The ten minute cycle
Click on
table above to make a label for your DF set.
A,
B, C all come on at the same time but on different frequencies,
three times in each ten minute period, at 0:00, 5:00,
7:30. e.g. by tuning you can hear A, B or C
at 13:30:00, 13:35:00, 13:37:30, 13:40:00,
13:45:00, 13:47:30, 13:50:00 etc.
The first hour and half (The Ghost Phase) Easy A will stay on for longer than B. Hard C may give very short transmissions ( as little as 10 secs) leaving long periods of silence during this phase. The Ghost may be heard popping up in the gaps left by C H M on 1915 kHz . The
times that the Ghost comes on at vary and at the beginning of the event
transmissions will be very short but these get longer and more frequent
towards the end of this period. Once this phase finishes the
Organiser collects the Ghost, you will not hear it during the last hour.
The last hour (The Spice Phase)
Transmissions from Green,
Yellow
and Red
Txs continue, all now give generous transmissions allowing competitors
to makes some last finds and validate them by dibbing at their Joker.
Risk takers may grab that win or lose all - how much Multi-Spice will you add?
Other transmitters not shown above The
Organiser may provide a Tx on 1900 KHz for initial practice and to
guide you back to the car park after the event, also other
training and jamming Txs may be operating on 1960, 1930 & 1915 kHz
prior to the event - ask when you arrive.
On your first event
you will have a 'Wild Joker'
so it doesn't matter which Tx
and associated Triffid you attempt first. Begin listening on 1960 kHz, during each ten minutes you should
hear 3
transmissions from each of the easy 'Green'
Txs:
1 long, 2 short.
A
F
K
A F
K
A
F
K
Concentrate on one Green
or Yellow
Tx/Triffid at a time!
If
you do find a 'Red' or the 'Ghost' you will get the points but
they are difficult to track down, particularly at the beginning. With no handicap you can
win
without attempting them.
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