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Subject: 
Re: multi train dogbone
Newsgroups: 
lugnet.trains
Date: 
Mon, 14 Aug 2000 02:18:53 GMT
Viewed: 
562 times
  
Dan,

Very clever layout. How is the RCX deturning when to let the next train go? Is
it timed or is it using a sensor to figure out if the track was clear. I would
be curious to see how this worked with longer trains, ones with a few pieces
of rolling stock.

The issue I ran into with my non-LEGO controled layout was the the light
sensors were detecting the gaps between cars and assuming the the coast was
clear when it really wasn't. So I ended up setting up parameters that said the
the light sensor had to be clear for a selected amount of time (aprox 5s). I
was wondering if you were able (or did) anything like this with your layout.

jt

In lugnet.trains, Dan Boger writes:
Hey all,

Here's something we've [1]  been working on for our next show...  It's a
dogbone shaped track, that runs 3 trains on it at once, without collisions.
It's pure LEGO, no modifications, and needs only one RCX.  The center
section of track switches polarity, cause it runs trains in both
directions.

Here's a few mpegs of the actions:

   http://www.peeron.com/pics/loop/

and if anyone knows how to turn them sideways, please let me know! :)

:)

Dan

[1]  Jenn, me and Tom Cook



Message has 1 Reply:
  Re: multi train dogbone
 
(...) This layout was designed as a tolly line, so it wasn't tested with longer trains. (...) In this case, this was not a problem. However, in a different project, Tom Cook designed an automated level crossing that had to deal with long trains (...) (24 years ago, 14-Aug-00, to lugnet.trains)

Message is in Reply To:
  multi train dogbone
 
Hey all, Here's something we've [1] been working on for our next show... It's a dogbone shaped track, that runs 3 trains on it at once, without collisions. It's pure LEGO, no modifications, and needs only one RCX. The center section of track (...) (24 years ago, 13-Aug-00, to lugnet.trains)  

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