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.
The XT2004R is a 418 MHZ wireless hand held transceiver used for the control,
programming and extraction of control data from the RC2004 series receiver(s).
This system provides complete programming of the RC2004 series receivers for,
Trap shooting, Skeet shooting, Five Stand, Sporting Clays, Custom, and Outdoor
(Personal back yard systems), etc. The system is designed to provide Clubs and
Individuals significant benefits over the current systems available.
The XT2004R transceiver 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 Club or individual and a 16 position "Keypad" for control and data
entry. Access to any given transceiver is through a personal "PIN" number
limiting access to the appropriate Club or individual. 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.
This system provides a Club or appropriate individual with the ability to
reprogram their RC2004 series receivers with out having to remove them and
connect them to a PC.
FCC ID: S9FXT2004R
IC: 5877A-XT2004R
1
Battery replacement:
1) To change the batteries first remove, if any, the Velcro clip from the back
side and set it aside.
2) Remove the screw in the back of the unit and set it aside.
3) CAREFULLY separate the two halves of the case using you finger nail or
a thin knife blade to approximately 1/4". If you are using a metal object,
such as a knife blade, do NOT allow the blade to enter the case. You may
short out a component and kill the unit.
Note: You must separate the two halves equally or you will damage
the alignment posts in each corner of the case. The top half
will stay attached to the bottom half via the flexible
interconnects between the keypad and the printed circuit
board. DO NOT PULL ON THESE CONNECTIONS.
4) Using your fingers, carefully lift the end corners (opposite from antenna),
of the battery packs to lift the printed circuit board out of the bottom case.
This will tilt the printed circuit board in the bottom case and allow you to
remove the batteries. The antenna end of the pc board will still be in the
bottom case with the antenna still passing thru the case.
5) Using an NON conductive item such as a q-tip push each battery out from
the middle of the pc board. MAKE note of the DIRECTION, that is, top
and bottom, of how the batteries are installed. IF YOU INSTALL ONE
OR BOTH OF THE BATTERIES UPSIDE DOWN IN THE UNIT
YOU WILL VOID THE WARRANTY AND KILL THE UNIT.
6) Pull the batteries out and install two (2) new CR2450 or equivalent
batteries. MAKE SURE you install them with the (+) facing up as
marked on the battery packs.
Note: There are a couple nonessential items that are not stored and will
be reset when the batteries are removed. If you wish to retain these
items push one of the old batteries partially out and remove the
other completely. Upon installing the new battery in the open slot,
IMMEDIATELY pull the other old battery out and replace it. By
doing this the unit will never loose power and even the
nonessential items will be retained.
7) Reassemble the unit.
2
Functions include:
How to get started when the unit is in the "SLEEP" mode. Touch any key to
wake the unit up and go to the section on (PIN*NB) Pin Number.
*** SEL (Select key)
Enters/Exits the menu.
Use the (U/D/R/L) arrow keys to move through the menu.
*** (EDT) key (Edit key)
Typically used to ACCEPT or ENTER a functions.
*** MODE (Mode)
Allows the user to select from any of the following modes.
*** NORMAL (Standard mode)
*** JUDGE (Judge mode)
This is a SPECIAL mode available from the "Club" and MAYBE
used by "Clubs/Judges" to control fields 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.
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 returned to the
"NORMAL" mode.
3
*** GAME (Game selected)
Allows the cLUB 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 returned to the
"NORMAL" 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.
*** PIN*NB (Pin number)
Touching the (EDT) key allows for the unlocking/loading of the pin
number for security purposes. Note that the unit knows which mode it is
in and displays the opposite mode upon entering this function. If the unit
is locked it will ask you first if you want to "UNLOCK" itself. By
touching (EDT) you can accept this and then type in the "Pin Number",
followed by touching the (EDT) key again to accept the number. If the
unit accepts the code it will display "STD*BY" (Stand By) and you are
ready to use the unit. Note that if no keys are touched or no birds are
thrown, it will go back to sleep in approximately 5 minutes. If the unit
fails to accept the code it will display "FAILURE" and you must retype
the code and touch (EDT) again.
Note, use the (EDT) "edit" key to accept the selected/entered data. Use
the (SEL) "select" key to exit the current function.
By using the (ARROW) keys you may select any of the other two
functions. If you wish to "EDIT" the "Pin Number" it will ask you to
enter the current "Pin Number" before you can enter a "NEW" pin
4
number. Upon entering the "NEW" pin number it will ask you to verify it
a second time. If you fail to properly "VERIFY" it, it will return to asking
for a "NEW" pin number and expect you to properly "VERIFY" the
number. At any time touching the (SEL) key will exit you from the
function.
*** UNLOCK (Unlock mode)
Allows the Club to enter their pin number.
*** LOCK (Lock mode)
Allows the Club to lock the unit eliminating unwanted use.
*** EDIT (Edit mode)
Allows the Club to change the pin number. One must have
the current pin number to be able to complete this function.
*** SEQ*FR (Sequence * Fixed or Random, CUSTOM game only)
Allows the user to select up whether the (Sequence of programmed
commands see "LD*CMD" below) is run in the fixed order as
programmed or in a random order until all the commands have been used.
