Jump to content

Sean

Members
  • Posts

    832
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Sean

  1.  Things are getting interesting now with a second loco on the board.  132 is in the headshunt and therefore has the reservation.

    125 comes along and reaches its reservation sensor. reservation is not possible  so the loco simply stops, it looks like it is stopping on red. 

    132 hits its siding sensor which tells the system to release the headshunt reservation which is instantly then taken by 125 allowing it to proceed with the script. 125 sets the points which sets the signal to green and the train proceeds!

     

    took the sound chips out of my 2 IR 121's tonight and installed into these. the scripts will be further automated to activate certain sound functions at key moments during the sequence.

     

     

    • Like 7
  2. 125 moves a box from the siding over into the shed for loading/unloading. This is automated and once triggered will loop and run indefinitely until the command station is reset. One thing happening behind the scenes is that the headshunt gets "reserved" before the loco enters the section and the reservation is ended once the loco gets back to the sensor within the sidings.

    The automation script for the circling loco also contains this reservation rule and will try to make the reservation on the approach to the  junction. if the block cannot be reserved the loco has to stop and wait for the block before it can proceed. The rules are quite similar to real block signalling in this regard however there are no actual physical block sections set up on the track and a block can be defined in the programming  based on any 2 sensors anywhere on the layout.

    I am noticing that the sensitivity of the sensors varies depending on the time of day, i.e the amount of ambient light in the room seems to have an effect with wagons being harder to detect, however an effective workaround for this has been to stick a reflective white glossy circle cut from a blank label out of my label maker onto the bottom of the rolling stock. 

     

    This also gives the advanage of being able to stick the label on different parts of the underframe to tune the exact point at which a given piece of rolling stock triggers a sensor, this explains how tidily it is able to park the van within the shed :) 

     

    signal 3 has been programmed in, it is connected to the 3 way point and changes to green when  both points are set for the oval 

     

    ALIAS(MAIN_LOCO, 3)
    ALIAS(SHUNT_LOCO, 4)
    ALIAS(HEADSHUNT_BLOCK, 1)
    ALIAS(APPROACH_SENSOR, 22)    // Before headshunt, counterclockwise approach for ROUTE(10)
    ALIAS(EXIT_SENSOR, 23)        // After headshunt, bidirectional
    ALIAS(SIDING_SENSOR, 24)      // In first siding, counterclockwise entry
    ALIAS(SIDING2_SENSOR, 25) // In second siding, counterclockwise entry
    ALIAS(HEADSHUNT_SENSOR, 26)   // Middle of headshunt, for shunting loco
    ALIAS(BACKSCENE_SENSOR, 27)   // In backscene, for counterclockwise stop/signals
    ALIAS(ENTRANCE_SENSOR, 28)    // At entrance from backscene, for signals
    ALIAS(DIRECTION, 0)            // 0 = counterclockwise signals (startup default), 1 = clockwise signals
    ALIAS(T1, 1)       // First siding: THROW=oval, CLOSE=siding/headshunt, DCC address 1
    ALIAS(T2, 2) // Second siding: THROW=oval, CLOSE=siding/headshunt, DCC address 2
    ALIAS(T3, 3)
    ALIAS(S1, 48)           // Signal 1 at headshunt exit (red/green)
    ALIAS(S2, 50)           // Signal 2 at backscene entrance (red/green)
    ALIAS(S3, 52)           // Signal 3, red unless headshunt free and turnouts thrown
    
    
    //Turnout definitions
    TURNOUTL( 1, 1)
    TURNOUTL( 2, 2)
    TURNOUTL( 3, 3)
    
    
    
    // Signal definitions (2-aspect, red/green)
    SIGNAL(48,0,49) // Signal 1 at headshunt exit
    SIGNAL(50,0,51) // Signal 2 at backscene entrance
    SIGNAL(52,0,53) // Signal 3, red unless headshunt free and turnouts thrown
    
    
    // This is the startup sequence, 
    AUTOSTART
    GREEN(S1)
    GREEN(S2)
    RED(S3)
    START(101)
    DELAY(500)
    POWERON
    DELAY(2000)
    CLOSE(T1)
    DELAY(500)
    THROW(T1)
    DELAY(1000)
    CLOSE(T2)
    DELAY(500)
    THROW(T2)
    DELAY(1000)
    THROW(T3)
    DELAY(500)
    CLOSE(T3)
    DONE     // This just ends the startup thread, leaving 101  running.
    
