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RudyB
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Traincontroller 23: Run a Second Train Into a Block

 

In the previous 2 videos we saw how we can have different trains run at different speeds in one and the same block and how we can create different stop positions also.

 

In this video we're going to use both possibilities to run a second train into a block that already contains a one.

 

The use for such an operation could be for instance when a train runs into a terminal track and we don't want that train to return onto the main track, driving backwards.

 

We'll first need to decouple the loc. If we have a decoupler installed, TC can do that for us. Or, when using Kadee couplers, TC can perform a 'Kadee shuffle'.

 

Then a new loco needs to run into the block, carefully, driving slow, and also stopping in time, before it hits the wagons.

 

The video shows how this can be accomplished.

 

Link to video Traincontroller 23: Run a Second Train Into a Block/

 

 

22871061ym.jpg

Edited by RudyB
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ESU V4 decoders have the capability to do the Kadee Shuffle via a function button so at the termination of the schedule the loco uncouples itself and pulls forward clear of the train allowing the second loco to enter the block and couple itself directly on the awaiting train.  

 

The other option is that if you don't want to use the Kadee shuffle or don't have ESU decoders, the arriving train in the terminating block stops with the Kadee couplers over the magnet in the track and the loco that arrives at the other end of the train to take the stock out gently nudges the train, springs open the Kadee couplers and allows the train to depart leaving the other loco behind. I use this option quite successfully in my fiddle yard which is a dead ended fiddle yard so arriving trains need to depart in the direction they arrived from.

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Traincontroller 23: Run a Second Train Into a Block

 

In the previous 2 videos we saw how we can have different trains run at different speeds in one and the same block and how we can create different stop positions also.

 

In this video we're going to use both possibilities to run a second train into a block that already contains a one.

 

The use for such an operation could be for instance when a train runs into a terminal track and we don't want that train to return onto the main track, driving backwards.

 

We'll first need to decouple the loc. If we have a decoupler installed, TC can do that for us. Or, when using Kadee couplers, TC can perform a 'Kadee shuffle'.

 

Then a new loco needs to run into the block, carefully, driving slow, and also stopping in time, before it hits the wagons.

 

The video shows how this can be accomplished.

 

Link to video Traincontroller 23: Run a Second Train Into a Block/

 

 

22871061ym.jpg

hello Rudyb

how did you get that little screen at the bottom left with the schedules on please it looks useful

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Traincontroller 24: Graphics for Icons and Backgrounds

The Gold version of Traincontroller has a built in graphics editor with which it is possible to modify, or create our own, icons.

Well ... it is an editor, but it has only limited functionality. You'll probably find yourself better off using an external editor and then copy-paste the pixels into the TC editor.

It can also handle transparency, but unfortunately it is not (yet) possible to import .png files (that have an 'alpha channel' for transparency). Often, copied graphics still need some fine tuning for the transparency inside the TC editor itself.

For icons, it usually works best to create and edit the largest size. TC automatically creates the smaller sizes. Usually this gives nicer and more predictable results than start small and then let TC enlarge.

About size:
- TC calls it 28 x 28 pixels.
- The actual grid is 27 x 27 though, because TC overlaps the grid blocks by one pixel.
- the editable canvas is 26 x 26 because TC keeps one blank pixel between icons.

A background image can be used to for instance create a  'switch panel'. For backgrounds, use the 27 pixel grid as a measure. Icons cannot be placed directly on a background image. First place them outside the image and then drag them onto it. Or, first place all images and then place the background as the final step. Also note that the top left grid block of a background image can not be covered by an icon.

The video has a short demo on how this can all work out. If you like to have a closer look at the panel ... the .yrrg file including the graphics used (with the LCD available in 4 colors) is available for download on the Blog's Software page.

Have fun.

Link to video Traincontroller 24: Graphics for Icons and Backgrounds


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Traincontroller 25: Flagman

We use physical sensors to let TC know an event has happened (mostly the event is that a train ran over the sensor, but there may be other uses like physical switches on a real control panel). But TC also has the option to use 'software sensors', so called 'Flagman', to let us know that a certain event has taken place.

A Flagman is a 'virtual man' who raises its 'virtual flag' when an event, or a logic combination of events, takes place. The flag is lowered again as soon as the events are not true anymore. In software terms, the Flagman is a memory location that can have two states: 1 or 0, TRUE or FALSE.

