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.

[Vaults (Yellow Boxes)]

  • PCK - Green background indicates communication with the lighting controller inside the Vault, Red indicates failure
  • I/O - Green background indicates communication with the automation controller inside the Vault, Red indicates failure
  • Force / Levitate / Boost Drop-down boxes
    • See the image below for possible values. For the selected value, the light pattern is played on the position in the Vault. Note that for Levitate, there is no "Queued" state.
  • "B" - When the background turns Red, the corresponding button is actively being pressed. These do not latch, they indicate the live button push status on that column of the Vault.
  • "0" - This integer will change to indicate how many Power Cubes are currently detected in the corresponding column of the Vault. The background color does not change.

If the Vault is not detected (such as the Blue Vault above), the "B" and "0" indicators will all be hidden.

[Switch and Scale (Orange Boxes)]

  • "F" and "N" - The background will turn Red when the far (audience side) and near (scoring table side) sensors are blocked (either by the scale/switch being tipped, a hand, etc)
  • Drop-down boxes can be used to test the possible light patterns. See the image below for possible values.

[Scale Switch Hardware (Pink Box)]

  • PCK - Green background indicates communication with the lighting controller inside the corresponding column, Red indicates failure
  • Scale I/O - Green background indicates communication with the automation controller inside the Scale (which also manages the Switches), Red indicates failure