    
    //Frog Juicing
    ONTHROW(T1)
    SET(30)
    DONE 
    
    ONCLOSE(T1)
    RESET(30)
    DONE
    
    ONTHROW(T2)
    SET(31)
    DONE 
    
    ONCLOSE(T2)
    RESET(31)
    DONE
    
    ONTHROW(T3)
    RESET(32)
    DONE 
    
    ONCLOSE(T3)
    SET(32)
    DONE
    
    // Counterclockwise signal logic 
    SEQUENCE(101)
    AFTER(EXIT_SENSOR)
    
        RED(S1)        // Signal 1 red (train passed headshunt exit)
      
    AFTER(BACKSCENE_SENSOR)
        GREEN(S1)      // Signal 1 green (train in backscene)
        RED(S2)        // Signal 2 red (train in backscene)
     
    AFTER(ENTRANCE_SENSOR)
        GREEN(S2)      // Signal 2 green (train passed entrance)
      FOLLOW(101)
      DONE
      
      
    //point signal logic
    // When Turnout 1 is thrown, check Turnout 2's state
    ONTHROW(T1) 
      IFTHROWN(T2)  // If Turnout 2 is also thrown
      GREEN(S3)
      ELSE 
      RED(S3)
      ENDIF
      DONE
    
    // When Turnout 1 is closed, set red
    ONCLOSE(T1) 
      RED(S3)
      DONE
    
    // When Turnout 2 is thrown, check Turnout 1's state
    ONTHROW(T2) 
        IFTHROWN(T1)   // If Turnout 1 is also thrown
        GREEN(S3)
        ELSE 
        RED(S3)
        ENDIF
        DONE
    
    // When Turnout 2 is closed, set red
    ONCLOSE(T2)
      RED(S3)
      DONE
    
      
     
    
    
      ROUTE( 1, LOOP )
      SETLOCO(3)
      REV(50)                // Counterclockwise (DCC forward = counterclockwise)
      AT(APPROACH_SENSOR)    // Approach headshunt
      RESERVE(HEADSHUNT_BLOCK) // Wait if occupied
      THROW(T1)  // Ensure oval path
      THROW(T2)
      REV(50)                // Through headshunt
      AFTER(EXIT_SENSOR)     // Clear headshunt
      FREE(HEADSHUNT_BLOCK)  // Free block
      DELAY(3000)
      REV(30)
      AT(BACKSCENE_SENSOR)   // Reach backscene
      STOP                   // Stop main train
      DELAY(10000) // Pause
      FOLLOW(10)             // Loop
    
    
    
    // Shunting loco: Cycle from first siding to second siding and back, repeats indefinitely
    ROUTE( 2, SHUNTING )
      // From first siding to headshunt
      SETLOCO(4)
      RESERVE(HEADSHUNT_BLOCK) // Reserve headshunt (in first siding)
      CLOSE(T1)    // Exit first siding to headshunt
      FWD(30)                  // Clockwise to headshunt
      AT(HEADSHUNT_SENSOR)     // Detect in headshunt
      DELAY(2000)
      THROW(T1)
      CLOSE(T2) // Set for second siding
      REV(30)                  // Counterclockwise to second siding
      AT(SIDING2_SENSOR) // Detect in second siding
      STOP                     // Shunt in second siding
      FREE(HEADSHUNT_BLOCK)    // Free block (loco in second siding)
      DELAY(15000)             // Simulate shunting
      // From second siding to headshunt
      RESERVE(HEADSHUNT_BLOCK) // Re-reserve headshunt
      THROW(T1)    // Set for headshunt from second siding
      CLOSE(T2) // Set for headshunt from second siding
      REV(30)                  // Clockwise to headshunt
      AT(HEADSHUNT_SENSOR)     // Detect in headshunt
      DELAY(2000)
      CLOSE(T1)    // Set for first siding
      FWD(30)                  // Counterclockwise to first siding
      AT(SIDING_SENSOR)        // Detect in first siding
      STOP                     // Stop in first siding
      FREE(HEADSHUNT_BLOCK)    // Free block
      DELAY(15000)             // Simulate shunting
      FOLLOW(22)               // Restart cycle

    This is the code thus far and it seems to be working well. the 2 text blocks at the very bottom titled route are the automation scripts.

