in Sequences o 7, 8 and 9 These sequences can be overwritten at any time. Page 28

25 Sequence o :- X-time #1 = X-time #2 = X-time #3= Siren 0 - Siren 1- Siren 2- Siren 3- X-time #4= X-time #5= X-time #6= Siren 4- Siren 5- Siren 6- Siren 7- X-time #7= X-time #8= X-time #9= Siren 8- Siren 9- STEP TIME CMD COMMET STEP TIME CMD COMMET Page 29

26 I/O (Input / Output) Options!! Caution!! Setting options will drastically effect the operation of the control console 1:- TV Out When Enabled extra code will be outputted via the RS485 data port. This is used by Television OB Vans to super-impose live scores etc. The serial output packet description in on page 34. 2:- Team Pin When enabled, a PI is required to enter/edit Team ames. This is used to prevent unauthorised personnel making changes. 3:- Radio Out When enabled, the transmitted data form the radio ( if fitted ) will be continuously re-transmitted every.5 second. 4:- Volley 2 When 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 Mode When Enabled allows two control consoles with RADIO s fitted to control scoreboards simultaneously, One controlling the TIME on all scoreboards and one controlling SCORIG on it s own scoreboard. 6:PEHC2 Compat When Enabled allows the newer CC6 Control console to output data compatible with the older PEHC2 or LGEHC2 control consoles to drive older model scoreboards. 7: Opt 7 Option 7 is not defined To enter programming mode see page 10 8: Set B=9600 Change Baud Rate to 9600, Only used for some spacial circumstances. Set B= 9600 Opt 7 PEHC2 Split Mode Volley 2 Radio Out Team Pin TV Out Game Type Option> t p r v s Basketball etball Rugby Soccer BL Extra Pf / Pp Football Cricket Volley Ball Athletics O O O O O O Carnival Master Carnival Slave Carnival Local = o Y = Yes O = Optional Y Y O O B : Factory defaults are all O O O O When the Controll Console is turned O, as a part of the power up messages this screen will display the options that are enabled Ledtronix V6.17g Op >tpr Page 33

27 I A Electronics Incredibly Awesome LICESE Manufacturer of the LGE and LEDTROIX scoreboard products Copyright Brenton Payne. All rights reserved. The Ledtronix CC6 and IA-CC10 Control Console and documentation are copyrighted. Disassembly or modification without consent is prohibited and will Void Warranties. Disclaimer and Limitation of Liability. I A Electronics (Manufacture / Licensor) makes no warranty on documentation as to its accuracy, 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 particular purpose, and you assume the entire risk as to the results and performance of the Ledtronix CC6 and IA-CC10 The licensor will not be liable for any and all claims arising out of or in connection with the Ledtronix CC6 (IA-CC10), whether made or suffered by you or any person, and whether based 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 the Ledtronix 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 economic loss arising out of or in connection with this agreement even if licensors has been advised of possibility of such damages. WARRATY I 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 Electronics carry the manufacturers warranty only unless otherwise stated. ALL warranties will be voided by misuse, damage, improper installations and weather damage. Warranty claims are subject to a fair wear and tear assessment. Warranties are RETUR 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 AD 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

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