Operation Manual

F I LE:
I]üI
t'lFll'lE
I
FLHI'Il
l'ltiU^t
The display
automatically shows
the number and name
of the
"current"
model. In our examole this
is No. 06
and
"FLAMINGO".
lf
you
want to change the
name or
pick
another
number,
you
must first select the
memory No. To do this
press
the
N
key; the displayed
number starts to
flash. You
can now select
the number
you
want,
using
the
El
and
E
keys
(or
the Digi-Adjustor)
As
you
do
this, the name
displayed
will
also change,
as it always relates to
what
is In the
new memory.
We will imagine that
you
have selected Number 09
"CORTINA'.
The new name is to be
"BAMBINO".
F I LE:
rir'_-rl
HHHE:
t_:t:rFjT
I Ht:t ,r
Press the
Z
key- The
"C"
of CORTINA starts
tlashing.
Using
the
El
and
E)
keys,
or
the Digi-Adjustor,
you
can
now change the
"C".
In our example that
is
simple;
press
the
Q
key
once, and
"C"
turns into
"8".
Now.it's
the
turn of
"O".
Press
the
Z
key again, and the
"O"
flashes. Change
the
O
to A, again using the
El
and
E
keys.
Move to the next letter with the
Z
key,
and so
on.
The
"underline"
character,
which
you
will see alternat
ing
with the Jlashing letter,
is known as the cursor: the
cursor
marks the current
position.
Without the cursor
you
would not see anything
at a blank space.
Enter the
new name letter by
letter. lf
you
look caretully
when
you press
the
El
and
E
keys,
you
will see that the
various characters appear
in the display
in
the
sequence stated on the
previous page.
lf
you
want to
enter a space, select
the
"space"
symbol
(between
,,7"
and,,N').
When
entering
a name
you
can
only work from left to
right, one character at a
time. lf
you
make a
mistake,
don't
worry. You simply
press
the
Z
key until
you
reach
the eighth character, after
which the sequence begins
agarn.
For those of
you
with
absolutely
no experience
of
com-
puters,
we
will recap:
The old name
is not
"erased"
immediately;
instead
each
letter is overwritten
in turn by the new name.
Where there
is to be
"no
new
letter",
you
have to
overwrite
with a space.
Now we will assume
that
you
have tackled
this task
suc-
cessfully and
the new name is on display.
Press the
E]
key
to
leave the menu; then
press
it
twice
more, and
you
are
back to where
you
started:
the
Status
display.
The
"TRIM"
menu
How to
check the
position
of the
trim
sliders
The transmitter
"remembers"
the
Dosition
of the trim
sliders
by entering their
values in the
"current
list".
This
gives you
the chance
to check, if
you
switch
on and
think that
the trims might
have
been shifted
accidentally
since
the last time
you
flew.
This is the Drocedure:
From the Status
display
press
El
and
5l
to
go
to the
"Memory"
menu. Now select
"TRIM"
with the
Z
key.
You
will
see
a display similar to this:
lf
your
display
were exactly
like
this
one,
you
would cor-
rect the
trims as follows: slide
the trim slider A slowly to
the
right. At a
particular
point
the right-facing arrow
under
"A"
would
be
replaced by an equals
(=)
sign. lf
you
were
to
push
it further to the
right,
you
would see a
leftJacing
arrow.
The arrow after
the colon
(:)
indicates the direction
in which
you
have to move the trim slider
in
order
to
match the current
position
with the
stored
position.
In our example
you
would have to
move the A trim to
the
right, the B trim
forward, the C trim left and the
D
trim back, until an equals
sign appears at each
point.
You can
now leave the menu with the
@
key.
Note:
Every time
you
change models
(shift
memories) this
menu appears, as
you
will have been flying a different
model in the
meantime, and it is
very likely that
you
needed to adjust
the trims. And
you
will certainly want
to carry
on flying
with
the
trims set to the same
posi-
tions as the
last
time
you
f lew the model.
Caution:
Even if
you
are only entering
the data
tor
a
model
temporarily, be sure
to set the trims.
ll
you
don't,
the
trim slider
positions
tor that
model will be lost next
time
you
slritch
memories.
!
Fl Ei
r:.
[:'
.+,
rTtT.*.
!;T I L:Ii:
EEFr:rE:E
44