    The advantages of learning this coding is that it is relatively simple to script events however much more importantly, all of this runs directly on a very inexpensive command station and there is no need to have a computer connected to do all of the heavy lifting, simplying hardware needs massively.

     

     

    • Like 3
    • WOW! 1
  3. I have three relays underneath the board which are wired back to the command station and flip the point polarity automatically along with the points change.

    It should have been very simple, but the unit is very susceptible to noise and it has taken me a week or more to figure out how to get it to work in a stable manner, 

    Last night i finally got it and tonight after a little hiccup there was the eureka moment that makes it just about stable enough to keep it going for a running session as long as i follow a particular operating procedure.

     

    We can revisit this issue later 😅

     

    Just in time as my unfitted H vans arrived today and i was able to run them for a little while beore geting back to the technicals.

     

    Ive been really itching for some nice leisurely modelling but this portion has dragged out way more than it should have so it will be good to finally get started.

     

    Sean 

     

    • Like 5
  4. 5 hours ago, jhb171achill said:

    They won't allow heritage trains over it, as it's not passed for passenger use. In reality, the best option is for the former MGWR line to be extended north from M3 Parkway with services going into Docklands - there's scarely any more capacity at Connolly, which is where they'd go to from Drogheda. A "wee birdy" who ought to have the right info has told me the mine trains will not be back. Of course, even if that is 100% the current plan, that could change (and hopefully will).

    Although it would probabaly never happen,In an ideal world, what would it actually take to clear the line for such use?

    • Like 1
  5. No little big update as of yet, 

    FINALLY got all of the wiring wired up (i still have to go back and solder loads of twisted pairs) and I STILL have to add in a frog juicer

    The above ai code turned out to be complete thrash and so im rewriting it all by hand 

    in the mean time there is this.

    Also, backscenes are difficult to apply after construction, wont be doing that again!

    Theres a set of points in the backscene, so the signals are actually signaling to me when the train is clear of them to enhance operations.

    Once things are a little further on the loco is going to stop in the backscene a time chosen at random of between 1 and 3 minutes, this should break the "train set" aesthetic when running trains in a loop and make things feel a bit more realistic, the train should also be able to stop if someone is driving another train which makes use of the headshunt and continue on when it is free.

     

    Sean

     

     

     

    • Like 3
    • WOW! 2
  6. Little big update is due. It has been a very busy week. 

    Heres an idea of an automated running session I have been crafting with the help of an AI, no idea if its going to actually work or not though 🤣

    // Aliases
    ALIAS(MAIN_LOCO, 3)
    ALIAS(SHUNT_LOCO, 4)
    ALIAS(HEADSHUNT_BLOCK, 1)
    ALIAS(APPROACH_SENSOR, 100)    // Before headshunt, counterclockwise approach for ROUTE(10)
    ALIAS(EXIT_SENSOR, 101)        // After headshunt, bidirectional
    ALIAS(SIDING_SENSOR, 102)      // In first siding, counterclockwise entry
    ALIAS(SECOND_SIDING_SENSOR, 103) // In second siding, counterclockwise entry
    ALIAS(HEADSHUNT_SENSOR, 104)   // Middle of headshunt, for shunting loco
    ALIAS(BACKSCENE_SENSOR, 105)   // In backscene, for counterclockwise stop/signals
    ALIAS(ENTRANCE_SENSOR, 106)    // At entrance from backscene, for signals
    ALIAS(DIRECTION_BUTTON, 108)    // Button to toggle signal direction
    ALIAS(DIRECTION, 0)            // 0 = counterclockwise signals (startup default), 1 = clockwise signals
    ALIAS(SIDING_TURNOUT, 1)       // First siding: THROW=oval, CLOSE=siding/headshunt, DCC address 1
    ALIAS(SECOND_SIDING_TURNOUT, 2) // Second siding: THROW=oval, CLOSE=siding/headshunt, DCC address 2
    ALIAS(SIGNAL_1, 300)           // Signal 1 at headshunt exit (red/green)
    ALIAS(SIGNAL_1_RED, 50)        // Pin for Signal 1 red
    ALIAS(SIGNAL_1_GREEN, 51)      // Pin for Signal 1 green
    ALIAS(SIGNAL_2, 301)           // Signal 2 at backscene entrance (red/green)
    ALIAS(SIGNAL_2_RED, 52)        // Pin for Signal 2 red
    ALIAS(SIGNAL_2_GREEN, 53)      // Pin for Signal 2 green
    ALIAS(SIGNAL_3, 302)           // Signal 3, red unless headshunt free and turnouts thrown
    ALIAS(SIGNAL_3_RED, 48)        // Pin for Signal 3 red
    ALIAS(SIGNAL_3_GREEN, 49)      // Pin for Signal 3 green
    
