330 lines
18 KiB
Plaintext
330 lines
18 KiB
Plaintext
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<meta name="generator" content="HTML Tidy for HTML5 for Apple macOS version 5.8.0">
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<title>JMRI: Adding/Editing Signal Heads</title>
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<meta name="author" content="Bob Jacobsen">
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<meta name="author" content="Egbert Broerse">
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<meta name="Date.Modified" content="20160516">
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<meta name="keywords" content="JMRI help Signal Heads Add Edit">
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<h1>Adding & Editing Signal Heads</h1>
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<p>JMRI needs to know how a Signal Head on the layout is connected to the electrical
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hardware. Once JMRI knows that, it can send the right DCC commands to control the Appearance
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of a Signal Head.</p>
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<p>The "Edit Signal Head" panel provides for viewing and changing optional information for
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existing Signal Heads. Use the "Edit" button in the Signal Head Table to open a dialog for
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that Signal Head. Only one Signal Head may be edited at a time. Signal Type and Signal System
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may not be changed once they have been created. After making changes in the dialog, click the
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"Update" button at the bottom of the panel to change Signal Head information. Click "Cancel"
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to exit without making any changes. Closing the Edit Signal Head panel is equivalent to
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clicking "Cancel".</p>
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<p>The "Add New Signal" dialog that is opened by clicking on the "Add..." button at the
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bottom of the Signal Head Table lets you choose a Signal Head Connection type from the
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following list.</p>
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<h2>Available Signal Head Connection Types</h2>
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<dl>
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<dt>Virtual</dt>
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<dd>This type doesn't connect to the layout at all. Use it when you want to e.g. display a
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signal on a panel, but don't have a real one on the layout.</dd>
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<dt>
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<a href="images/SignalHeadAddAcela.png"><img src="images/SignalHeadAddAcela.png" class=
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"floatRight" height="109" width="118" alt="acela signal head"></a> Acela
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</dt>
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<dd>
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This type controls signal heads attached to a <a href=
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"http://www.cti-electronics.com">CTI Electronics</a> <a href=
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"http://www.cti-electronics.com/hardware.htm">Acela SignalMan</a> module.
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<p>In the text field, enter a System Name for an Acela signal head, e.g. AH01. For more
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information on Acela hardware, see the <a href="../../../../html/hardware/acela/">Acela
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hardware help page</a>.</p>
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</dd>
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<dd>
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<a href="images/SignalHeadAddDCC.png"><img src="images/SignalHeadAddDCC.png" class=
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"floatRight" width="168" height="230" alt="Add Signal Head panel DCC"></a>
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</dd>
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<dt>DCC Signal Decoder</dt>
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<dd>
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<p>This type controls Signal Heads attached to a decoder that uses the DCC signal packets
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defined by the <a href="http://www.nmra.org/standards/DCC/DCCHome.html">NMRA DCC Working
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Group</a> for control. (You might be able to find information on those DCC packets on
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page 9 at <a href="http://www.nmra.org/sites/default/files/s-9.2.1_2012_07.pdf">this
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link</a>; the NMRA website is difficult to link into, so if that doesn't work, search
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for "NMRA 9.2.1 Extended Accessory Decoder Control Packet Format"). This is a special
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protocol defined for driving Signal Heads, and is different from how "accessory decoders"
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(e.g. Turnout outputs) are controlled.</p>
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<p>The <strong>Signal Head ID</strong> is the DCC address as a number. The
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<strong>Offset Address</strong> check box uses an alternative interpretation of the
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addressing scheme that might be in use.</p>
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<!-- from JMRI user group 5/4/2014 thanks to Suzie Tall and Ken Cameron-->
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<p> Each possible Appearance of the Signal Head is assigned a different number; from here
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you can assign different numbers for each Appearance to suit the hardware being used. A
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key difference between a Signal Head and a Signal Mast is the number of different states
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each might have. A Signal Head only has 8 Appearance entries, but a Signal Mast can have
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up to 32 (0-31) possible states, called Aspects in that case. The command going out is the
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same but the number of <em>possible</em> values differs.</p>
