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Users Manual | Users Manual | 91.37 KiB | August 08 2005 | |||
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Users Manual 2 | Users Manual | 151.30 KiB | August 08 2005 | |||
1 | Attestation Statements | August 08 2005 | ||||||
1 | Cover Letter(s) | August 08 2005 | ||||||
1 | Test Report | August 08 2005 | ||||||
1 | External Photos | August 08 2005 | ||||||
1 | ID Label/Location Info | August 08 2005 | ||||||
1 | Internal Photos | August 08 2005 | ||||||
1 | Cover Letter(s) | August 08 2005 | ||||||
1 | Test Report | August 08 2005 | ||||||
1 | Test Setup Photos | August 08 2005 | ||||||
1 | Test Report | August 08 2005 |
1 | Users Manual | Users Manual | 91.37 KiB | August 08 2005 |
E R A D P.O. Box 121715 Ft. Worth, TX 76121 Ph: 817-244-1761 Fax: 817-244-1796 Email: erad@flash.net RC2004X Wireless Transceiver 418 MHZ IC: 5877A-RC2004X FCC ID: S9FRC2004X This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions.
(1) This device may not cause harmful interference and
(2) this device must accept any interference received, including interference that may cause undesired operation Operation is subject to the following two conditions: (1) This device may not cause interference, and (2) this device must accept any interference, including interference that may cause undesired operation of the device. E R A D has designed a Voice Controlled Wireless Remote Controller Transmitter and Receiver for use in the Clay(s) shooting industry. This system provides complete control and programming for Trap shooting, Skeet shooting, Five Stand, Sporting Clays, and Outdoor (Personal back yard systems), etc. The system is designed to provide Clubs and Individuals significant benefits over the current systems available and major benefits over manual pulling of the clays. The RC2004X receiver is approximately 6" x 4" x 1 1/2" thick, and is installed by simply connecting it in place of the pull cord. The receiver does NOT require batteries and may be permanently installed. The XT2004 transmitter is the size of a credit card and a little over one quarter of an inch thick. It contains an "LCD"
(Liquid Crystal Display) for the displaying of data to the shooter and a 16 position
"Keypad" for control and data entry. Access to any given transmitter is through a personal "PIN" number limiting access to the individual owner. It is powered by 2 ea. "2450" button cell batteries, available from most all grocery stores, drug stores, Wal-Mart, Target stores etc. Life expectancy is approximately 1 year. Installation of the XT2004 transmitter typically is by clipping (or Velcro) to the user above the shirt pocket on the opposite side from the mounting of the gun. 1 Wiring:
The RC2004X receiver has the ability to control up to 8 machines thru the contact closure of specific relays. Each relay can switch 1.0 amp @ 200 VAC/VDC. Units can be custom ordered with higher voltage relays if necessary. The power requirement is split into 2 separate groups. 1) LOW voltage receiver will handle all voltages, both AC and DC, from 7 volts to 26 volts. 2) 3) HIGH voltage receiver will handle all voltages, both AC and DC, above 26 volts and up to 200 volts. MIXED LOW and HIGH voltage unit. This is a custom unit where one or more machines are of the LOW voltage type and one or more machines are of the HIGH voltage type. This is NOT typical and usually in this case only the machines with common voltages would be used to power the receiver. The other machines would simply be wired for the release function. Typically the LOW voltage machine(s) would be used as the power source. VOLTAGE type is based on the voltage that the release coil or motor of the mechanism that the receiver is controlling, has applied to it. For example, if the release mechanism has 115 VAC tied to one end and the other end runs out to the pull cord, than this would be considered a HIGH voltage circuit. If the 115 VAC was run to the pull cord first, and pressing the button supplied this voltage back to the release mechanism, it would still be considered a HIGH voltage circuit. If this is the case it is recommended that the release mechanism be rewired so the voltage out to the pull cord passes thru the release mechanism FIRST and then to the pull cord. This is not a requirement of the RC2004, it is simply a matter of providing as much safety to the holder of the pull cord as possible by providing some minimal current limiting thru the coil of the release device. Note, that many times there is an intermediate release relay that is controlled by the pull cord at a lower voltage level and the actuation of this relay through its contacts actually applies voltage to the release solenoid or motor. If this is the case, then the voltage that is used to control the intermediate relay is what the RC2004 receiver is concerned with, NOT the voltage that runs through the contacts of the intermediate relay to the release solenoid or motor. Wiring from the machine to the specific relay is via a terminal strip. See chart in Appendix (A). 2 Functions include:
*** CLUB NOTE:
FIELD NOTE:
*** COMNDS NOTE:
(Changing the Club ID stored in receiver) To change the "Club ID" of a receiver, you must have a PC along with E R A D software RC2004-xx and cable assembly CA2004-xx, or an XT2004 transmitter. See XT2004_Club.doc for instructions on how to change the
"Club ID" using the XT2004 transmitter.
(Changing field number stored in receiver) To change the "Field number" of a receiver, you must have a PC along with E R A D software RC2004-xx and cable assembly CA2004-xx, or an XT2004 transmitter. See XT2004_Club.doc for instructions on how to change the
"Field number" using the XT2004 transmitter.