    // Sensor definitions (IR modules and button)
    HAL(SENSOR, 100, 22, 1, ACTIVE_LOW) // APPROACH_SENSOR, IR module, pin 22, pull-up, active low
    HAL(SENSOR, 101, 23, 1, ACTIVE_LOW) // EXIT_SENSOR, IR module, pin 23, pull-up, active low
    HAL(SENSOR, 102, 24, 1, ACTIVE_LOW) // SIDING_SENSOR, IR module, pin 24, pull-up, active low
    HAL(SENSOR, 103, 25, 1, ACTIVE_LOW) // SECOND_SIDING_SENSOR, IR module, pin 25, pull-up, active low
    HAL(SENSOR, 104, 26, 1, ACTIVE_LOW) // HEADSHUNT_SENSOR, IR module, pin 26, pull-up, active low
    HAL(SENSOR, 105, 27, 1, ACTIVE_LOW) // BACKSCENE_SENSOR, IR module, pin 27, pull-up, active low
    HAL(SENSOR, 106, 28, 1, ACTIVE_LOW) // ENTRANCE_SENSOR, IR module, pin 28, pull-up, active low
    HAL(SENSOR, 108, 29, 1, ACTIVE_LOW) // DIRECTION_BUTTON, button, pin 29, pull-up, active low
    
    // Turnout definitions
    TURNOUT_DCC(1, 1, 0) // First siding turnout, DCC address 1
    TURNOUT_DCC(2, 2, 0) // Second siding turnout, DCC address 2
    
    // Signal definitions (2-aspect, red/green)
    SIGNALH(SIGNAL_1, SIGNAL_1_RED, SIGNAL_1_GREEN) // Signal 1 at headshunt exit
    SIGNALH(SIGNAL_2, SIGNAL_2_RED, SIGNAL_2_GREEN) // Signal 2 at backscene entrance
    SIGNALH(SIGNAL_3, SIGNAL_3_RED, SIGNAL_3_GREEN) // Signal 3, red unless headshunt free and turnouts thrown
    
    // Initialize signals and direction at startup
    STARTUP(GREEN(SIGNAL_1))
    STARTUP(GREEN(SIGNAL_2))
    STARTUP(RED(SIGNAL_3))         // Initialize Signal 3 to red
    STARTUP(SETVAR(DIRECTION, 0))  // Ensure counterclockwise signaling at startup
    
    // Sequence to check Signal 3 state
    SEQUENCE(CHECK_SIGNAL3)
      IFRESERVED(HEADSHUNT_BLOCK)
        RED(SIGNAL_3)              // Headshunt occupied, set red
      ELSE
        IFT(SIDING_TURNOUT)        // Check if first turnout is thrown (oval)
          IFT(SECOND_SIDING_TURNOUT) // Check if second turnout is thrown (oval)
            GREEN(SIGNAL_3)        // Both thrown and headshunt free, set green
          ELSE
            RED(SIGNAL_3)          // Second turnout not thrown, set red
          ENDIF
        ELSE
          RED(SIGNAL_3)            // First turnout not thrown, set red
        ENDIF
      ENDIF
      DONE
    
    // Trigger Signal 3 check on block or turnout changes
    ONRESERVE(HEADSHUNT_BLOCK)
      FOLLOW(CHECK_SIGNAL3)
      DONE
    