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<p> <span class="since">since 5.13.3</span>The <strong>Copy appearance numbers from</strong>
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option is used to copy the appearance numbers from another signal head. When the signal
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head hardware is using different numbers, each signal head needs to be modified. Creating
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a model signal head makes it easy to apply the custom appearance numbers to the signal
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heads. For example, the NCE Light-It does not have lunar appearances, so the red/yellow/green
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flashing appearance numbers are 3, 4 and 5. Dark is 31.</p>
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<p>The <a href="http://www.teamdigital1.com/prod_catalogue/shd2_product/shd2.html">Team
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Digital SHD2</a> Signal Decoder is a Signal Head decoder using a different address for
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each Signal Head. A Signal Mast attached to the SHD2 must be configured as one or more
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Signal Head controlled masts using the DCC Signal connection type. Instructions can be
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found on the Team Digital website under the <a href=
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"http://www.teamdigital1.com/applications/shd2_apps/shd2_jmri_application.html">Applications
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> SHD2</a> menu.</p>
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<p>Note: The Signalist SC1 can also be configured as individual Signal Heads (searchlight
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with bicolor, tricolor or RGB LEDs or multi-lamp with individual LEDs), but is much
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easier to use when configured as a complete Signal Mast with all Signal Heads on a single
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DCC address using the <a href="SignalMastTable.shtml#dccsmd">DCC Signal Mast driver</a>.
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In that case you don't need to add Signal Heads for your signal.</p>
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</dd>
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<dd>
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<a href="images/SignalHeadAdd1.png"><img src="images/SignalHeadAdd1.png" class=
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"floatRight" width="127" height="200" alt="Add Signal Head panel figure 1"></a>
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</dd>
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<dt>Single Output</dt>
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<dd>
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This connection type controls a Signal Head with one output. A Signal Head connection
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that uses just one output line to indicate up to 2 Appearances plus Flashing. You can
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select 2 Appearances from the following list: Dark, Red, Yellow, Green and Lunar. The
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output coding is such that a Turnout status <em>Thrown</em> (On) controls one Appearance
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and <em>Closed</em> (Off) controls the other. Flashing allows for a third appearance,
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which will flash between the two Appearances configured. The connection can be to a
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single lamp/LED to display a single appearance. An alternative method is to connect a
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pair of LEDs to the single output wired up so that when the output of the decoder is On
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you get one color and while the output is Off you get the other. This type could also be
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used to control mechanically operated Signals that only have two Appearances and
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therefore always have an Appearance. It is possible to gain a third "Flashing"
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Appearance. If you have Dark and a color selected, then the end result is an additional
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Flash color option. If two colors have been selected, you are given a Flash option for
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both colors but this will result in the colors flashing alternatively. These connections
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are controlled via the JMRI Turnout logic, and therefore appear in the Turnout Table.
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They're not connected to switch motors, though, they're just electrical outputs.
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<p>For each connection, enter the appropriate JMRI Turnout for the electrical connection
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on the layout, either from the drop down list of already-defined Turnouts or by creating
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a new Turnout for a particular connection.</p>
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<p>Select one of the listed Appearances for both:<br>
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Appearance when Thrown - The appearance displayed when the connection is in the Thrown
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State.<br>
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Appearance when Closed - The appearance displayed when the connection is in the Closed
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State.</p>
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</dd>
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<dd>
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<a href="images/SignalHeadAdd2.png"><img src="images/SignalHeadAdd2.png" class=
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"floatRight" width="130" height="169" alt="Add Signal Head panel figure 2"></a>
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</dd>
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<dt>Double Output</dt>
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<dd>
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This type controls a Signal Head via two electrical connections. One goes to a green
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lamp/LED, and the other to a red one. Yellow is created by turning them both on at the
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same time.
