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:
*** SEL (Select key)
Enters/Exits
*** (EDT) key (Edit key)
Typically used to
*** MODE (Mode)
Allows the user to select from any of the following modes.
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
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.
or
access
ENTER
this function the unit
all functions.
must be
linked to
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
actually loaded. See Appendix (B) for details.
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.
, if the "Club ID" shows any of the following there is NO club
**AA**, **BB**, **CC**, **DD**, **EE**
**FF**, **GG**, **HH**. **II**, **JJ**
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: 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.
*** N*BIRD (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
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
number between 1 and 250.
HOWEVER, REMEMBER
that is powered up and see this command
changed to the "NEW" field number. MAKE sure
of the (EDT) key. The unit will ask you for
any
"NEW" field
, any Field (receiver)
WILL
be
5
that you shut off ALL "Fields" (receivers) that you
do not want to change.
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 "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 receiver will change as the new
"commands" are down loaded.
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 Skeet
*** SKET*I Skeet international
*** SKET*D Skeet doubles
*** TRAP*S Trap singles
*** TRAP*D Trap doubles
*** 5STD*B Five stand beginner
*** 5STD*I Five stand intermediate
*** 5STD*P Five stand professional
*** SPRT*C Sporting clays
*** CUST*G 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
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
level (
communicate with the unit there are a couple of
options. Walk right up to the receiver, (literally as
close as possible),
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
maximum
number) and you can no longer
and or
most
sensitivity). For
minimum
put a FRESH set of
sensitivity
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.
on a double option, the system will back up to the
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
option shot.
PROBLEM,
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.
GUARANTEE'S
what if you (the Judge) accidentally pressed
you to throw the right
NOTE,
that
going
10
(N/B) No Bird key causes the system to
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.
(1/H) 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.
(2/D) 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.
(3/L) 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.
(4) 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.
(5) 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.
(6) 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.
(7 L/A) 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.
back up
one command
11
(8 D/A) 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.
(9 U/A) 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.
(0 R/A) 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.
(FLD) 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
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).
(STA) 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,
NOT
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.
(EDT) Acceptance of entries.
(SEL) Enters/Exits the menu.
13
SKET*I (Skeet International), Key functions:
(OPT) No function.
(N/B) 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.
(1/H) 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.
(2/D) 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.
(3/L) 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.
(4) 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.
(5) 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.
(6) 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) 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.
(8 D/A) 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.
(9 U/A) 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.
(0 R/A) 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.
(FLD) 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
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
NOT
15
log off the field both the Judge and the shooter should
touch the (FLD) key twice, that is, (FLD)(FLD).
(STA) 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.
(EDT) Acceptance of entries.
(SEL) Enters/Exits the menu.
16
SKET*D (Skeet Doubles), Key functions:
(OPT) No function.
(N/B) 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.
(1/H) 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.
(2/D) 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.
(3/L) 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.
(4) 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.
(5) 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.
(6) 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.
(7 L/A) 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) 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.
(9 U/A) 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.
(0 R/A) 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.
(FLD) 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
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).
(STA) 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,
NOT
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.
(EDT) Acceptance of entries.
(SEL) Enters/Exits the menu.
19
TRAP*S (Trap Singles), Key functions:
(OPT) No function.
(N/B) 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.
(1/H) 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.
(2/D) 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.
(3/L) 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.
(4) 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.
(5) 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.
(6) 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.
(7 L/A) 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) 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.
(9 U/A) 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.
(0 R/A) 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.
(FLD) 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
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).
(STA) 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,
NOT
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.
(EDT) Acceptance of entries.
(SEL) Enters/Exits the menu.
22
TRAP*D (Trap Doubles), Key functions:
(OPT) No function.
(N/B) 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.
(1/H) 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.
(2/D) 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.
(3/L) 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.
(4) 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.
(5) 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.
(6) 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.
(7 L/A) 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) 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.
(9 U/A) 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.
(0 R/A) 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.
(FLD) 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
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).
(STA) 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,
NOT
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.
(EDT) Acceptance of entries.
(SEL) Enters/Exits the menu.
25
APPENDIX (B): Loading "Club ID".
*** CLUB (Adding new "Club ID")
NOTE
actually loaded.
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.
NOTE
"Club Pin Number" of (999999).
Upon entering (999999) and touching the (EDT) key the "Club ID" will be
removed and
"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
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".
, if the "Club ID" shows any of the following there is NO club
**AA**, **BB**, **CC**, **DD**, **EE**
**FF**, **GG**, **HH**. **II**, **JJ**
that you
WARNING !!! WARNING !!! WARNING !!!
WARNING !!! WARNING !!! WARNING !!!
CAN
delete a "Club ID" that already exist by entering a
ALL MONEY(S)
NOT
allow you to remove the "Club ID". You must
will be
LOST.
You can
NOT
delete a
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
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