The events on which the Flagman should react are specified in the 'Trigger' tab of the Flagman properties (opened via a double click on the Flagman). It can be a single event, e.g. 'Block 6 occupied'. It can also be a logic combination of several events, e.g. 'Block 6 occupied'  AND 'Block 7 occupied' OR 'Schedule 3 is running'.

What can we use Flagman for? Well ... actually for anything we can imagine. Whether you need them depends on the things you like to accomplish.

A simple use could be just for graphics purposes, as is shown in the video with the toggle switch.

Also, it can be very useful to start or stop certain Operations as soon as a logic combination of events becomes TRUE.

Flagman can also be used inside Blocks. When a Flagman inside a block becomes TRUE, then that block gets the status 'Occupied'. The video also shows an example on that.

Link to video Traincontroller 25: Flagman


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Traincontroller 26: Flagman Trigger Logic

 

In the previous video the Flagman was introduced. Flagman can be used to monitor a user specified status on the layout. As soon as that status becomes valid the 'red flag is raised' and a series of Operations can be started. When the status is not valid anymore the flag is lowered.

 

The status that we want the Flagman to monitor is specified in the Trigger tab. This trigger can make use of the status of almost every element available on the layout, combined with logical statements like AND / OR. Complex logic can be created this way.

 

The TC Gold version also has some further logic functions that make use of a counter:

- 'Exact (n)' means exactly n of the elements inside this group must be valid to become TRUE.

- 'At most (n)' means that max n elements must be valid.

- 'At least (n)' means that minimum n elements must be valid.

 

How Flagman and their possible complex trigger logic can be used is up to our own creativity and imagination and the goals we like to accomplish.

 

The video shows examples of all the logic groups available.

 

Link to video Traincontroller 26: Flagman Trigger Logic

 

 

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Traincontroller 27: Combi Groups and Train Descriptions

One of the logic functions that is available in TC Gold for the Flagman trigger,  is the so called ‘Combi Group’. Inside a Combi we can place Blocks and/or Schedules.

The Combi becomes TRUE when a train is on one of the Blocks that is mentioned inside it. If a Schedule is also specified, then the Combi is TRUE when there is a train on a Block AND it is on one of the Schedules.

In stead of monitoring all trains, we can limit the Combi to only certain trains. This is done via the Train button next to the logic function dropdown, which shows only when we selected a Combi.

Actually we can do more than only use trains, we can use so called Train Descriptions. A Train Description can contain one or more trains, one or more wagons and one or more properties like speed or weight. This makes it possible to really focus the Flagman Combi group on a very specific train with very specific properties.

The video shows how the Combi Groups work in general and then how to create the Flagman that monitors if a certain train is driving. In the next video we're going to use these 'train driving' Flagman to update our Train counter.

Link to video Traincontroller 27: Combi Groups and Train Descriptions


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Traincontroller 28: Counter

The Traincontroller Switchboard can have counters. We could use a counter to for instance show how many trains are in a hidden yard or shadow station, or how many schedules are active, or how many trains are actually on the move at any moment in time, or ... well, what ever you may like to count, up to how many mugs of coffee you had. :)

A counter has three parameters:
START defines what number the counter starts at after a reset.
ON defines at which count the switch function of the counter switches on.
OFF defines at which count the switch function of the counter switches off.

The switch function can be used to start Operations, or as a Condition or a Trigger in other Switchboard elements.

Up- and down counting is not done via a Trigger tab in the counter itself, it is done via an operation in any other Switchboard element.

A counter can also be clicked on with the mouse to count up. A right click opens a menu with the possibility to also count down, or reset the counter.

The video shows a counter for trains in a hidden yard and a 'running trains' counter.

Link to video Traincontroller 28: Counter


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Ruud Boer,

hi Rudy,

Thanks so much for going to so much trouble to share the train controller operating system, the program is so detailed, without your videos I would have only scratched the surface, and the possibilities now seem endless !!

 

best regards

Stanley

Edited by 1BCamden
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Thanks for your kind feedback Stanley ... it's appreciated.

 

Rudy.

 

 

Traincontroller 29: Start/Finish Operations and Macros

In the previous video we had a look at the LCD counter for 'running trains'. The counter was triggered via Flagman. The other counter in the LCD panel, the Schedules counter, is triggered directly from the Schedules themselves, using so called Start and Finish Operations.

