PDF Kingkong 1024
PDF Kingkong 1024
User Manual
1 Overview
1024 DMX controller can control up to 96 fixtures. It is compatible with the
library in Avolite Pearl R20 format and featured with built-in shape effects of
pan/tilt circle, RGB rainbow, beam dimming wave, etc. 10 scenes and 5
built-in shapes can be output simultaneously. Faders can be used to output
scenes and adjust the intensity of the dimmer channels in the scenes.
1.1 Specifications
2 Operation
2.1 Front Panel
The front panel consists of several areas:
Fixture area: including 16 <Fixture> buttons, 16 faders and 6 <Page>
buttons.
The Connect Button lets you connect a running chase you want to
control.
The Stop Button let you stop the chase you have connected.
The Go+ button let you play the chase you have connected in a
forward direction.
The Go- button let you play the chase you have connected in a
backward direction.
The P.b. Par Button offer some advance operation for the chase
you have connects.
Function area: Operations about scene storage and copy or fixture
patch can be implemented in this area. The LED indicators on these
buttons are to show the status of the buttons.
3.2 Edit
3.2.1 Changing the DMX address
You can re-patch a fixture to a different DMX address or a different
DMX output line. All programming is kept.
1) Select fixtures;
2) Select attributes;
3) Press <Fan> in “Function area” (indicator on);
4) Set the amount of fan using the wheels;
5) Press <Fan> in “Function area” (indicator off) again to close the fan
shape mode when you’ve finished.
7.2 Include
Sometimes it’s useful to be able to re-use some aspects of a scene you
have already created in another scene. If you’ve created a really nice
pattern of criss-crossing light beams, for example, you might want to use
it again in another memory with different gobos and colours.
Normally when you play back a scene, the information is not loaded into
the programmer, so you can’t simply turn on a scene, modify it and save it
to a new scene. The Include function lets you reload a memory back into
the programmer. You can then use it in a new scene.
1) Press <Copy>;
2) Press a desired <Playback> button to include a scene;
3) Press <Enter> to confirm.
7.3 Copying a Scene
1) Press <Copy>, then, press a <Playback> button that stores a scene;
2) Press an empty <Playback> button to copy.
7.5 Time
Press <Time>, then, press a desired <Playback> button for editing. You can
set a fade in and fade out time independently for every memory. The playback
fades only affect HTP (intensity) channels. There is a separate LTP timer which
allows you to set movement times. LTP channels which were set to “I” during
Patching ignore LTP fade times.
here
Wait In Time Fade In Time Wait Out Time Fade Out Time
The times you enter are also affected by the scene mode:
Mode 0 – No timing information is used. The HTP channels faded with
the 0-100% position with playback faders.
Mode 1 –Channels fade as set by the HTP and LTP fade times (except
Instant LTP channels). If you enter times for a Mode 0 memory, it will
automatically change to Mode 1. If HTP times are set to zero, the HTP
levels will fade with the fader
Mode 2 –HTP channels fade as set by the HTP times, or with the fader if
times are set to zero. LTP channels are controlled by the fader position
(except Instant channels). Set the LTP fade time to 0 to use this mode.
8.1 Create
1) Press <Chase> In the Playback area, the LED indicators of the
<Playback> buttons without any scene stored will keep flashing; those
with a chase will keep always on; and, those with a scene will be off;
2) Press a desired <Chase> button to enter the chase menu. At this time,
the LCD will show the current page number and the total step number of
the multi-step scene; Press <Up> or <Down> to turn the pages;
3) After editing the stage effects, press <C> [Record] to enter the record
menu;
4) Press <B>/<C> to select the storage mode;
5) If it comes to the last step, then, press <D>[Record Ad Final Step] to
store directly, or, press an off <Playback> button to store in it. To insert
or overwrite a step, select a desired position, then, press <B> to
overwrite or press <C> to insert a step before the selected one.
8.9 Connect
When a chase is added to run, it will connect automatically.
If the current connected chase is not the one that you want to connect,
you can press <Connect> then <Playback> to connect.
If you don’t want to connect any chases, then, you can press
<Connect> twice to clear all the connections.
Once the chase are connected, they can be controlled with <Stop>,
<Go+> and <Go->. <Go+> and <Go-> are to control the playback
direction. To store the running speed, press <Playback Parameters>
then <B>[Save Speed & Dir].
When a new chase is connected, you can use <Wheel A> to control the
global speed and <Wheel B> to control the global slope if the current
Programmer is empty; But, if the current Programmer is with some data,
then, you can press <Connect> then <E>[Change Wh A/B Mode] to
switch to the wheel mode, so that you will be able to control the time of
the scene. The time under the control of <Wheel A> and <Wheel B> is
temporary time; To save the time, press <Playback Parameters> then
<B> [Save Speed & Dir]. To restore the previous speed, press
<Connect> then <E> to clear the temporary time. One the speed is
save, it cannot be restored.
8.10 Advanced Option
Each chase has options which can be set to affect the way it runs. Press
<P.b. Par>. You need to have a chase “connected”, or the button will not do
anything. The options you set are individual for each chase.
The options are:
A[Save Speed] – saves the current speed of the chase (set using the wheel
A).
B[Save Direction] - save the direction of the chase.
C[Loop Playback/Bounce/Stop on final step] - makes the chase stop
on the final step. If the final step is a blackout, the chase will appear to
turn itself off, so you can just press Go whenever you want to make it
happen again.
D[Skip Time Options] - Allows you to skip the first wait and/or fade of a
chase. You often want to do this so the chase starts as soon as you raise
the fader. (Press the button to cycle through options)…
Skip first wait time (The wait time is missed when the chase is first
turned on)
Skip first wait and fade time (Both wait and fade times are missed
when the chase is first turned on)
Wait and Fade for all steps
9. Setup
9.1 Manage USB memory
At first menu, press <Setup> button, then press <A> - "U-Disk". Then you
can select "Save Data" or "Read Data". In "Save Data" Menu, use Wheel V
to change character, up and down to move the curse. Then press Enter to
save.