(Adds, removes commands from receiver) To change the commands stored in a receiver, you must have a PC along with E R A D software RC2004-xx and cable assembly CA2004-xx, or an XT2004 transmitter. See XT2004_Club.doc for instructions on how to "Add or Remove" commands using the XT2004 transmitter. Note: For information on interfacing to the receiver via the comport with cable assembly CA2004-xx, see RC2004_Soft.doc manual. 3 APPENDIX (A): WIRING SCHEMATICS:
RC2004 RECEIVER/TRANSCEIVER TERMINAL STRIP (MACHINE) INTERFACE POSITIONS 3 2 1 3 2 1 3 2 1 3 2 1
(5) (6) (7) (8) Terminal strip interface positions RC2004X RECEIVER Terminal strip interface positions
(1) (2) (3) (4) 1 2 3 1 2 3 1 2 3 1 2 3 EXAMPLE OF 115 VAC TRAP CIRCUIT 3 2 1 Terminal strip (1) TRAP MACHINE Common/Neutral 115 VAC RELEASE SOLENOID Pull cord interface NOTE:
NEVER wire to pin 3 of the terminal strip without FIRST contacting E R A D. (817-244-1761 or erad@flash.net) 4 EXAMPLE OF 7 - 26 VAC/VDC SKEET CIRCUIT 3 2 1 Terminal strip (1) HIGH HOUSE SKEET MACHINE
+ 7 - 26 VAC/VDC _ RELEASE SOLENOID Terminal strip (2) LOW HOUSE SKEET MACHINE
+ 7 - 26 VAC/VDC _ RELEASE SOLENOID Pull cord interface NOTE:
NEVER wire to pin 3 of the terminal strip without FIRST contacting E R A D. (817-244-1761 or erad@flash.net) 3 2 1 5 EXAMPLE OF 115 VAC RELEASE COIL WITH A 7 - 26 VAC/VDC INTERMEDIATE RELEASE RELAY 3 2 1
NO _ C K1 Terminal strip (1) HIGH HOUSE SKEET MACHINE 7-26 V 115 VAC
NEUTRAL _ RELEASE RELEASE RELAY SOLENOID Terminal strip (2) LOW HOUSE SKEET MACHINE 7-26 V 115 VAC
NEUTRAL _ RELEASE RELEASE RELAY SOLENOID Pull cord interface NO = NORMALLY OPEN C = WIPER/COMMON NOTE:
NEVER wire to pin 3 of the terminal strip without FIRST contacting E R A D. (817-244-1761 or erad@flash.net)
NO _ C K2 3 2 1 6 APPENDIX (B): FCC instructions to the User:
This equipment has been tested and found to comply with the limits for a class B digital device, pursuant to part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
* Reorient or relocate the receiving antenna.
* Increase the separation between the equipment and receiver.
* Connect the equipment into an outlet on a different circuit.
* Consult the dealer or an experienced radio/TV technician for help. This equipment has been certified to comply with the limits for a class B computing device, pursuant to FCC Rules. Operation with non-approved equipment may result in interference to radio and TV reception. The user is cautioned that changes and modifications made to the equipment without the approval of manufacturer could void the user's authority to operate this equipment. 7
1 | Users Manual 2 | Users Manual | 151.30 KiB | August 08 2005 |
E R A D P.O. Box 121715 Ft. Worth, TX 76121 Ph: 817-244-1761 Fax: 817-244-1796 Email: erad@flash.net E R A D has embarked on a new line of consumer electronics using its background in remote control to produce a Bird Management, Voice Controlled Wireless Release System, (XT2004/RC2004), for the Trap, Skeet, Five Stand, Sporting Clays industry, and Outdoor personal systems. XT2004_Club.doc 1 Functions include:
(Select key) SEL Enters/Exits the menu.
(EDT) key
(Edit key)
*** MODE
(Mode) Typically used to ACCEPT or ENTER all functions. Allows the user to select from any of the following modes.
*** V*MAN
*** V*AUTO
*** COMPET
(Voice Manual mode)
(Voice Auto, typical mode)
(Competition mode)
JUDGE
(Judge mode) This is a SPECIAL mode available for the "Club" and MAYBE used by "Clubs/Judges" to control fields with club owned units during competitions. This is NOT a mandatory mode for shooting competitions. To access this function the unit must be linked to the a P.C. using the module control software XT2004-xx and cable CA2004-xx from E R A D. Once in this mode the unit will function as a "JUDGE" unit until such time as it goes to sleep
(resets to 5.5 hours each time a key is depressed when logged onto a field) or is put to sleep, is removed from this mode, the "CLUB"
is changed, or the "GAME" is changed. While in this mode, based on which "GAME" is selected it will control the field in the manner(s) described in Appendix (A). NOTE !!!!!!
Do not change the "CLUB" or "GAME" after placing the unit into the "JUDGE" mode. If these are changed after the unit is put into the "JUDGE" mode it will automatically exit the "JUDGE" mode. Simply use the Software to select the "GAME" and "JUDGE" mode and do an upload. 2
*** GAME
(Game selected) Allows the "JUDGE" to select the "GAME" they are controlling. NOTE !!!!!!
It is mandatory that the "GAME" be selected BEFORE placing the unit into the "JUDGE" mode. If the "GAME" is changed after the unit is put into the "JUDGE" mode it will automatically exit the
"JUDGE" mode. Skeet Skeet international (Sets a 3.0 second random delay) Skeet doubles Trap Trap doubles Five stand beginner Five stand intermediate Five stand professional Sporting clays
*** Custom Note: The Custom mode allows the user to program up an explicit set of commands to produce a custom game.
*** CLUB
(Club select ID) NOTE, if the "Club ID" shows any of the following there is NO club actually loaded. See Appendix (B) for details.
