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RudyB

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    Eindhoven
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    PC sims, PC-DCC control

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  1. Traincontroller 10 Gold 19 Level Crossing TC has a “crossing gate” function. The gate closes when the route on which the crossing is placed is reserved, it opens again when the route is free. In case this route triggering for the gate is too soon or too late we can build our own level crossing, where we can use physical sensors or action markers coupled to already existing block sensors. This also has the benefit that the crossing also works if we manually control trains, in which case routes are not reserved. Link to video Traincontroller 10 Gold 19 Level Crossing
  2. Traincontroller 10 Gold 18 Send Trains to Specific Tracks If a schedule has multiple destination blocks, like say a multi-track station or yard, a block gets chosen randomly. There are a few ways to change this randomness and send trains to specific blocks: - Use train lengths and allow trains only into blocks in which they fit (Schedule Rules) - Allow only specific trains in a block (Block Properties, Trains tab) - Send the first train to block 1, the next to block 2, and so on. (Block Properties, Condition tab) Link to video Traincontroller 10 Gold 18 Send Trains to Specific Tracks
  3. Traincontroller 10 Gold 17 Signals. The easiest way to control signals is to give the signal inside the block a DCC address. These signals now follow the block signal colors. If you desire different switching logic for your signals, you will have to place separate signals on the switch panel (they can be placed on the track), give them a DCC address and specify a logic function for each aspect of the signal. Link to video Traincontroller 10 Gold 17 Signals.
  4. Twinwoods & Bedford - 13 - Test Driving 11 Trains Track laying, DCC wiring and sensor wiring are all finished. It’s time to test drive the layout with 11 trains. The layout is computer controlled with Traincontroller 10. A separate series of videos on TC is available here. The DCC Command Station is a Digikeijs DR5000, combined with a DR5033 booster. The turnouts are switched with SG90 servo motors, connected to DCCNEXT decoders, that can be acquired at about €10,- via arcomora.. The software, called MARDEC, is free. Train detection is performed with reed switches on the track and a small Neodymium magnet under the train. The reeds are connected to Arduino Loconet shields that can be acquired at about €6,- via arcomora.. The software, called ARLOCO, is free. This is the link to video Twinwoods & Bedford - 13 - Test Driving 11 Trains --
  5. Traincontroller 10 Gold 16 How to Stop Trains. Trains that drive on a cycle- or shuttle schedule with repeat count 0, as well as trains on schedules with successors, will keep driving indefinitely. There are multiple options to stop the trains. Immediate stops: The Freeze button (Esc on the keyboard) stops the trains, but keeps the schedules in the list. Power On (Ctrl Shift P) will start the trains again, exactly where you left off. Perfect for a coffee break, or as an emergency stop when something unexpected happened. Stop Layout (Ctrl Shift O) stops the trains, removes the schedules from the list and switches the track power off. Terminate all Schedules stops the trains, removes the schedules from the list. Track power stays on. Terminate Schedule stops the selected train / schedule and removes it from the list. All the above methods stop the trains immediately. They may have come to a halt on a turnout, which makes these methods not preferred for neatly ending a driving session. If the next session TC decides to start a train on another schedule, a turnout may switch while a train is on it, which will lead to problems. The following methods lead to a controlled stop: Lock all Blocks makes the trains stop at the stop marker of the block that has last been reserved by the train. The schedules stay in the list. To start driving again, toggle Lock all Blocks off again. Lock all Schedules makes the trains stop at the stop marker of the end block of the schedule and it takes the schedules out of the list. These controlled stops are the safe ways to end a session. To use the on/off switch that we created to start the schedules we place the ‘on’ state of the switch in the Condition tab of the schedule. If the switch is off, this condition is not met, which means the schedule will not be restarted once the train reaches the end block of the schedule. Link to video Traincontroller 10 Gold 16 How to Stop Trains.
