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Subject: 
Re: multi train dogbone
Newsgroups: 
lugnet.trains
Date: 
Tue, 15 Aug 2000 18:09:53 GMT
Viewed: 
2676 times
  
Thanks Jeff! Really cool! But I can't find the .OCX link
Some questions:
Have you run 2 CLabs from one PC? from one application? that would proivide 16
INs/16 OUTs!

Also have you pulsed the trains via the CLab, the speed control granularity is
really bad and it would be cool to add "momentum"
SteveB

In lugnet.trains, Jeff Elliott writes:
> 
> 
> sebarile-MOBL wrote:
> > 
> > Jeff,
> > I saw some source on Dr Dobbs about a year or so ago but it was incomplete.
> > Have you seen something that worked? I got two of these controllers and • would
> > love to get some really complex action going on the layouts in the future!
> > SteveB
> 
> 
> Steve,
> 
> 
> Sure have!
> 
> Here's a URL; you're looking for Lego.ocx, but all the docs &
> descriptions
> are there, too.  I'm not sure that *all* of the functionality works
> flawlessly, but certainly most of it does.  You need Windows.
> 
> http://troyda.sas.muohio.edu/paper2.html
> 
> I used it to write my "Grand Trunk Railway" software in Visual Basic:
> this
> was a crude NetDDE server / client set which allowed the various PCs on
> the network at work to control the train on a simple layout.  I had
> sensors in front of each desk and near the end of the line.  You could
> set
> the throttle directly, or you could check off which desk you wanted it
> to
> stop at.  It would stop the train if the train was headed toward the end
> of the line and the sensor tripped; this prevented gung-ho colleagues
> from
> running the train off the end of the track.  All of the throttle
> controls
> on the various clients moved synchronously, so you could see someone
> else
> move the throttle, too.  I didn't webify it, but that'd be possible.
> 
> We had an engine, an M&Ms car, a vitamin C car, a CD carrier, and three
> beer cars. (I work for a great company).
> 
> The only serious problem I had was that the Control Lab seemed to cut
> out
> intermittently when driving a heavy train (three beer bottles), or when
> accelerating hard.  I think there may be a current limiter inside the
> control lab; someone with more electronics background would be able to
> tell you more.  It was still operable though; mostly an aesthetic issue.
> 
> If you're desperate to see the software I wrote, in all its glorious
> bugs,
> I can post the source code and binaries somewhere.
> 
> Jeff



Message has 1 Reply:
  Re: multi train dogbone
 
(...) The OCX and source code links are higher up; sorry! (URL) haven't tried running 2; I've (sadly) only got 1. I don't see why it would be a problem, though. In the end, you've got the C++ source code for the OCX, so you should be able to do (...) (26 years ago, 15-Aug-00, to lugnet.trains)

Message is in Reply To:
  Re: multi train dogbone
 
(...) Steve, Sure have! Here's a URL; you're looking for Lego.ocx, but all the docs & descriptions are there, too. I'm not sure that *all* of the functionality works flawlessly, but certainly most of it does. You need Windows. (URL) used it to (...) (26 years ago, 15-Aug-00, to lugnet.trains)

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