**AA**, **BB**, **CC**, **DD**, **EE**
**FF**, **GG**, **HH**. **II**, **JJ**
Allows the user to select the "Club ID" they are at. By touching the
(EDT) key the user can check if any birds are available for release at this club. Touching the (L/R) arrow keys at this time will show the next "Club ID". The unit will REMAIN on the last "Club ID" that was selected AND the bird(s) were checked by touching the (EDT) key. With the use of a P.C. or the proper codes and information the "Club" can perform the following functions. By touching the (EDT) key again when viewing the number of bird(s) that are available and then entering the club pin number and touching (EDT) again, you will enter the "CLUB"
function. 3
*CASH*
(Adding money(s) ) When first entering this function the display will show (for approximately 1 second) the amount of "CASH" the user has at this "Club ID". The display will then change to ( * 0). At this point in time you may load the amount of money(s) the user is purchasing. If the (OPT) "option" key is pressed instead, at this time, it will CLEAR the amount of money(s) the user has to ZERO dollars. The amount entered is ADDED to the existing amount. Adding ( * 0) zero dollars is acceptable and will simply return you to the *CASH* function. NOTE:
*** N*BIRD The value is in dollars and cents with the (*) indicating the decimal point. (976*23) is nine hundred seventy six dollars a twenty three cents. Also note that you can add 999*99 many times over and although the display cannot display more than this value the actual dollars stored will be the sum of all the entered amounts. This limitation does not exist when the money(s) are added using the P.C. Upon touching the (EDT) key the unit will accept the amount and will return to the *CASH* position, allowing you to reenter the *CASH* function or move to another function using the (L/R/U/D) arrow keys. Touching the (SEL) key will exit the
"CLUB" function.
(Negative birds (cash)) When first entering this function the display will show (for approximately 1 second) the amount of "negative cash" the user HAD at this "Club ID". The display will then change to (- * 0). At this point in time you may load the amount of negative money(s) the user is allowed to have. Note that if you do NOT enter any amount and just press the (EDT) key the value WILL be set to ( * 0) ZERO. You MUST enter a value each time you enter this function If you do not the "negative cash" value WILL be set to ZERO. 4
*** CLUB
(Club ID change) This function allows the editing of the "Club ID". By touching
(EDT) the unit will display the current "Club ID" and will allow you to edit it using the (L/R/U/D) arrow keys. The (L/R) arrows change which character position you are at and the (U/D) arrow keys change the actual character. Note that when finished you must press the (EDT) key to accept the changes. At this point the unit will CLEAR ALL money values for the current CLUB position and install the new "Club ID". To exit the function WITHOUT making any changes touch the (SEL) key. NOTE:
To change the "Club ID" of a receiver, sequence to this function "CLUB" and touch the (FLD) key instead of the (EDT) key. The unit will ask you for the "FIELD" number of the receiver you wish to change the "Club ID" in. Type in the field number and touch the (FLD) key again. The unit will transmit the new information to the receiver and return to the *CASH* function.
FIELD
(Changing field number stored in receiver) Upon entering this function by touching the (EDT) key the unit will ask you for the "OLD" field number. Type in the current field number of the field (receiver) you wish to change and touch
(EDT). The unit will ask you to enter the "NEW" field number you wish to assign to the receiver. Enter the number and touch
(EDT). At this point the receiver will change the stored field number within the itself, to the new field number and the unit will return to the "FIELD" function waiting for additional field changes. To exit the function touch the (SEL) key or use the
(U/D/L/R) arrow keys to select a different function. NOTE:
IMPORTANT, if you have a receiver that you DO NOT know the current field number of, you may load field number 251 as the "Old Field" number and it will automatically accept any "NEW" field number between 1 and 250. HOWEVER, REMEMBER, any Field (receiver) that is powered up and see this command WILL be changed to the "NEW" field number. MAKE sure 5 NOTE:
that you shut off ALL "Fields" (receivers) that you do not want to change. IMPORTANT! It is very likely that you may have a Trap field, Skeet field, etc. with the same "Field Number". This is legal, therefore make sure you power DOWN the fields (receivers) that you DO NOT want to change, other wise any field that has the same "Old Field" number that you type in and that sees the command to change to the new field will be change at the same time.
*** COMNDS
(Adds, removes commands from receiver) Upon entering this function by touching the (EDT) key the unit will ask you for the "FIELD" number. Type in the current field number of the field (receiver) you wish to add or remove old command from and touch (EDT). NOTE:
IMPORTANT, it is very likely that you may have a Trap field, Skeet field, etc. with the same "Field Number". This is legal, therefore make sure you power DOWN the fields (receivers) that you DO NOT want to change, other wise any field that has the same "FIELD" number that you type in and that sees the command to add or remove "commands"
from the new
"commands" are down loaded. receiver will change as the At this point the unit will ask you for the relay that you wish to change commands in (RLY*01 - RLY*08). Use the (U/D/L/R) arrow keys to select the relay. Touch (EDT) to enter the relay function and the unit will ask you if you wish to "ADD, REMOVE, or MCLEAR" (master clear). Use the (U/D/L/R) arrow keys to select the function and touch (EDT). If you selected the
"MCLEAR" function and touch (EDT) the receiver will clear ALL commands loaded into that relay, other wise based on whether you selected "ADD or REMOVE" it will ask you which "command", See Attachment (B), you wish to add or remove. Use the
(U/D/L/R) arrow keys to move through the commands. Touch the
(EDT) key to complete the change. The unit will return to the
"RLY*xx" function waiting for additional changes. Repeat this 6 procedure until all changes have been made and then touch the
(SEL) key to exit the function.
