| | Re: multi train dogbone Dan Boger
|
| | (...) 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)
|
| | |
| | | | Re: multi train dogbone Jeff Elliott
|
| | | | (...) I've done this before in a rudimentary layout controlled by a Control Lab (8 Inputs, 8 outputs, needs a PC). My tactic was to angle the light sensor in both the horizontal and vertical planes. It looks about 30 degrees back along the (...) (24 years ago, 14-Aug-00, to lugnet.trains)
|
| | | | |
| | | | | | Re: multi train dogbone Matthew Miller
|
| | | | | (...) Nice. The delay solution bothers me because: what about stopped cars? (24 years ago, 14-Aug-00, to lugnet.trains)
|
| | | | | |
| | | | | | | Re: multi train dogbone James J. Trobaugh
|
| | | | | | I like the angled sensor idea also. As for my delayed sensor, I actually had two sensors and both had to be cleared, I figured the odds of two gaps over the sensors would be pretty rare. Do note that my sensors were (are) Radio Shack light sensors (...) (24 years ago, 15-Aug-00, to lugnet.trains)
|
| | | | | | |
| | | | | | Re: multi train dogbone Ludo Soete
|
| | | | (...) And another advantage off it is that its ' train lenght ' independent. Hooking up one car or ten doesn't mather in this case. Clever solution ! (...) regards, Soete Ludo (24 years ago, 15-Aug-00, to lugnet.trains)
|
| | | | |