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<p>For each connection, enter the appropriate JMRI turnout for the electrical connection
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on the layout, either from the drop down list of already-defined turnouts or by creating
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a new turnout for a particular connection. They need not be consecutive or in any
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particular order.<br>
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A Signal Head connection that uses just two output lines can indicate 4 or more signal
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Aspects.<br>
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Usually these Aspects will be Clear, Approach, Stop, and Dark. Flashing each adds more
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aspects. Use this head to create a Signal Head Controlled Mast as a next step.<br>
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The output coding is such that one turnout Thrown (On) controls the Stop and the other
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Thrown (On) controls the Clear. Both outputs Thrown (On) controls the Approach, and both
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Closed (Off) is Dark. Each full aspect change requires that two turnout commands be
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sent.</p>
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</dd>
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<dt>Triple Output</dt>
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<dd>
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This type controls a Signal Head via three electrical connections. One goes to a green
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lamp/LED, one to a yellow lamp, and the third to a red one.<br>
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These connections are controlled via the JMRI Turnout logic, and therefore appear in the
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Turnout Table. They're not really connected to switch motors, though, they're just
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electrical outputs.
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<p>For each connection, enter the appropriate JMRI turnout for the electrical connection
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on the layout, either from the drop down list of already-defined turnouts or by creating
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a new turnout for a particular connection. They need not be consecutive or in any
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particular order.<br>
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If you need to debug one of these Signal Heads, start by checking whether the Turnout
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connections work.</p>
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</dd>
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<dt>Triple Output RGB</dt>
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<dd>
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This type controls a Signal Head via three outputs to indicate 5 signal Aspects. Usually
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these aspects will be Clear, Approach, Stop, Restricting and Dark.<br>
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The output coding is such that one Turnout Thrown (On) controls the Stop and another
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Thrown (On) controls the Clear. Both of these outputs Thrown (On) controls the Approach,
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all three On controls the Restricting, and all three Closed (Off) makes for Dark. Each
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Aspect change requires that three commands be sent.<br>
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The first connection drives a green lamp/LED, the second a red one, and the third to a
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blue one. They are controlled via the JMRI Turnout logic, and therefore appear in the
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Turnout Table. They're not connected to switch motors, though, they're just electrical
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outputs.
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<p>For each connection, enter the appropriate JMRI Turnout for the electrical connection
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on the layout, either from the drop down list of already-defined Turnouts or by creating
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a new Turnout for a particular connection. They need not be consecutive or in any
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particular order.</p>
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</dd>
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<dt>Quad (quadruple) Output</dt>
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<dd>
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This type controls a Signal Head via four electrical connections. One goes to a green
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lamp/LED, one to a yellow lamp, one to a red lamp, and the fourth to a "lunar" (white)
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one.<br>
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These connections are controlled via the JMRI Turnout logic, and therefore appear in the
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Turnout Table. They're not really connected to switch motors, though, they're just
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electrical outputs.
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<p>For each connection, enter the appropriate JMRI Turnout address for the electrical
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connection on the layout, either from the drop down list of already-defined turnouts or
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by creating a new turnout for a particular connection. They need not be consecutive or in
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any particular order.</p>
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</dd>
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<dt>SE8C 4 Aspect</dt>
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<dd>
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The output is controlled by a single turnout command per Aspect change. One turnout
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command changes between "Stop" and "Clear", and the second turnout command changes
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between "Approach" and "Dark".
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<p>This type controls Signal Heads attached to a <a href=
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"http://www.digitrax.com">Digitrax</a> <a href=
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"http://www.digitrax.com/prd_statdec_se8c.php">SE8C signal driver card</a>.</p>
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<p>Because each SE8C 4 Aspect Signal Head works with a specific DCC address, its System
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Name is determined automatically from that address; you don't have to enter it. For
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example, the SE8C 4 Aspect Signal Head for hardware address 257 will be given a system
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name based on that. See page 5 through 7 of the <a href=
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"http://www.digitrax.com/static/apps/products/detection-signaling/se8c/documents/SE8C.pdf">
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Digitrax SE8C Manual</a>.</p>
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<p><a href="images/Add_New_SE8C_Signal.png"><img src="images/Add_New_SE8C_Signal.png"
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class="floatRight" height="153" width="131" alt="se8c signal"></a> You can optionally
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enter a more readable User Name if you'd like.</p>
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<p>In the "Turnout number" box, enter the appropriate DCC address of the SE8C output as a
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number. For example, the 1st signal head on the 1st SE8C, as configured from the Digitrax
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factory, is "257". Select "Create new", then select your layout connection (usually
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"LocoNet") in the drop down box, and enter "257" in the field next to it. Do the same in
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the second Turnout field, entering "258" as the second Signal Head address.</p>
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<p>For more advanced usages, for example if you're using more than one type of layout
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hardware, you can either select a Turnout from the drop down list of already-defined
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Turnouts or by creating a new Turnout for a particular connection.</p>
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</dd>
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<dt>LDT LS-DEC</dt>
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<dd>
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This type is particularly useful for European signaling. It controls Signal Heads
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attached to a decoder such as the <a href=
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"https://www.ldt-infocenter.com/dokuwiki/doku.php?id=en:ls-dec-sbb">LS-DEC-SBB signal
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decoder</a> from <a href=
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"https://www.ldt-infocenter.com/dokuwiki/doku.php?id=en:ldt-infocenter">Littfinski
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DatenTechnik (LDT)</a> or a <a href="http://www.marathonmodel.cz/">Marathon Model</a>
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DP2N decoder.
