Operation Manual
After
purchasing
a
new radio control
system
most
modellers
want to see it
in
action
as
quickly
as
possible
-
to
find out
whether it works,
if nothing else.
lf this de-
scription
fits, then this section
is tor
you.
lt
provides
brief
instructions,
with little
in the way of explanation,
on
how
to
get
started
with
your
PROFI
mc
3010.
1.
Charge the
transmitter and
receiver batteries as
de-
scribed
on
pages
7
and
74. lt
you
are
in a real hurry,
and
have access to a
Multiplex automatic
rapid charger,
then
you
can use
that.
2. Connect
the components
of the
receiving system, as
shown
on
page
72.
3.
Check
that the
RF module is
plugged
into the trans-
mitter, and
that the transmitter
crystal
(blue)
is
plugged
into it.
The receiver
must
be
fitted with the
receiver crys-
tal
(same
Channel
No.); for a single superhet
receiver
this
has a
yellow
tag, for a double
superhet
receiver a
clear Dlastic
holder.
4. Switch
on the transmitter.
The LCD display
will now
show
a screen similar
to this:
15
Erli:l li
F F t'1'1
i,
rj5r,.rllllllr.Jrj
:
irt
The top
line shows the
memory No., the
name oJ the
"current"
model
(or
EMPTY), and
the transmission
mode
(PPMZ
PPMg, or PCM) used
for that
model. The
second
line
shows
the transmitter's
operating
voltage;
first in digital
form, then in the
form of a
"bar
graph".
On
the
right
is the operating time.
The top
line ot the display
may not be exactly
as
shown;
this depends on
whether
your
dealer
has
prepared
the
transmitter
for
you
in advance.
5.
As
supplied,
the
transmitter's memories
1
-
5 are
va'
cant;
memories 6
-
15 contain
"ready-made
programs".
The
following
memories are also empty.
lf
your
dealer
has not already done
so
(in
which case
you
only
need to switch on),
you
now have to select
one
ol these
"programs".
Or
-
better
-
copy
one of them
into
one of the
vacant memories.
Then
you
can experi-
ment
with it without
worrying about changing
anything
in the
original,
which may well be extremely
useful
to
you
soon.
To copy
a
"
program",
you
have to do
two things:
a.
lf
you
do
not see memory
No. 01 at top
left in the dis-
play, you
will need to change
to that memory
(i.e.
to 01).
b.
Then
you
will copy one of the
"ready-made
pro-
grams"
into this memory.
This
is how
you
do
it:
6. lf
you
do
not see
memory No. 01 at
top left
in
the dis-
play, you
must
first
switch
to this
memory.
Press keys
E 5lS
in succession.
The transmitter
will
confirm each
key
press
with a bleep.
Your display
will
now look
like this:
SHIFTIHE
FILE
Tu
r 15: Et';1
1i
We will assume
that
it has worked conectly.
Now
press
the
Il
key.
The number
in line 2 starts
to flash.
Now
press
the
E
or
El
key until
the number
01 appears.
lt
should also be
flashing.
Now
press
the
E
key tour times;
you
are
finished, and
will see the
starting display
again, except
that
now
memory
number 01 will be displayed:
ü1
EI{FT'/!
FFI']:-I
i .
SErtJllllllrlrjr
:
ir.J
lf
you
see a
model name after 01,
instead of
EMPTY,
don't worry
-
it's all in order.
7. Now it is time to copy
a
"ready-made
program"
into
this memory.
Depending on
your particular
interests, select
one of
these
three:
"FIESTA'
(glider)
from memory No. 6,
or
"BlG
LIFT"
(powered
model)
from memory
No. 10,
or
"
H ELI-BOY"
(Schlueter-type
helicopter)
from
memory No.
13.
You will now copy one
of these
two models
into
memory No. 1, as
follows:
Press these
keys
in
succession:
EIS Z
. The transmit'
ter
will confirm each
key
press
with
a
bleep.
The screen
should
now look like this:
rf'lü[iE
:
F|]LL
rFF;t'1.
r.J
I
:
El'lFTt,j
!
(Here
again,
it
makes no difference
iJ there is a
model
name after the
No.
01,
instead of
"EMPTY".)
lf the display
is different,
you
have either
forgotten one
of the
keys, or
you
have
pressed
a
wrong key. In this
case
press
the
El
key repeatedly
until
you
arrive
back
at the starting
screen.
Try the
procedure
again.
Press the
!
key.
The number 01
in line 2
(after
"FRM."
=
from) will start to
flash. Now
press
the
E
key
repeat-
edly until
the correct
number appears,
and flashes.
The
display
will show
the conesponding
name after
the
numoer.
You have
now
"told"
the transmitter
what
you
want to
copy.
Press the
@
key. Now nothing
will be flashing, and
line
2 will look either
like this:
rFE:l'1.
rirE,:
FIE5TH
or
rFF:t'l.
i r1: ErI
ril
I FT
tFFIf'I.
1]: HEL
I EIJIJ
That's the
job
done.
Now
press
the
@
key three times,
and
you
are back
where
you
started.
Please
note: the
program
is always copied
into the
current active
memory!
.-..: