Skip to content

Cancelling and Timeouts

You can stop an armed system or abandon a throw. A timeout ends an incomplete throw automatically. These actions differ in whether completed measurements are saved.

The light patterns below refer to the system-state LEDs at the ends of the top light-bar. See LED Indication for their locations.

Disarm or cancel

Tap Disarm before a rock starts, or Cancel while timing, to abandon the current throw. Cancellation does not save that throw's measurements; previous throws remain in History.

Cancellation produces brief, rapid red flashes. Assigned units then return to blue, with the near control beam returning to teal in First Beam mode after any single-beam pause.

You can also disarm or cancel by holding the near control beam broken for two seconds while the system is ready or timing. This control is available in all three modes when a suitable beam is placed near the throwing end. Clear the beam before arming again.

In First Beam mode, a later brief interruption can start a new countdown. Switch to Manual if you want to leave the system idle while moving equipment or collecting rocks.

If the throw does not finish

The system can wait indefinitely for the first beam break after arming. Once timing starts, it times out if the rock does not reach a later expected beam, or if the final beam stays blocked too long.

On a timeout, the system-state LEDs briefly flash red rapidly. Measurements already completed are saved to History; missing measurements may be absent. Automatic mode then starts its re-arming delay with orange flashes. If you want to discard the current throw instead, use Cancel before it times out.

Check the beam alignment, assigned positions, and throwing direction before trying again. A rock stopping short of a later beam can also cause a timeout.

See Arming and Timing to check readiness and follow the next throw.