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<p>These controllers use seven DCC Turnout (accessory decoder) addresses to specify the
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seven possible Appearances of the Signal Head. Enter those, either from the drop down
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list of already-defined Turnouts or by creating a new turnout for a particular
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connection. They need not be consecutive or in any particular order.<br>
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For more information on configuring these signals, see the <a href=
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"../../../../html/tools/signaling/ldt/output.shtml">LDT Examples</a> page.</p>
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</dd>
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<dd>
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<a href="images/SignalHeadAddMERG.png"><img src="images/SignalHeadAddMERG.png" class=
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"floatRight" width="140" height="180" alt="Add Signal Head panel MERG"></a>
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</dd>
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<dt>MERG Signal Driver</dt>
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<dd>
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This driver type controls a Signal that uses a MERG Signal Driver (SD2). An SD2 is
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connected to DCC using a steady state accessory decoder. The number of Aspects to be
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displayed on the Signal Mast, will determine the number of <a href=
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"TurnoutAddEdit.shtml">Turnout</a> outputs required, ie.<br>
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2 Aspects: require 1 Turnout (pictured at right)<br>
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3 Aspects: require 2 Turnouts<br>
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4 Aspects: require 3 Turnouts
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<p>The MERG Signal driver in JMRI has been set up to control the SD2 Aspect output only.
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It does not control the other features of the SD2 such as "Steam Rules" or "Feather",
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however these can easily be configured using Logix or Routes.<br>
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<strong>Notes</strong> - The MERG SD2 driver does not support a Flashing yellow Aspect.
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For Flashing yellow Aspects an additional circuit is required as documented in the MERG
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Technical Bulletins.<br>
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As the MERG SD2 driver goes beyond the Green/Yellow/Red Aspects supported in JMRI with a
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Double yellow (yellow over yellow) aspect, the Double yellow state is represented in the
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status as a "Lunar".<br>
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Further information on the Merg Signal Driver can be found at <a href=
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"https://www.merg.org.uk">MERG</a></p>
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</dd>
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<dt>Grapevine</dt>
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<dd>
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This type controls Signal Heads attached to a <a href=
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"http://www.protrak.cc/">ProTrak</a> <a href=
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"http://www.protrak.cc/signals.htm">Grapevine</a> node.<br>
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In the text field, enter a System Name for a Grapevine Signal Head, e.g. GH1204 for the
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4th connector on the 2nd bank connector of the 1st node. For more information on how
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those names are generated, see the <a href=
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"../../../../html/hardware/grapevine/Names.shtml">page on Grapevine names</a>.
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</dd>
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</dl>
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<h2>Notes</h2>
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<ul>
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<li>If you need to debug one of these Signal Heads, start by checking whether the (Turnout)
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connections work. You can do this by going to the <a href="TurnoutTable.shtml">Turnout
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Table</a> and changing the output setting there. Setting e.g. the Turnout on the "Green"
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connection to Thrown should light the green lamp.
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</li>
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</ul>
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<p>Back to the <a href="SignalHeadTable.shtml">Signal Head Table help page</a>.</p>
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