  6. Transport Fever 2 as Model Railway Sim 08 Curved Station Platforms TF2 by default only supports straight station platforms. Luckily mods are available that let us create curved platforms. For instance the mod Freestyle Station allows platforms to be laid as curved tracks, alongside the rails. Once the platforms are laid we use markers to tell TF2 which platform belongs to which track and a station is then automatically created. Via the station properties we can add buildings and other items to the station. Link to video Transport Fever 2 as Model Railway Sim 08 Curved Station Platforms
  7. Traincontroller 10 Gold 15 Pushbuttons and Switches. Pushbuttons and switches can be added to a Switchboard to control many different kinds of operations. This video shows how a Schedule can be started such that trains start to drive when a switch is flipped. Link to video Traincontroller 10 Gold 15 Pushbuttons and Switches
  8. Transport Fever 2 as Model Railway 07 Drive backwards out of Dead Ends By default TF2 flips trains around at dead ends to always leave head first. For a model railway we don't want this behavior. Luckily there is a mod that we can install that lets the trains drive in reverse, driving backwards out of dead ends. Link to video Transport Fever 2 as Model Railway Sim 07 Drive Backwards out of Dead Ends
  9. HO layout 'Clara', 7x3m, 24 trains This HO Layout is built by a fellow member of the Eindhoven Modeling Club, Peter Koppelman. Link to the video His explanation: Seven years I have been building my layout and I ban all again making major changes. The layout is in a room of 7 x 2.65 meters and is built against the wall in a u-shape. The basic shape is a simple one, a "dog bone" with a shadow station at each end and in the middle a station where a branch line branches off. There are 24 trains on the layout, up to five can run simultaneously. The control program is Koploper and the hardware consists of a DR 5000 from Digikeijs and a booster. The feedback is done by current detection over the 88N cable. About 150 meters of track have been used and 61 turnouts have been processed.
  10. Traincontroller 10 Gold 14 Request Yellow. Instead of limiting the max speed in a block, which influences all trains that drive through the block, 'Request Yellow' is an alternative method to slow down trains in the block before a scheduled stop. If we place this request yellow in blocks that belong to the schedule, it won't influence trains on other schedules; these can drive through the block at a higher speed. Link to video Traincontroller 10 Gold 14 Request Yellow
  11. Traincontroller 10 Gold 13 Simplified Speed Profile. We want our trains to have accurate stop positions in the blocks, and to drive around with visually pleasing accelerations and decelerations. To accomplish this we have to calibrate the loc in Traincontroller. In many cases the Simplified Speed Profile works fine. It uses three sliders, min speed, max speed and 40 km/hr. To work well with TC first we have to program the DCC decoder in the loc. Link to video Traincontroller 10 Gold 13 Simplified Speed Profile
  12. Traincontroller 10 Gold 12 Schedule Rules part 2 Schedules have a set of Rules that prescribe if the Schedule starts, how the trains behave and if and when routes and blocks ahead are reserved. This video is about the second half of the set of Rules. Link to video Traincontroller 10 Gold 12 Schedule Rules part 2
  13. Traincontroller 10 Gold 11 Schedule Rules Schedules have a set of Rules that prescribe if the Schedule starts, how the trains behave and if and when routes and blocks ahead are reserved. This video is about the first half of the set of Rules. Link to video Traincontroller 10 Gold 11 Schedule Rules
  14. Traincontroller 10 Gold 10 Schedule Types and -Successors Once a train has reached the destination block of a Schedule, it will be taken out of the list and the trains will come to a stop. If we want the train to repeat the Schedule, or to start a different Schedule, we have to change the Schedule Type, or add Schedule Successors. The video shows how. Link to video Traincontroller 10 Gold 10 Schedule Types and _Successors
  15. Traincontroller 10 Gold 09 Schedules Trains can be allocated to a specific trajectory, called a Schedule. To create a Schedule we have to select the blocks and the routes between the blocks that we want to be part of the Schedule. We also define the Departure and the Destination blocks and we can add planned waiting times at specific blocks, like at a station. Trains might stop at other blocks too, but that only happens if the route or block ahead is reserved by another train. Link to video Traincontroller 10 Gold 09 Schedules
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