    ONFREE(HEADSHUNT_BLOCK)
      FOLLOW(CHECK_SIGNAL3)
      DONE
    
    ONTHROW(SIDING_TURNOUT)
      FOLLOW(CHECK_SIGNAL3)
      DONE
    
    ONCLOSE(SIDING_TURNOUT)
      FOLLOW(CHECK_SIGNAL3)
      DONE
    
    ONTHROW(SECOND_SIDING_TURNOUT)
      FOLLOW(CHECK_SIGNAL3)
      DONE
    
    ONCLOSE(SECOND_SIDING_TURNOUT)
      FOLLOW(CHECK_SIGNAL3)
      DONE
    
    // Button to toggle signal direction
    ONACTIVATE(DIRECTION_BUTTON)
      IF(DIRECTION, 0)
        SETVAR(DIRECTION, 1)   // Switch to clockwise signal logic
      ELSE
        SETVAR(DIRECTION, 0)   // Switch to counterclockwise signal logic
      ENDIF
      DONE
    
    // Counterclockwise signal logic (DIRECTION = 0)
    ONACTIVATE(EXIT_SENSOR)
      IF(DIRECTION, 0)
        RED(SIGNAL_1)        // Signal 1 red (train passed headshunt exit)
      ENDIF
      DONE
    
    ONACTIVATE(BACKSCENE_SENSOR)
      IF(DIRECTION, 0)
        GREEN(SIGNAL_1)      // Signal 1 green (train in backscene)
        RED(SIGNAL_2)        // Signal 2 red (train in backscene)
      ENDIF
      DONE
    
    ONACTIVATE(ENTRANCE_SENSOR)
      IF(DIRECTION, 0)
        GREEN(SIGNAL_2)      // Signal 2 green (train passed entrance)
      ENDIF
      DONE
    
    // Clockwise signal logic (DIRECTION = 1)
    ONACTIVATE(ENTRANCE_SENSOR)
      IF(DIRECTION, 1)
        RED(SIGNAL_1)        // Signal 1 red (train passed entrance)
        RED(SIGNAL_2)        // Signal 2 red (train passed entrance)
      ENDIF
      DONE
    
    ONACTIVATE(EXIT_SENSOR)
      IF(DIRECTION, 1)
        GREEN(SIGNAL_1)      // Signal 1 green (train passed headshunt exit)
        DELAYRANDOM(5000, 10000) // Delay 5-10 seconds
        GREEN(SIGNAL_2)      // Signal 2 green after delay
      ENDIF
      DONE
    
    // Main train: Counterclockwise oval loop (manual start)
    ROUTE(10, "Main Oval")
      ONLOCO(MAIN_LOCO)
      SETVAR(DIRECTION, 0)   // Set counterclockwise signal logic
      REV(50)                // Counterclockwise (DCC forward = counterclockwise)
      AT(APPROACH_SENSOR)    // Approach headshunt
      RESERVE(HEADSHUNT_BLOCK) // Wait if occupied
      THROW(SIDING_TURNOUT)  // Ensure oval path
      THROW(SECOND_SIDING_TURNOUT)
      REV(50)                // Through headshunt
      AFTER(EXIT_SENSOR)     // Clear headshunt
      FREE(HEADSHUNT_BLOCK)  // Free block
      AT(BACKSCENE_SENSOR)   // Reach backscene
      STOP                   // Stop main train
      DELAYRANDOM(5000, 10000) // Pause
      FOLLOW(10)             // Loop
    
    // Shunting loco: Cycle from first siding to second siding and back, repeats indefinitely
    ROUTE(22, "Siding Cycle")
      ONLOCO(SHUNT_LOCO)
      // From first siding to headshunt
      RESERVE(HEADSHUNT_BLOCK) // Reserve headshunt (in first siding)
      CLOSE(SIDING_TURNOUT)    // Exit first siding to headshunt
      REV(30)                  // Clockwise to headshunt
      AT(HEADSHUNT_SENSOR)     // Detect in headshunt
      CLOSE(SECOND_SIDING_TURNOUT) // Set for second siding
      FWD(30)                  // Counterclockwise to second siding
      AT(SECOND_SIDING_SENSOR) // Detect in second siding
      STOP                     // Shunt in second siding
      FREE(HEADSHUNT_BLOCK)    // Free block (loco in second siding)
      DELAY(15000)             // Simulate shunting
      // From second siding to headshunt
      RESERVE(HEADSHUNT_BLOCK) // Re-reserve headshunt
      THROW(SIDING_TURNOUT)    // Set for headshunt from second siding
      CLOSE(SECOND_SIDING_TURNOUT) // Set for headshunt from second siding
      REV(30)                  // Clockwise to headshunt
      AT(HEADSHUNT_SENSOR)     // Detect in headshunt
      CLOSE(SIDING_TURNOUT)    // Set for first siding
      FWD(30)                  // Counterclockwise to first siding
      AT(SIDING_SENSOR)        // Detect in first siding
      STOP                     // Stop in first siding
      FREE(HEADSHUNT_BLOCK)    // Free block
      DELAY(15000)             // Simulate shunting
      FOLLOW(22)               // Repeat cycle indefinitely