*** COST
(Cost of a bird type) Upon entering this function with the (EDT) key the unit will ask you for the "Game type" you wish to load the cost per bird of, SKET*S
SKET*I
SKET*D
TRAP*S
TRAP*D
5STD*B
5STD*I
5STD*P
SPRT*C
*** CUST*G Skeet Skeet international Skeet doubles Trap singles Trap doubles Five stand beginner Five stand intermediate Five stand professional Sporting clays Custom game Using the (U/D/L/R) arrow keys and select the "Game type" and touch (EDT). The unit will display the current price in dollars and cents that the shooter is charged for that "Game type" each time they call for a bird or manually release a bird. Use the (U/D/L/R) arrow keys to change the value and touch (EDT) to accept the changes. Note that the (U/D) arrow keys change the amount in 1 cent steps while the (L/R) arrow keys change the amount in 25 cent steps. When the (EDT) key has been pressed the unit will return to the "Game type" function allowing for the selection and loading of a different "Game type" cost. When finished touch the (SEL) key to exit the function.
TIMER
(Sleep function) By touching the (EDT) key the unit will enter this function allowing the Club to "UNLOCK" or "LOCK" the timer using the
(U/D/L/R) arrow keys. If the timer is set to "LOCK" then once the
"Personal Pin number" is entered when the unit is awakened, it will never go to sleep and the "LIFE" bird function (See (OPT) key) will display the amount in dollars and cents that the shooter has used. The value can only be cleared to zero if you know the pin number. This allows the Clubs to rent or distribute units to shooters, and by first clearing the "LIFE" value to zero, when returned, will provide the actual dollars and cents worth of birds 7 the shooter used. Since the "COST" of each type of bird is stored in the unit then whatever game the user shoots the appropriate value for each release of a bird will be added to the "LIFE" value. If set to "UNLOCK" then the unit will function with the automatic sleep mode taking effect anytime the timer times outs. In this mode the "LIFE" birds displays the numbers of birds called for and not the dollar value. Remember that if the unit is in the "LOCK"
mode the Club MUST put the unit to sleep upon being returned or at the end of the day. Failure to do so will allow anyone to pick up the unit and release birds, and will run down the batteries.
*** RECVER
(Receiver sensitivity) Upon entering this function with the (EDT) key, the unit will ask you for the "FIELD" you wish to adjust the sensitivity on. Type in the field number, for example ... 12 ... and press (EDT) key. The display will show "LEVEL" and at this time you would type in the sensitivity level (1 - 100, 1 being the most sensitivity). For example enter 20 (a typical setting for a trap or skeet field) and then touch the (EDT) key again to complete the function. The display will return to the "RECVER" position and you may repeat the function. Touching the (SEL) key will exit the function. By making the receiver as insensitive as possible and still accept commands you minimize the chances of outside interference causing random failure to release birds. NOTE:
If you set the receiver to its minimum sensitivity level (maximum number) and you can no longer communicate with the unit there are a couple of options. Walk right up to the receiver, (literally as close as possible), and or put a FRESH set of batteries in the XT2004 that you are using for the programming function and reprogram to a more sensitive level, or, if you have the software take the receiver into the Club house and via your PC, connect it to the "Receiver software" and reprogram the sensitivity level.
(OPT) key
(Option key) When not logged onto a field and the "TIMER" is in the "LOCK" mode touching this key will display the actual dollars and cents that the user shot since the last time it was reset to zero. To exit the function at any time 8
touch the (SEL) key. To clear the value to zero touch the (OPT) key a second time and the unit will ask for the "PIN*NB" pin number. Enter the Personal Pin Number of the unit, (not the Club Pin Number) and touch the
(EDT) key. 9 APPENDIX (A): Judge mode. How to get started when the unit is in the "JUDGE" mode, see the (FLD) key. SKET*S (Skeet Standard), Key functions:
(OPT) Touching this key selects the option function. Touching this key the first time, backs the command up by one on a single bird shot. Multiple presses will only back it up one command. After the shooter calls for the option shot the system will automatically advance to the bird it was ready to release before the (OPT) key was pressed. NOTE, that on a double option, the system will back up to the going away bird, (1st shot, based on the station the system is set too, reference (STA) key) when pressed the first time. However, if the shooter missed his second shot, simply press the (OPT) key a second time. Additional key presses past the second will not change the position so long as the shooter has not called for a bird in between presses. There is a second method available for setting the option shot. After pressing this key, press either key (4) if you want a "HIGH" house, or key (6) if you want a "LOW"
