KM2 Morlock manual ZDSPB.com > Tech index > KM2 Morlock manual

Note: This is the manual for the original Morlock board. If you have the Predator-Morlock, go here
This manual written by Ydna. Contact him at ydna@zdspb.com if you have any questions.

To turn on the marker, flip the power switch while not holding the trigger down. If successful, the LED will turn on and stay on. This means you are ready to fire.
Upon activation, the marker's anti-chop eyes (if equipped) will be on or off depending on what you last had them set to. When you turn the eyes on, there is no forced shot to clear the chamber; the board automatically knows the difference between a ball being loaded and a ball not being loaded.
Holding the trigger down for 3/4 of a second will force a shot if nothing has loaded.

Eyes Enabled: Eyes Disabled:
Solid LED: Ball loaded; ready to fire No ball loaded
Blinking LED: Eyes faulted n/a
No LED: No ball loaded n/a

With the Morlock board, you cannot fool the eyes by sticking your finger in and trying to click the solenoid. The software is designed to track the movements of the bolt from cycle to cycle...therefore if you try to fire the gun with no air, the board will assume the eyes are damaged and enable the board's fault mode, and blink the LED to signify this until you next boot the board. The prupose of the fault mode is to still allow you to fire the marker in the event that the eyes become damaged during a dame. Whil in fault mode the marker will fire with a cap of 9-bps.

You should expect approximately 15,000 shots from a single 9 volt alkaline battery. Lithium batteries will last longer.

Programming:

To adjust the board's settings, the two DIP switches on the surface of the board must both be off. With the DIP switches on, the marker will be set to whatever ROF you last had, and locked in whatever mode you have it set to in register 10 (see below). You will not be able to adjust any settings while the board is locked.

To enter the programming mode, turn the board on while holding down the trigger. The LED will blink then turn off. At this point you are expected to select a register. To do this, click the trigger the appropriate number of times corresponding to the desired register. Once you have selected a register, the LED will blink a certain number of times to tell you what the current setting is for that register. You then click the trigger for the new setting. If you accidentially selected the wrong register, simply turn the board off then back on again to continue programming. Once you have entered the new amount for a register, wait one second and the board will store the new setting then blink the LED twice. After the new setting has been stored, you return to the "main menu" where you can select another register to adjust.
If adjusting register 1 (firing mode) or 2 (burst mode), after you input the new setting the marker will exit programming mode and the gun will then be ready to fire (LED will remain on to signify ready to fire).
To reset the board to the factory defaults, turn it on while holding down the trigger for four seconds. The LED will then blink several times to signify the baord has successfully been reset.

Registers 1-2 are for firing modes; 3-7 are for timing; 8-11 are binaries for the board's options. Here is a quick reference for the registers and their functions...details for each register follow.

Register: Function: Settings:
1
Fire mode 1 for sniper
2 for turbo
3 for autoresponse
4 for fully-automatic
5 for cocker
2
Burst mode Number of shots per burst
3
Solenoid one dwell Solenoid one dwell time in milliseconds (10-ms default)
4
Solenoid one holdoff Single: Maximum ROF in milliseconds while eyes are disabled (10-ms default)
Dual: Delay before solenoid two fires in milliseconds (10-ms default)
5
Solenoid two dwell (Dual only) Solenoid two dwell time in milliseconds (50-ms default)
6
Solenoid two holdoff (Dual only) Maximum ROF setting for dual-solenoid markers, in milliseconds (100-ms default)
7
Eye delay Eye delay time in milliseconds (10-ms default)
8
Eyes on/off 1 for eyes enabled
2 for eyes disabled (default)
9
Solenoid mode 1 for single solenoid (default)
2 for dual solenoid
10
Lock mode 1 for semiautomatic (default)
2 for 9-bps Turbo mode
11
Eye sense 1 for reflective
2 for beam-break (default)

Firing mode registers:
1-1. Sniper mode: For single solenoid markers, this is the same thing as semiauto. For dual, this is where the bolt will not recock until you release the trigger.
1-2. Turbo mode: Fires three shots for every two trigger pulls; achieves your maximum rate of fire by multiplying the interval between last two shots.
1-3. Autoresponse mode: Fires at the pull and release of the trigger.
1-4. Fully-automatic: Fully-automatic firing as long as the trigger is compressed.
1-5. Cocker mode: For single solenoid markers, this is the same thing as semiauto. For dual, this is where the bolt will stay open as long as the trigger is compressed.
2. Burst mode: Enter the number of shots for your burst. Select anything between 1 and 255 (a one-shot burst is obviously the same thing as semiautomatic). The marker will fire the number of shots if you hold the trigger down. If you release the trigger before all the shots have fired, the board will not fire the remaining shots.

Timing registers: (all timing registers are adjustable between 1 and 255 milliseconds)
3. Solenoid one dwell: Amount of time the first solenoid will remain open; this is the amount of time that the marker will release pressurized air to fire the paintball.
4. Solenoid one holdoff: Maximum ROF setting for single solenoid markers. For dual, this is the amount of time between when the first solenoid closes and when the second opens; this is a critical amount which is used to control blowback. Too low a holdoff time will cause excess blowback.
5. Solenoid two dwell: Dual solenoid only. This is the amount of time the bolt will remain open, waiting for a ball to be loaded. Match the second solenoid dwell to however fast your hopper can load. To figure this out, use the balls-per-second calculator below.
6. Solenoid two holdoff: Maximum ROF setting for dual-solenoid markers. Also measured in milliseconds, so use the provided calculator.
7. Eye holdoff: Amount of time after the ball has been detected that the marker will fire. This ensures you won't chop due during that split-second between when the eyes detect the ball and when it actually clears the top of the bolt.

After you select one of the timing registers (3-7), you will have to select what you want to do next...

Clicks: Operation:
1 Add to the current setting
2 Subtract from the current setting
3 Set the setting equal to

Selecting 1 will add whatever amount you input to the current setting; selecting 2 will subtract the amount you input from the current setting; selecting 3 will set the setting to whatever amount you input. (After selecting 1 or 2, the LED will blink twice. If you select 3 then the LED will blink four times)
After making your selection from those three, you are expected to enter the amount you want to change (in milliseconds for these adjustments). Simply click the trigger the desired number of milliseconds. When you’re done, pause for a second then the LED will blink three to signify the new setting has been stored. You then return to the main menu, where you can select any of the first 11 registers.

Balls-per-second calculator: (set this for your ROF adjustment)
ms = 1000 divided by your desired BPS

Binary Registers:
After selecting any of the binary registers (8-11), the LED will blink twice. At this time you make your adjustment. After you make your adjustment to any of the binaries, the LED will blink three times to signify the new setting has been stored.
8. Eyes on/off: Enable or disable the eyes at any time using this register.
9. Solenoid mode: This depends on what type of gun you have; the number of solenoids used to complete one firing cycle for the marker.
10. Lock mode: The lock mode is the fire mode that the board is locked into when you apply the tournament lock. If you select Turbo mode, the marker will fire 9-bps in Turbo mode while locked, whereas semiautomatic fire will be locked into whatever ROF you last had the board set to.
11. Eye sense: This is the sense of voltage difference that will tell the board a new paintball is loaded and ready to fire. Your marker will only work with one eye sense if you have anti-chop eyes installed.

You may find programming the board and altering its settings difficult to do at first; if this is the case then simply practice until it comes easier.