104 lines
7.3 KiB
Plaintext
104 lines
7.3 KiB
Plaintext
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<title>JMRI: Edit Turnout Help</title>
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<meta name="author" content="Bob Jacobsen">
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<meta name="keywords" content="JMRI help Layout Editor Turnout">
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<h1>Edit Turnout</h1>
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<h2>Turnouts</h2>
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Layout Editor supports six different types of turnouts (track switches): right- handed
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(<strong>RH</strong>), left-handed (<strong>LH</strong>), wye (<strong>WYE</strong>), double
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crossover (<strong>Double Xover</strong>), right-handed single crossover (<strong>RH
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Xover</strong>), and left-handed single crossover (<strong>LH Xover</strong>). The other two
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types of turnouts sometimes used on model railroad layouts, double slip and three-way, can be
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drawn using two LH or RH turnouts. Double slip turnouts, for example, are easily represented
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by two LH and/or RH turnouts drawn with their throats connected by a short track segment.
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Once a turnout has been created, its type cannot be changed. Changing the type of a turnout
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requires removing and recreating the turnout.
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<h2>Linking Turnout Drawings to Actual Turnouts</h2>
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Turnout drawings in a track diagram are drawn using solid lines for both continuing and
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diverging legs until the turnout drawings are linked to turnouts in the Turnout Table. Once
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linked to actual turnouts, turnout drawings show the "known states" of the turnouts they
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represent. This feature can be turned off by unchecking <strong>Allow Turnout
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Animation</strong> in the Options menu. After linking, you can toggle each turnout on your
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layout by clicking on the center point of its drawing (provided <strong>Allow Layout
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Control</strong> is checked in the Options menu, and your DCC system supports computer
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control of turnouts). The ability to toggle by clicking can be turned off by checking
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<strong>Disabled</strong> in the turnout's popup menu.
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<p>You can link each turnout drawing with an actual turnout (internal or hardware) in the
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Turnout Table as turnout drawings are created, by entering its Turnout Table name (either
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system name or user name) in the <strong>Turnout: Name</strong> field (top row of the tool
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bar) before clicking to create that turnout. Alternatively, you can create your turnout
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drawings first, then select <strong>Edit...</strong> in each turnout's popup menu to open an
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<strong>Edit Turnout</strong> dialog that allows entry of the turnout name.</p>
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<p>It is also possible to link in a second turnout to operate at the same time as the one
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specified for this turnout. Where the turnout is a Xover, a second turnout address can be
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specified, so that if the Xover is controlled by two different DCC turnout addresses both
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turnouts will be throw.<br>
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Where the turnout is either a LH, RH or WYE, and two physical turnouts are controlled by the
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same DCC address you can add one turnout to the panel using the real address and the second
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turnout using an "Internal" turnout, you can then link the two together so that if one
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turnout is thrown the other will follow.</p>
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<h2>Setting a Turnout's Block</h2>
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Optionally, you can designate which <strong>Block</strong> a turnout is in either by entering
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a block name in the <strong>Block: Name</strong> field of the tool bar prior to creating each
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turnout drawing, or by entering a block name in the Edit Turnout dialog at a later time. The
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Edit Turnout dialog also allows a Create/Edit Block dialog to be requested, where information
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for the turnout's block may be entered or changed. Blocks are discussed more fully on the
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help page of the Create/Edit Block dialog.
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<h2>Continuing Route Turnout State</h2>
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When a side track branches from a mainline track at an RH or LH turnout, the mainline
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normally continues through the turnout by following the straight-through track leg (the
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closed path). Sometimes, however, the mainline follows the diverging leg (the thrown path).
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To allow entry of this information, the Edit Turnout dialog contains an entry called
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<strong>Continuing Route Turnout State</strong>. Continuing Route Turnout State defaults to
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Closed when a turnout drawing is created. You should change it to Thrown if the mainline
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track follows the Thrown path through the turnout. For a WYE turnout, you should always check
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to see if its Continuing Route Turnout State is set correctly to reflect the path of the
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mainline. To test if Continuing Route Turnout State is correctly set, check the state of the
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turnout in the Turnout Table when the turnout is set to clear the mainline. The Turnout Table
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state should match the Continuing Route Turnout State chosen in the Edit Turnout dialog.
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Defining mainline track is optional; if you are not defining mainline track this item can be
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ignored.
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<h2>Crossover Turnouts</h2>
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Crossover turnouts differ from other turnouts in several important ways. Like other turnouts,
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crossovers have two states--crossed and straight. To change a crossover's state, however,
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requires two or four track switches to change in unison. This may be accomplished using one
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to four switch machines. Normally a crossover is assigned a single turnout entry in the
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turnout table, but it may have several if its switch machines are controlled by different
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stationary decoders. (You can use two JMRI Routes controlled by the same internal turnout to
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make multiple switch machines work together. In this case, enter the internal turnout as the
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turnout linked to the crossover turnout drawing.) With crossovers, the crossover tracks are
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always considered side track, and any mainline track entering the turnout, leaves on the same
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straight as it entered. So there is no Continuing Route Turnout State entry in a crossover's
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Edit dialog.
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<p>If you are defining blocks through crossovers, note that crossovers have four connecting
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points, each of which may be connected to a different track block. So parts of a crossover
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may be in one, two, three, or four separate blocks. The Edit Turnout dialog for a crossover
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allows the entry of up to four blocks, each linked to one of the four connection points. The
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first block entered must be the <strong>Block</strong> field and serves as the default block
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for the crossover. Block 1's connection point is highlighted in blue when a track segment is
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connected, otherwise if the turnout has not been rotated it is the top left hand point. If
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any of <strong>Block 2</strong>, <strong>Block 3</strong>, or <strong>Block 4</strong>
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entries are blank, the default block is used. Block connection points are numbered 1, 2, 3
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and 4, proceeding from the upper left connection point in a clockwise direction.</p>
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