house. The system will immediately set itself to throw that command upon receiving the call from the shooter. Note that if you actually touch key (5), the "DOUBLE" key, it will actually throw doubles when the shooter calls for his option shot. If you accidentally touch the wrong key just press the correct key. After the shooter calls for the option shot the system will automatically advance to the bird it was ready to release before the (OPT) key was pressed. This method GUARANTEE'S you to throw the right option shot. PROBLEM, what if you (the Judge) accidentally pressed the (OPT) key twice on a double shot, but only meant to press it once, or you think you might have pressed it twice but don't know. Just touch key (4) if you want a "HIGH"
house, or key (6) if you want a "LOW" house. The system will immediately set itself to throw that command upon receiving the call from the shooter. See second method listed above. 10
(N/B)
(1/H)
(2/D)
(3/L)
(4)
(5)
(6)
(7 L/A) No Bird key causes the system to back up one command and re-throw the previous command. Note if you have a NO BIRD, PROOF DOUBLES, etc. this is the simplest way to repeat the shot(s). Note also, that if you press this key more than one time it will NOT back up but one command. High house manual throw key. This will throw a High house each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Doubles manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Low house manual throw key. This will throw a Low house each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Immediately sets the system to throw the High house upon the next call by a shooter. Unless the (OPT) key had been pressed the next bird will be a Low house except if station 8 is selected, then it will continue to throw a High house. Immediately sets the system to throw Doubles upon the next call by a shooter. Unless the (OPT) key had been pressed the next bird will be a High house except if accidentally pressed on station 8 then the next bird will be a Low house. Immediately sets the system to throw the Low house upon the next call by a shooter. Unless the (OPT) key had been pressed the next bird will be either a Double if station 1,2 or 6,7 is selected or a High house if station 3,4,5 are selected or, if station 8 is selected the unit will continue to throw a Low house. Each time this key is pressed the system will back up one command within a station, however, it will never back up past the beginning of the station or another words past the High house. 11
(8 D/A)
(9 U/A)
(0 R/A)
(FLD)
(STA) By depressing this key the system will IGNORE any voice pull command(s) from a shooter. In essence it is the equivalent to each shooter turning off their mic. Multiple presses simply says, don't accept any voice release commands from the shooters. By depressing this key the system will ACCEPT any voice pull command from a shooter if their mic is turned on. This command MUST be used if the (8 D/A) button has been pressed previously. Multiple presses simply says, accept the commands from the shooters. Each time this key is pressed the system will move forward one command within a station, however, it will never move past the last command of the station. To log on and activate a field in the "JUDGE" mode touch this key one time. The unit will ask for the "FIELD"
number. Type in the "Field" number, as identified by the Club, that you are on and press (FLD) again. The unit will ask you for the "KEY". Type in the "Key" that you wish to use (any number between 1 and 250, make sure that no other judge's are using this "Key number") and press (FLD) again. The unit will display the "GAME" you have selected for one second and then display "JUDGE". The field is now in the "JUDGE" mode. The shooters MUST have their units in the "COMPET" mode under the
"MODE" function, and the shooters must log on to the field using the (FLD) key, entering the "Key" number you have selected and then touching the (FLD) key again. It is NOT a requirement that the "CLUB ID" of the Club you are at be installed into the shooters units to shoot in the competition mode. Simply have them put their units in the "COMPET"
mode. Their units will then show "MIC*OF". When they are ready to shoot they need to remember to turn their mic's on by touching the (U/A) key. Remember, as a judge you can control the "MIC'(s)" using the U/A, D/A keys. (To log off the field both the Judge and the shooter should touch the (FLD) key twice, that is, (FLD)(FLD). The station key sets which station type, that is what sequence of commands the system is going throw. To set the station touch the (STA) key, type in the station number, 12 and touch (STA) a second time. The system will immediately jump to the first command of that station. Note that station (1) and (2) are identical, that is, they throw a (H, L, D), so it is not necessary to tell the system that you are on station (2) when the squad moves to that station. But when the squad moves to station (3) you must tell the system it is on that station so that it only throws a
(H, L). Note again that station (4), and (5) are identical, so there is no need to change the station unless you just want to. However remember that when you get to station (6) although the sequence is identical to station (1) and (2) the use of the (OPT) key is reversed for which bird it throws when pressed on a double option, therefore it is important that you use station (6 or 7) for (6 and or 7). Station (8) sets the command to the "HIGH" house until such time as you press the (R/A) key which moves it to the "LOW"
house or the (6) key. Acceptance of entries. Enters/Exits the menu.
(EDT)
(SEL) 13 SKET*I (Skeet International), Key functions:
(OPT) No function.