     

    • Like 2
    • WOW! 2
  7. 23 hours ago, Galteemore said:

    Fab stuff. You can easily  get away with 4w wagons on such a layout, whereas, as you’ve realised,  long bogie coaches will overhang and look odd. On such a layout, less is more when it comes to scenery, but the tiny details such as lever frames or point rodding will make it come alive. Careful placement of the few buildings is also key to avoiding the overcrowding effect. I think this will be a brilliant layout - I’m also a micro fan for various reasons. Too many large layouts end up on the boulevard of broken dreams and I suspect I’d be on it before long! As Louis MacNeice remarked

    And because one feels that here at least one can,

    Do local work which is not at the world's mercy
    And that on this tiny stage with luck a man
    Might see the end of one particular action.’

     

    He was talking about politics but it applies to micros! 

    some great points here and we are on the same page about keeping things minimal and sparse!

     

    I wont be adding any more buildings than this and even the house was an unplanned impulse buy but it works here so im glad i grabbed it.

     

    Just about to finish off the backscene in wood rather than foam and then i have a nice photographic backscene to mount, after that im thinking a lot of greenery and a decently long counry road serving the yard and house, 

     

    initially a level crossing was planned but even now im probabaly going to downgrade it to a crossing gate.

    • Like 4
  8. 20 hours ago, Tullygrainey said:

    A great start! This should be an enjoyable layout to operate. I like that cottage/farmhouse. The one with (Paddy Hopkirk's?) Monte Carlo mini parked outside. Scratchbuild? The cottage not the car😄

    Believe it or not thats a hornby product straight out of the box! and so is the shed.

     

    19 hours ago, DJ Dangerous said:

    Smashing stuff, @Sean! Great to see that you're getting locos and stock around such tight curves. Maybe A/S have a job opening for a tester.

    getting everything around it so far except the ballast chassis as the couplings are bunching up as a result of them not moving,  pretty much anything with moving couplings goes around it without any fuss whatsoever.

    13 hours ago, west_clare_wanderer said:

    I love this! 

    You've obviously put a lot of thought into operation, which will only help bring the project to fruition. 

    It looks like you're using a three-way point. What make is that - Peco, or Märklin again?

    Keep on sharing!

    Its actually all peco code 75 i lifted from the loft, I just used the marklin sizing as a template to make the curve and it worked out well

    • Like 3
    • Informative 1
  9. rather predictably I am back after a long hiatus and have been plugging away at a new project!

    I am finally at the stage where im happy to share it with the world.

    I like my micro projects, because im far more likely to actually see them through, the lack of a running loop tends to frustrate me though. Im also not a fan of ovals that are 4 to 5 feet wide as ive always seen them as a terribly bulky and sometimes hard to reach across..  so messing around in railmodeller and i came across marklin 2210 which ive apltly nicknamed radius 0 as it seems like it would be the next size down from first radius in the set track system.

    this gives me an overall size of around 2.5 x 3.8 feet, a very portable size!

    Initially this was just going to be a simple experiment oval to see what would actually run on it with some time spent on detailed scenics however during the planning phase i got carried away with several different siding ideas and thought sure lets try and squeeze in a siding, which turned into an inglenook and so on. I can just about get some 42 flats around this but any passenger stock will be out of the question.

     

    In terms of era and location it was decided fairly early on for it to be a very generic scene that could be anywhere in ireland and that neither modern nor old stock would look out of place on it, it was finally decided to focus on a 1970's or 1980's aesthetic but as i wasnt actually alive to remember either of those decades artistic license can be used somewhat and there wont be any hard of fast rules.  I have enough loose coupled wagons and nowhere to put them!

     

     

    so without further ado!

    4-c4b7c5af.thumb.jpg.beb6a99945ab060c6e6f5609a9e5e65b.jpg

    Heres my overall trackplan and despite it looking quite sparse there is actually going to be more going on than meets the eye.

    there will be lit signals, motorised points, block detection and even possibly some automation down the line!

