Field Test

Test the functionality of the field and preparedness for the event matches.

Field Test

Field Test is used as an initial basic test of the field electronics. Use this interface to verify that all the LED Displays, Team Lights, and scoring hardware are connected. Field Test is also used to confirm the network connection to the Audience Screen and to the Internet. After Field Test, a full Match Test should be used to confirm all elements are behaving as expected in-match. In FMS Off-Season, the Field Test screen is not accessible.

[Red - Field Hardware]

This panel shows the connection status of the hardware at the corresponding areas of the playing field; Blue Alliance end, Scoring Table, and Red Alliance end. Green indicates a successful connection. Use “Refresh Indicators” to update these indicators.

[Blue - Referee Panels]  

This panel show the connection to each of the Referee touchscreens. A successful connection is shown via a green indicator.

[Green - Individual Hardware]

See Below

Field Test - Lights and Signs

This panel is used to test the LED panels, the Stack Lights, and the LED light strings.

  • Arena Stack Light tests each light in the stack at the Scoring Table
  • Team Signs has two modes to test the connection to the LED displays in the Player Stations
    • Test Pattern  alternates between the test values for Alliance Station number (Blue 1 = 1, Blue 2 =2, Blue 3 = 3, Red 1 = 4, Red 2 = 5, Red 3 = 6) and Timer (9) and all “8888”.
    • Awards Mode  all displays show current year
  • Team Stack Lights  turns on each Stack Light in the corresponding Player Station
    • NOTE: this will not turn on the amber lights which indicate E-stop. E-stop lights only turn on when the E-stop in the corresponding Player Station is pushed, or the Arena E-stop is pressed
  • Player Station Strings will, if in use, cycle the possible lighting options of the strings as they appear in the game. These are not in use in 2017.

Field Test - Network Communication

  • Internet - confirm an active connection to the Internet (specific ports and procedures)
  • Audience - test connection between FMS and Audience Screen program. The indicator turns green and the match start sound is played if the connection is made. The Audience Screen program must be running for this to be successful. A connection made to ANY audience screen will provide a “success” (such as if multiple are running on the network) and it is not guaranteed that all audience screen instances would play the sound. This SHOULD NOT be used as a sound test, use the audio test buttons within the Audience Screen for sound tests

Field Test - Hardware Warnings

Field Test - Network Communication

Warnings can appears under the "Scoring Table" section near the top of the Field Test screen. There are three possible warnings:

  • Machine Firewall Enabled (pictured) - Having the firewall enabled can cause problems when FMS attempts to communicate status data to the Driver Stations. At an official event, contact support if this message is displayed.
  • Spare Infrastructure Hardware on Network (not pictured) - The system has noticed spare hardware (e.g. SCC) on the network. No action needed, just a warning.
  • Spare Game-Specific Hardware on Network (not pictured) - The system has noticed spare game specific hardware (e.g. auxillary control cabinet) on the network. No action needed, just a warning.

Field Test - Game Specific

You must use the "Refresh Indicators" button to update the colored status indicators on this tab.

[Magnets (Yellow Boxes)]

Pressing the "Toggle XX Magnets" button will toggle the state of the Magnetic floors in the corresponding Cargoship. The small square indicator to the right of the button will indicate the state, green meaning energized and red meaning not energized. Magnets will automatically turn off after a few minutes. Note: The stack lights will also illuminate when Magnets are energized, even outside of the Cargoship Lights test.

[Sandstorm (Green Boxes)]

Pressing the "Run XX Sandstorm" button will run the corresponding Sandstorm one time. The small square indicator to the right of the button will indicate the state, green meaning energized and red meaning not energized. Sandstorm motors will automatically turn off after a single run (approx. 2 seconds). Note: Always use caution before running this test, make sure someone is in the area giving an "all clear" to run the motors.

[Rocket Lights (Pink Box)]

  • "Far" and "Near" - The background will turn Red when the far (audience side) and near (scoring table side) lighting controllers are detected (use the "Refresh Indicators" button on the top to update the status)
  • Click the "Rocket Lights" button to toggle through the four Rocket Nosecone lights, the activated Nosecone will be written in the bar right below the button

[Cargoship Lights (Purple Box)]

Click the "Cargoship Lights" button to toggle through the two Cargoship stack lights, the activated light will be written in the bar right below the button.