(N/B)
(1/H)
(2/D)
(3/L)
(4)
(5)
(6) No Bird key causes the system to back up one command and re-throw the previous command. Note if you have a NO BIRD, PROOF DOUBLES, etc. this is the simplest way to repeat the shot(s). Note also, that if you press this key more than one time it will NOT back up but one command. High house manual throw key. This will throw a High house each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Doubles manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Low house manual throw key. This will throw a Low house each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Immediately sets the system to throw the High house upon the next call by a shooter. The next bird will be a Double for station 1,2 a Low house for station 3,4,5 and if station 8 is selected, then it will continue to throw a High house. Immediately sets the system to throw Doubles upon the next call by a shooter. The next bird will be a High house for station 1,2,3,4,5, a Low house for station 6, and if accidentally pressed on station 8 the next bird will be a Low house. Immediately sets the system to throw the Low house upon the next call by a shooter. The next bird will be a Double for station 3,4,5,6, and if station 8 is selected, then it will continue to throw a Low house. If accidentally pressed on station 1,2 then the next bird will be a High house. If accidentally pressed on station 7 the next bird will be a Double. 14
(7 L/A)
(8 D/A)
(9 U/A)
(0 R/A)
(FLD) Each time this key is pressed the system will back up one command within a station, however, it will never back up past the beginning of the station or another words past the High house. By depressing this key the system will IGNORE any voice pull command(s) from a shooter. In essence it is the equivalent to each shooter turning off their mic. Multiple presses simply says, don't accept any voice release commands from the shooters. By depressing this key the system will ACCEPT any voice pull command from a shooter if their mic is turned on. This command MUST be used if the (8 D/A) button has been pressed previously. Multiple presses simply says, accept the commands from the shooters. Each time this key is pressed the system will move forward one command within a station, however, it will never move past the last command of the station. To log on and activate a field in the "JUDGE" mode touch this key one time. The unit will ask for the "FIELD"
number. Type in the "Field" number, as identified by the Club, that you are on and press (FLD) again. The unit will ask you for the "KEY". Type in the "Key" that you wish to use (any number between 1 and 250, make sure that no other judge's are using this "Key number") and press (FLD) again. The unit will display the "GAME" you have selected for one second and then display "JUDGE". The field is now in the "JUDGE" mode. The shooters MUST have their units in the "COMPET" mode under the
"MODE" function, and the shooters must log on to the field using the (FLD) key, entering the "Key" number you have selected and then touching the (FLD) key again. It is NOT a requirement that the "CLUB ID" of the Club you are at be installed into the shooters units to shoot in the competition mode. Simply have them put their units in the "COMPET"
mode. Their units will then show "MIC*OF". When they are ready to shoot they need to remember to turn their mic's on by touching the (U/A) key. Remember, as a judge you can control the "MIC'(s)" using the U/A, D/A keys. (To 15 log off the field both the Judge and the shooter should touch the (FLD) key twice, that is, (FLD)(FLD). The station key sets which station type, that is what sequence of commands the system is going throw. To set the station touch the (STA) key, type in the station number, and touch (STA) a second time. The system will immediately jump to the first command of that station. Note that station (1) and (2) are identical, that is, they throw a (H, D), so it is not necessary to tell the system that you are on station (2) when the squad moves to that station. But when the squad moves to station (3) you must tell the system it is on that station so that it throws a (H, L, D). Note again that station (4), and (5) are identical, so there is no need to change the station unless you just want to. However station 6 is different, as is station 7, and 8, so you must set the system for each of these stations. Station (8) sets the command to the "HIGH" house until such time as you press the (R/A) key which moves it to the "LOW"
house or the (6) key. Acceptance of entries. Enters/Exits the menu.
(STA)
(EDT)
(SEL) 16 SKET*D (Skeet Doubles), Key functions:
(OPT)
(N/B)
(1/H)
(2/D)
(3/L)
(4)
(5)
(6)
(7 L/A) No function. No Bird key causes the system to back up one command and re-throw the previous command. Note if you have a NO BIRD, PROOF DOUBLES, etc. this is the simplest way to repeat the shot(s). Note also, that if you press this key more than one time it will NOT back up but one command. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Each time this key is pressed the system will back up one command within a station, however, it will never back up past the beginning of the station or another words past the High house. 17
(8 D/A)
(9 U/A)
(0 R/A)
(FLD)
(STA) By depressing this key the system will IGNORE any voice pull command(s) from a shooter. In essence it is the equivalent to each shooter turning off their mic. Multiple presses simply says, don't accept any voice release commands from the shooters. By depressing this key the system will ACCEPT any voice pull command from a shooter if their mic is turned on. This command MUST be used if the (8 D/A) button has been pressed previously. Multiple presses simply says, accept the commands from the shooters. Each time this key is pressed the system will move forward one command within a station, however, it will never move past the last command of the station. To log on and activate a field in the "JUDGE" mode touch this key one time. The unit will ask for the "FIELD"
number. Type in the "Field" number, as identified by the Club, that you are on and press (FLD) again. The unit will ask you for the "KEY". Type in the "Key" that you wish to use (any number between 1 and 250, make sure that no other judge's are using this "Key number") and press (FLD) again. The unit will display the "GAME" you have selected for one second and then display "JUDGE". The field is now in the "JUDGE" mode. The shooters MUST have their units in the "COMPET" mode under the
"MODE" function, and the shooters must log on to the field using the (FLD) key, entering the "Key" number you have selected and then touching the (FLD) key again. It is NOT a requirement that the "CLUB ID" of the Club you are at be installed into the shooters units to shoot in the competition mode. Simply have them put their units in the "COMPET"
mode. Their units will then show "MIC*OF". When they are ready to shoot they need to remember to turn their mic's on by touching the (U/A) key. Remember, as a judge you can control the "MIC'(s)" using the U/A, D/A keys. (To log off the field both the Judge and the shooter should touch the (FLD) key twice, that is, (FLD)(FLD). The station key sets which station type, that is what sequence of commands the system is going throw. To set the station touch the (STA) key, type in the station number, 18 and touch (STA) a second time. The system will immediately jump to the first command of that station which in the case of doubles is always Doubles. Acceptance of entries. Enters/Exits the menu.