With every Schedule it is possible to specify a series of Operations to take place when the Schedule starts, before the train leaves. These can be train functions, like putting lighting on or off, or sounds in a sound decoder. It could also be other Operations though, actually the whole list is available via the 'List' button.

In a similar fashion Finish Operations can be defined, to be executed when the train has come to a halt at the end of the Schedule.

There may be cases where you like to specify the same list of operations to be used with different Schedules. In stead of having to enter the whole sequence multiple times, it is easier to define a so called Macro. The list of Operations now needs to be entered only once, in the Macro, which we can given an appropriate name. After having defined the Macro, it is now available for use in any Operations list.

The video shows how to create a Macro and how it is used in the Schedule Start Operations list.

Link to video Traincontroller 29: Start/Finish Operations and Macros


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Edited by RudyB
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Traincontroller 30: Extended Accessories - Counter

 

In the previous video's we had a look at counters. They have the size of one icon, which can sometimes be a bit too tiny to clearly read. There's a larger, a 4x4, /Nixie Tube' counter on the switchboard. This is made using Extended Accessories.

 

These' EA's are very versatile and powerful tools. We can use them for nice graphics or for very versatile multi aspect signals or displays, and complex switching arrays.

 

When we couple a 'switch' connection to the EA, it functions as a combined multi state switch and multi state Flagman, sort of a 'Super Flagman', that can raise different colors of flags and start different Operations lists based on it's several stats.

 

In this video we'll have a first look at how to define an Extended Accessory and how to build the Nixie Tube 'counter' with it, which is actually not a counter, but a 4 state Switch/Flagman.

 

Link to video Traincontroller 30: Extended Accessories - Counter

 

 

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Edited by RudyB
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  • RMweb Premium

Hi Rudy

 

How do you paste graphics into the EA icon editor?

I have created it set to 107 px the same as yours and I have a 107 px graphic which I want to paste but TC won't let me paste anything when in icon editor.

I have tried both JPG & GIF (and if it's something else required I can do that)

 

Cheers

 

Keith

 

EDIT

Panic Over = Works with a PNG!

Keith

2nd EDIT also works with the others, must have been a bit of "finger trouble"!

Edited by melmerby
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Traincontroller 31: Extended Accessories - Switches

 

In the previous video we had a first look at Extended Accessories. We used it as sort of a multi-status flagman, to show different graphics based on different statuses, via which we were able to simulate a counter.

 

In this video we'll again have a look at Extended Accessories, this times used as switches. We can have multiple switches inside one EA. Every switch can have its own properties, and Operations and also Triggers, which at the same time make it act as a Flagman. This is shown with the 8 fold toggle switch array.

 

We can use the trigger for instance to 'arm' a button, we make it switch 'on' based on certain conditions. Then, clicking it with the mouse switches it off again, at the same time performing a series of operations.

 

This is shown in the video for a combined 'Schedule Stop' and 'Schedules Terminate' pushbutton. That is to say ... the graphics looks like a pushbutton, but it is an EA with two switches inside.

 

Link to video Traincontroller 31: Extended Accessories - Switches

 

 

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Traincontroller 32: Start Schedules With Start-Destination Switches

 

In some cases it can be nice to start schedules by operating a switch at the start block, followed by a second switch at the destination block.

 

This can be accomplished via Autotrain, or when using our own defined Schedules.

 

The video shows how to set up both options.

 

Link to video Traincontroller 32: Start Schedules With Start-Destination Switches

 

 

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Traincontroller 33: Physical Signals on the Layout

 

In can be nice to enhance a layout with physical signals, either just for some 'eye candy', or to get closer to a possible ideal to create a prototypical model railway.

 

The blocks in Traincontroller have 'internal' signals by default. These are used by TC to control train traffic. Physical signals on the layout do not have any function with regard to train control, they are merely there for the visuals.

 

The signals on the layout require some hardware. The lights, in my case, are red and green LED's. They are switched by a DCC function decoder. Via a DCC address the signal is switched form red to green, and back, by Traincontroller.

 

On my layout I use Arduino microcomputers as DCC decoders. One Arduino (which can be had for as little as $4,-) can control 16 signals, which makes it a very money efficient solution. The Arduino DCC function decoder software that is used can be downloaded from the blog, just follow the video link. The schematics for the LED's and for the optocoupler circuit can be found on the blog as well.