     

    Lets assume there is a loco parked on the spur playing yard pilot and 3 random wagons in any of the 2 sidings but the "line" cannot have any wagons parked on it by the pilot because there are trains passing through frequently,
     
    let's also assume that there is another loco with 5 vans plus a brake van working the "line"
     
    This gives us 2 different games plus a running loop for times of boredom.
     
    the loco pulling 5 plus a brake van can be ran on a loop, it can also stop into the yard and play the inglenook game using the 3 sidings while the pilot simply waits around
     before he can play the inglenook game however he must shunt the brake van down onto the bottom siding in order to have enough space to shunt.
    once the inglenook game is complete the train leaves the yard and either goes back to doing its loop or it simply stops in the fiddle yard. 
     
    When the line loco is in the fiddle yard the pilot loco will be able to shunt wagons between the yard and outer siding  in a tuning fork formation but he will have to stop and goto the spur when a train comes to pass through the yard.
     
    in time id like to see if i could automate the line train to stop in the fiddle yard for 5 minutes before coming again following the pilot to be driven around by a human in the interim!
     

     

     

     

     

     

    • Like 17
    • Agree 1
  10. 11 hours ago, DartStation said:

    Lock stock warning on the South Dublin Model Railway Club special edition 50th Anniversary H Van - only a few remaining so if you want one pm me otherwise when there gone they are gone - no rerun will be made of this one.

    Thanks 

    PR  

    PM sent, would LOVE to acquire one or two, 

    • Like 1
  11. On 31/7/2025 at 10:24 PM, Galteemore said:

    It’s an issue on the big island, where Network Rail have a dedicated department to deal with it. Drones/UAV/RPAS have a number of safety and security issues, as you hint at. Prob no harm to engage with IE’s operations team for guidance.

    I do see the auditor types hassling railway staff on a regular basis, I would generally like to avoid that approach 😀

    On 31/7/2025 at 11:50 PM, DJ Dangerous said:

    Spanish law, assuming Irish law is similar, has no-fly zones and restricted zones published in real time on the EnAire website.

    I’d assume there is an Irish equivalent.

    Aside from that, no flying within 300m horizontal distance of people, buildings etc, no flying over urban centres etc.

    We got the no fly zones and they mostly apply to zones around the airports and prisons and whatnot. the second rule you are quoting only applies to older drones that are over 250 grams, under 250g or the new c1 class can be flown anywhere even over "uninvolved people" but obviously such things are discouraged unless nessesary.

     

    It more becomes a question of, if im flying lawfully in a field or such a place that there is a line running through with the intention of filming the train as it passes and possibly even following it for a short distance as part of the video. Can i actually do this since realistically I am flying adjacent to the railway and not above it. 

     

    that being said should the driver or someone see a drone following his train briefly, will they actually care or have to report it to someone or anything like that?

     

    Another thing which can be done with a drone nowadays is the construction of an accurate 3d model of a building from a series of photographs of said building, such an application could prove very handy for us model makers but assumedly most of these buildings would be based on the railway and overflight would be required in order to capture all of the required data and thats where you might be asking for trouble.

    • Like 1
  12. Over the last couple of years i have very much gotten into the hobby of flying drones.

     

    One thing ive always been interested is the idea of taking photos and videos of trains and stations and other interesting bits and bobs on the network such as container loading around the port.

    One of the main reasons i have not actually done this is that I dont know where I actually am or am not allowed fly in relation to this and i really dont want to be seen as a nuisance if spotted by a driver or station staff etc so its probably best to ask first.

     

    Can anyone give me relevant information in relation to this? Kind of assume it would be fine as long as im not directly flying over lines or doing otherwise silly/unsafe things but obviously im not sure without getting confirmation from someone more experienced in such matters.

     

    cheers.

  13. I believe its running in DC mode and you need to install a decoder.

     

    if your controller has a dc channel it will run on that but beware that the noise is caused by the motor recieving a full track voltage whilst pwm is keeping it stationary and the motors tend to get quite hot as a byproduct of running in this state which can shorten their lives significantly.

     

    Most would not recommend it.

    • Like 1
    • Thanks 1
    • Informative 1
×
×
  • Create New...

Important Information

Terms of Use