(EDT)
(SEL) 19 TRAP*S (Trap Singles), Key functions:
(OPT)
(N/B)
(1/H)
(2/D)
(3/L)
(4)
(5)
(6)
(7 L/A) No function. No Bird key causes the system to back up one command and re-throw the previous command. Note if you have a NO BIRD, PROOF birds of any kind, etc. this is the simplest way to repeat the shot(s). Note also, that if you press this key more than one time it will NOT back up but one command. Manual throw key. This will throw a bird each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw a bird each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw a bird each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw a bird each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw a bird each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw a bird each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Each time this key is pressed the system will back up one command within a station, however, it will never back up past the beginning of the station or another words past the High house. 20
(8 D/A)
(9 U/A)
(0 R/A)
(FLD)
(STA) By depressing this key the system will IGNORE any voice pull command(s) from a shooter. In essence it is the equivalent to each shooter turning off their mic. Multiple presses simply says, don't accept any voice release commands from the shooters. By depressing this key the system will ACCEPT any voice pull command from a shooter if their mic is turned on. This command MUST be used if the (8 D/A) button has been pressed previously. Multiple presses simply says, accept the commands from the shooters. Each time this key is pressed the system will move forward one command within a station, however, it will never move past the last command of the station. To log on and activate a field in the "JUDGE" mode touch this key one time. The unit will ask for the "FIELD"
number. Type in the "Field" number, as identified by the Club, that you are on and press (FLD) again. The unit will ask you for the "KEY". Type in the "Key" that you wish to use (any number between 1 and 250, make sure that no other judge's are using this "Key number") and press (FLD) again. The unit will display the "GAME" you have selected for one second and then display "JUDGE". The field is now in the "JUDGE" mode. The shooters MUST have their units in the "COMPET" mode under the
"MODE" function, and the shooters must log on to the field using the (FLD) key, entering the "Key" number you have selected and then touching the (FLD) key again. It is NOT a requirement that the "CLUB ID" of the Club you are at be installed into the shooters units to shoot in the competition mode. Simply have them put their units in the "COMPET"
mode. Their units will then show "MIC*OF". When they are ready to shoot they need to remember to turn their mic's on by touching the (U/A) key. Remember, as a judge you can control the "MIC'(s)" using the U/A, D/A keys. (To log off the field both the Judge and the shooter should touch the (FLD) key twice, that is, (FLD)(FLD). The station key sets which station type, that is what sequence of commands the system is going throw. To set the station touch the (STA) key, type in the station number, 21 and touch (STA) a second time. The system will immediately jump to the first command of that station which in the case of Trap singles is always a Single bird. Acceptance of entries. Enters/Exits the menu.
(EDT)
(SEL) 22 TRAP*D (Trap Doubles), Key functions:
(OPT) No function.
(N/B)
(1/H)
(2/D)
(3/L)
(4)
(5)
(6)
(7 L/A) No Bird key causes the system to back up one command and re-throw the previous command. Note if you have a NO BIRD, PROOF DOUBLES, etc. this is the simplest way to repeat the shot(s). Note also, that if you press this key more than one time it will NOT back up but one command. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw a Double each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Manual throw key. This will throw Doubles each time it is pressed. It will NOT change the position of the system to the next call by the shooter. Each time this key is pressed the system will back up one command within a station, however, it will never back up past the beginning of the station or another words past the High house. 23
(8 D/A)
(9 U/A)
(0 R/A)
(FLD)
(STA) By depressing this key the system will IGNORE any voice pull command(s) from a shooter. In essence it is the equivalent to each shooter turning off their mic. Multiple presses simply says, don't accept any voice release commands from the shooters. By depressing this key the system will ACCEPT any voice pull command from a shooter if their mic is turned on. This command MUST be used if the (8 D/A) button has been pressed previously. Multiple presses simply says, accept the commands from the shooters. Each time this key is pressed the system will move forward one command within a station, however, it will never move past the last command of the station. To log on and activate a field in the "JUDGE" mode touch this key one time. The unit will ask for the "FIELD"
number. Type in the "Field" number, as identified by the Club, that you are on and press (FLD) again. The unit will ask you for the "KEY". Type in the "Key" that you wish to use (any number between 1 and 250, make sure that no other judge's are using this "Key number") and press (FLD) again. The unit will display the "GAME" you have selected for one second and then display "JUDGE". The field is now in the "JUDGE" mode. The shooters MUST have their units in the "COMPET" mode under the
"MODE" function, and the shooters must log on to the field using the (FLD) key, entering the "Key" number you have selected and then touching the (FLD) key again. It is NOT a requirement that the "CLUB ID" of the Club you are at be installed into the shooters units to shoot in the competition mode. Simply have them put their units in the "COMPET"
mode. Their units will then show "MIC*OF". When they are ready to shoot they need to remember to turn their mic's on by touching the (U/A) key. Remember, as a judge you can control the "MIC'(s)" using the U/A, D/A keys. (To log off the field both the Judge and the shooter should touch the (FLD) key twice, that is, (FLD)(FLD). The station key sets which station type, that is what sequence of commands the system is going throw. To set the station touch the (STA) key, type in the station number, 24 and touch (STA) a second time. The system will immediately jump to the first command of that station which in the case of doubles is always Doubles. Acceptance of entries. Enters/Exits the menu.
(EDT)
(SEL) 25 APPENDIX (B): Loading "Club ID".
(Adding new "Club ID")
*** CLUB NOTE, if the "Club ID" shows any of the following there is NO club actually loaded.
**AA**, **BB**, **CC**, **DD**, **EE**
**FF**, **GG**, **HH**. **II**, **JJ**
With the use of a P.C. or the proper codes and information a new "Club ID" can be added. By touching the (EDT) key when viewing any of the above titles the display will change to show (******). Using the
(L/R/U/D) arrow keys you can load a new "Club ID". The (L/R) arrows change which character position you are at and the (U/D) arrow keys change the actual character. Note that when finished, you must press the
(EDT) key to accept the changes. Touching the (SEL) key will void any changes made and the club position will NOT be changed, however the club pointer will still be pointed at this position. WARNING !!! WARNING !!! WARNING !!!