 

Two things are needed to get a signal that we placed on the switchboard working:

1: We need to tell TC to what DCC address the signal is connected on the physical layout.

2: The signal needs to be coupled to the internal block signal.

 

The video shows how this is achieved.

 

Link to video Traincontroller 33: Physical Signals on the Layout

 

 

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Two things are needed to get a signal that we placed on the switchboard working:

1: We need to tell TC to what DCC address the signal is connected on the physical layout.

2: The signal needs to be coupled to the internal block signal.

 

Be very careful with item 2 as TC uses the block signals for very different reasons to 'real world signalling'.

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Rudy, you might have covered this somewhere in schedules & ive missed it?!

1. If we have 2 different schedules using the same blocks, how can I get the trains to run at different speeds in the blocks for the different schedules?

2. Is there a quick way to select several schedules to start them running together?

 

Your videos are fantastic Rudy. Please keep them coming! I'm looking forward to hearing the words, "Welcome to working with Train Controller video number 100!"

 

Thank you.

 

Barry

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Yes Barry, every block can have its own dedicated max speed per schedule. In the dispatcher window click the schedule you want to change the settings for. Now double click a block and edit the block-schedule settings.

 

To start several schedules at once, add a switch to the switchboard, double click it and go to theOperations tab. There add all the schedules you like to start. It can sometimes be wise to add the same schedule multiple times, if it is a schedule that has multiple start blocks, else only one train will start on this schedule.

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But doing the speed limit in the block is very restrictive as it means the speed is obeyed by all trains.

 

If you use the suggested method you would need to replicate the same schedule over and over again taking into account every type of train using the schedule and the speed needed.

 

Easier way is to use speed markers in the block and set the conditions to schedule and train. A fast passenger train can pass at high speed but a freight train using the same block can pass at a lower speed. Even simpler if you want is just to use the type of train rather than the schedule.

 

As for the second answer, be careful doing what has been suggested by adding multiple versions of the same schedule. You can lock trains in their start block in certain circumstances. The best way is to think the sequence through and what you want to achieve. You can add the direction you want the schedule to run when you set them all off and be aware they will run in the order you have them set so if you have two trains heading to the same block the first train in the list will get priority.

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Traincontroller 34: Internal versus External Signals

 

In the previous video we controlled a physical signal on the layout, using a signal symbol on the switchboard and connect it to a DCC address to control the hardware as well as connect it to an internal block signal for the switch logic.

 

If following the internal signals is all the 'eye candy' you need there could have been an easier way. Internal block signals can be connected to a DCC address themselves, there's no need to add additional signal symbols in that case.

 

But if you want to have a bit more control on the logic of when a signal changes aspect, then adding an additional signal is the way to go, because they have a Trigger tab as well as a Conditions tab, where logic functions can be built to control the signal's aspects.

 

The video shows both examples.

 

Link to video 34 Traincontroller 34: Internal versus External Signals

 

 

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Ruud, you will have seen some of the difficulties I have been experiencing, highlighted in adjacent threads on this forum.

I hope in the future that your videos will cover such difficulties like conditions in schedules, sequencing schedules etc etc.

 

Barry

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Traincontroller 28: Counter

 

The Traincontroller Switchboard can have counters. We could use a counter to for instance show how many trains are in a hidden yard or shadow station, or how many schedules are active, or how many trains are actually on the move at any moment in time, or ... well, what ever you may like to count, up to how many mugs of coffee you had. :)

 

A counter has three parameters:

START defines what number the counter starts at after a reset.

ON defines at which count the switch function of the counter switches on.

OFF defines at which count the switch function of the counter switches off.

 

The switch function can be used to start Operations, or as a Condition or a Trigger in other Switchboard elements.

 

Up- and down counting is not done via a Trigger tab in the counter itself, it is done via an operation in any other Switchboard element.

 

A counter can also be clicked on with the mouse to count up. A right click opens a menu with the possibility to also count down, or reset the counter.

 

The video shows a counter for trains in a hidden yard and a 'running trains' counter.

 

Link to video Traincontroller 28: Counter

 

 

23030149cr.jpg

 

Rudby

how do you put the counters and names in the schedual box on the graphics panel please

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