*** SQ*FIX (Sequence fixed mode)
The system will release the birds in the exact sequence
programmed under the "LD*CMD" function.
*** SQ*RND (Sequence random mode)
The system will randomly release the birds programmed
under the "LD*CMD" function until all the birds have been
released.
*** LD*CMD (Load Command, Custom game only)
Allows the Club to program their unit for the (CUSTOM) game.
*** POS*99 (Position of command in game)
5
Using the (L/R/U/D) arrow keys, select the position
1,2,3,4,5, etc that you wish to load a command into. Touch
the (EDT) key to accept the position and display the current
command that is loaded in that position. Using the
(L/R/U/D) arrow keys, select, change, the command you
wish to load. Touch the (EDT) key to accept the command.
The unit will automatically advance expecting you to load a
time using the (L/R/U/D) arrow keys. Note that the LEFT
and RIGHT arrow keys will change the time in 0.20 second
steps while the UP and DOWN arrow keys will change he
value in 0.02 second steps. This "Time" is how long the
system will delay before releasing the bird when the
command is called. Typically a time value other than zero
would only be loaded if the CUSTOM game was going to
be run in the automatic sequence mode. If you want to
slow down the release of the bird you would normally use
the DELAY mode to enter a release delay. Touching the
(EDT) key will accept the time even if it is zero (0) and the
unit will advance to the next position. You may repeat this
procedure up to 73 times. At any given position you may
load a station command allowing you to jump to that
station to start or change the game. The last command
loaded must be a (END) command identifying the end of
the game. See appendix (A) for commands/order/position.
*** AUTO*R (Automatic Run/Stop mode, Custom game only)
If the "Run" mode is selected, the XT2004R transmitter will automatically
run through the command/time sequence until the end of the sequence or
until placed into the "Stop" mode.
*** UPLOAD (Up Load command)
Touching the (EDT) key allows for the entering of the "FIELD" number
and the uploading of the command data.
*** FIELD (Field number)
By entering the field number you wish to upload and pressing the
(EDT) key again the receiver (transceiver) of the field you typed
in, will transmit its command data. The screen of the XT2004R
will display the data when it is received.
6
*** *LIFE* (Life time birds)
By pressing the (OPT) key when NOT logged onto a field the unit will
display and allows the keeping/programming of a running total of birds
released. By pressing the (OPT) key a second time the Club can enter
their pin number and reset the value to zero (0).
*** NO*BRD (No birds)
By pressing the (N/B) key when NOT logged onto a field the unit will
display the number of times the (N/B) key was pressed while logged onto
a field. By pressing the (N/B) key a second time the Club can enter their
pin number and reset the value to zero (0).
*** CLUB (Club select ID)
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 you
can enterer the club pin number. Touching (EDT) again, will allow you to
enter the "CLUB" function.
*** 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 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 *FIELD* function.
7
*** 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
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
8
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
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
9
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
"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 unit has released.
The value can only be cleared to zero if you know the pin number.
This allows the monitoring of released birds by this unit, and by
first clearing the "LIFE" value to zero, when returned, will provide
the actual dollars and cents worth of released birds. Since the
"COST" of each type of bird is stored in the unit then whatever
game the is, selected, 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 released 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 25 (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
10
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.
11
Keys include:
*** (OPT) key (Option key)
(*LIFE*) function for additional information.
*** (N/B) key (No bird key)
When running a custom game in the auto run mode and you depress this
key the unit will repeat the previous command and log the count to the No
Bird function. Note that each time this key is pressed the unit must throw
a bird before the key will function again.
*** (FLD) key (Field key)
By pressing this key (FLD), and entering the field number you are at, and
then pressing (FLD) again you will log "ON" to a field. For example, by
touching (FLD)(7)(FLD) you have just logged onto field seven and that is
the only field that the unit will communicate with. By touching
(FLD)(FLD) again you have logged off the field. When logged OFF the
field the display will show "STD*BY". You cannot log OFF a field if
you have entered the menu function.
*** (STA) key (Station key)
By pressing this key, when logged onto a field, and typing the station
number and touching (STA) again the unit will position itself to the first
bird of that station.
*** (1/H) key (Number (1), High)
Loads the number one into the screen.
*** (2/D) key (Number (2), Doubles)
Loads the number two into the screen.
*** (3/L) key (Number (3), Low)
Loads the number two into the screen.
12
*** (4) key (Number (4))
Loads the number one into the screen.
*** (5) key (Number (5))
Loads the number two into the screen.
*** (6) key (Number (6))
Loads the number two into the screen.
*** (7) & (LEFT ARROW) (L/A)
Loads the number seven into screen. Moves thought the menu items,
selects certain values.
*** (8) & (DOWN ARROW) (D/A)
Loads the number eight into screen. Moves thought the menu items,
selects certain values.
*** (9) & (UP ARROW) (U/A)
Loads the number nine into screen. Moves thought the menu items,
selects certain values.
*** (0) & (RIGHT ARROW) (R/A)
Loads the number zero into screen. Moves thought the menu items,
selects certain values.
13
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.
14
Loading...
+ hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.