NOTE that you CAN delete a "Club ID" that already exist by entering a
"Club Pin Number" of (999999). Upon entering (999999) and touching the (EDT) key the "Club ID" will be removed and ALL MONEY(S) will be LOST. You can NOT delete a
"Club ID" that you owe money to, that is, if the club allows you to go into a "Negative cash" balance and you have a "Negative" balance at this "Club ID" the system will NOT allow you to remove the "Club ID". You must take the unit to the Club, pay the amount owed, and then you or they may remove the "Club ID". Any new "Club ID" requires you to contact E R A D to acquire a "Club Pin Number" that will allow you to access the "Club ID". PH:
FAX:
EMAIL:
WARNING !!! WARNING !!! WARNING !!!
817-244-1761 817-244-1796 erad@flash.net 26 APPENDIX (C): FCC instructions to the User:
This equipment has been tested and found to comply with the limits for a class B digital device, pursuant to part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
* Reorient or relocate the receiving antenna.
* Increase the separation between the equipment and receiver.
* Connect the equipment into an outlet on a different circuit.
* Consult the dealer or an experienced radio/TV technician for help. This equipment has been certified to comply with the limits for a class B computing device, pursuant to FCC Rules. Operation with non-approved equipment may result in interference to radio and TV reception. The user is cautioned that changes and modifications made to the equipment without the approval of manufacturer could void the user's authority to operate this equipment. 27
frequency | equipment class | purpose | ||
---|---|---|---|---|
1 | 2005-08-08 | 418 ~ 418 | DSR - Part 15 Remote Control/Security Device Transceiver | Original Equipment |
app s | Applicant Information | |||||
---|---|---|---|---|---|---|
1 | Effective |
2005-08-08
|
||||
1 | Applicant's complete, legal business name |
E R A D
|
||||
1 | FCC Registration Number (FRN) |
0013388061
|
||||
1 | Physical Address |
121715
|
||||
1 |
Ft. Worth, Texas 76121
|
|||||
1 |
United States
|
|||||
app s | TCB Information | |||||
1 | TCB Application Email Address |
s******@celectronics.com
|
||||
1 | TCB Scope |
A1: Low Power Transmitters below 1 GHz (except Spread Spectrum), Unintentional Radiators, EAS (Part 11) & Consumer ISM devices
|
||||
app s | FCC ID | |||||
1 | Grantee Code |
S9F
|
||||
1 | Equipment Product Code |
RC2004X
|
||||
app s | Person at the applicant's address to receive grant or for contact | |||||
1 | Name |
G******** B******
|
||||
1 | Title |
Owner
|
||||
1 | Telephone Number |
817-2********
|
||||
1 | Fax Number |
817-2********
|
||||
1 |
e******@flash.net
|
|||||
app s | Technical Contact | |||||
1 | Firm Name |
Compatible Electronics
|
||||
1 | Name |
K****** F********
|
||||
1 | Physical Address |
114 Olinda Drive
|
||||
1 |
Brea, California 92823
|
|||||
1 |
United States
|
|||||
1 | Telephone Number |
714-5********
|
||||
1 | Fax Number |
714-5********
|
||||
1 |
k******@celectronics.com
|
|||||
app s | Non Technical Contact | |||||
n/a | ||||||
app s | Confidentiality (long or short term) | |||||
1 | Does this application include a request for confidentiality for any portion(s) of the data contained in this application pursuant to 47 CFR § 0.459 of the Commission Rules?: | Yes | ||||
1 | Long-Term Confidentiality Does this application include a request for confidentiality for any portion(s) of the data contained in this application pursuant to 47 CFR § 0.459 of the Commission Rules?: | No | ||||
if no date is supplied, the release date will be set to 45 calendar days past the date of grant. | ||||||
app s | Cognitive Radio & Software Defined Radio, Class, etc | |||||
1 | Is this application for software defined/cognitive radio authorization? | No | ||||
1 | Equipment Class | DSR - Part 15 Remote Control/Security Device Transceiver | ||||
1 | Description of product as it is marketed: (NOTE: This text will appear below the equipment class on the grant) | Wireless Transceiver | ||||
1 | Related OET KnowledgeDataBase Inquiry: Is there a KDB inquiry associated with this application? | No | ||||
1 | Modular Equipment Type | Does not apply | ||||
1 | Purpose / Application is for | Original Equipment | ||||
1 | Composite Equipment: Is the equipment in this application a composite device subject to an additional equipment authorization? | No | ||||
1 | Related Equipment: Is the equipment in this application part of a system that operates with, or is marketed with, another device that requires an equipment authorization? | No | ||||
1 | Is there an equipment authorization waiver associated with this application? | No | ||||
1 | If there is an equipment authorization waiver associated with this application, has the associated waiver been approved and all information uploaded? | No | ||||
app s | Test Firm Name and Contact Information | |||||
1 | Firm Name |
Compatible Electronics, Inc.
|
||||
1 | Name |
J****** K******
|
||||
1 | Telephone Number |
71457********
|
||||
1 | Fax Number |
71457********
|
||||
1 |
j******@celectronics.com
|
|||||
Equipment Specifications | |||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Line | Rule Parts | Grant Notes | Lower Frequency | Upper Frequency | Power Output | Tolerance | Emission Designator | Microprocessor Number | |||||||||||||||||||||||||||||||||
1 | 1 | 15.231 | 418.00000000 | 418.00000000 |
some individual PII (Personally Identifiable Information) available on the public forms may be redacted, original source may include additional details
This product uses the FCC Data API but is not endorsed or certified by the FCC