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SignalingSetup.shtml
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SignalingSetup.shtml
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"
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<title>JMRI: How to set up Signaling in JMRI</title>
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<h1>JMRI: Signaling Quickstart</h1>
<p class="subtitle">The following step by step instructions
describe in detail how to set up Signaling in JMRI.</p>
<ul>
<li>JMRI Signaling in 7 steps</li>
<li><a href="#magic">Magic SignalMan Set Up</a></li>
</ul>
<h2>Start to use JMRI Signaling in 7 steps</h2>
<p>Thanks to Suzie Tall.</p>
<!-- Listing from JMRI Group, March 4, 2014 -->
<h3>Steps</h3>
<ol>
<li>Launch PanelPro and from the Tools > Tables >
Turnouts menu add the turnouts on your layout to the
<a href="../Turnouts.shtml">Turnout Table</a>.</li>
<li>Next add the physical signals you installed on the
layout to the <a href="SignalMasts.shtml">Signal Mast
Table</a>:
<ol>
<li>The easiest way: if you are using an accessory
decoder that can drive the Signal Masts natively and
supports the NMRA Standard 9.2.1 Extended Accessory
Protocol (<a href=
"http://www.nmra.org/sites/default/files/s-9.2.1_2012_07.pdf">PDF</a>)
just add the Signal Mast using the 'DCC Signal Mast
Decoder driver' and when prompted, input the Aspect
numbers configured in your decoder against each Aspect.
Decoders like the <a href=
"http://signalist.co.uk">Signalist SC1</a> have
different Signal Mast types preconfigured and you just
select the correct table with a CV and get the Aspect
numbers from the manual. Other decoders will need some
setting up to define the Aspects to be displayed to an
Aspect number. See your decoder manual for what to do
here.</li>
<li>If you have more basic signal decoders (the
Digitrax SE8c for example) or a command station that
does not support the Extended Accessory Protocol (Lenz
for example) you will first have to configure the
individual Signal Heads that make up each Signal Mast
in the Signal Head Table and then go to the Signal Mast
Table, add the appropriate Signal Mast Type (eg. AAR-2
Triple Head Searchlight) and configure it using the
Signal Head Controlled Mast driver, adding in the
Signal Heads that you have previously defined.</li>
</ol>Pick one of the available <a href=
"../../../../../xml/signals/">Signaling Systems</a>, such
as <a href=
"../../../../../xml/signals/AAR-1946/aspects.xml">AAR-2</a>
in our example, and stick with that. It is a bit of a
faff but not too much work. (For more information on the
individual signaling systems distributed with JMRI, see
<a href="../../../../../xml/signals/">this page</a>; for
more info on how this works, see the page on <a href=
"AspectSignaling.shtml">aspect signaling</a>)
</li>
<li>Go back to the front screen of PanelPro and from the
Panel > New... menu create a new panel with <a href=
"#editor">Layout Editor</a> and draw your track plan.</li>
<li>Right click on the Turnouts and anchor points on the
panel where you want signals and choose 'Set SignalMasts'.
You can then choose from the list of Signal Masts that you
entered in the Signal Mast Table for each possible
location. Not all anchorpoints or turnouts will have a full
complement of signals.<br>
You will probably have some locations (e.g. in a hidden
section) where you do not have a physical signal but in the
real prototype there would be one - in these cases just add
a Virtual signal of the appropriate type by using a Virtual
connection type in the <a href="SignalMasts.shtml">Signal
Mast Table</a>.</li>
<li>Right click on each signal and click 'Signal Mast Logic
> Discover'. JMRI will then magically create all the
required logic to set the aspect of that signal, based on
the turnouts and aspects of the next signals on all
possible routes.</li>
<li>Add your sensors to the Sensor Table to any Blocks that
have physical block detector feedback on the layout and
assign each Sensor to its layout Block. Skip this bit if
you are not using block detection and just setting the
signals manually to hold behind the train.</li>
<li>Run the trains and watch the signals change following
your chosen rules. Note that there has been no need to
refer to the rulebook and no need to create Logix or
anything like that. It is just a case of inputting your
layout configuration, Signaling System (AAR-2 in our
example) and hardware.</li>
</ol>
<h3>Notes</h3>
<ul>
<li>The nitty-gritty of using the <a name="editor" href=
"../../../package/jmri/jmrit/display/LayoutEditor.shtml"
id="editor">Layout Editor</a> is not explained here, but
you will soon get the hang of it and that is the hardest
bit. It takes less time to create a working layout panel
for the average layout than it took to type this up so that
shows how easy it is to start with Signaling with
JMRI.</li>
<li>You might start with software signals on a panel only,
gradually adding signal decoders and model signals on the
layout. When you have decided on the hardware solution and
signal System to adopt, you can build the full definitions
from the start. Otherwise use the Virtual signal type and
replace them with a new Signal Masts later.</li>
<li>Watch out when disabling Aspects. Not all Signaling
Systems are able to deal with key Aspects being disabled
because it is not always possible to include an alternative
in the aspect mapping for some masts (e.g. when the
alternative aspect has the same speed and divergence
settings). Don't be surprised if when disabling an aspect
the alternative that is displayed is "Stop". So, disabling
should be done with care. If you want to disable aspects it
is usually best to configure the Layout Editor so that the
offending aspects will not appear because the track
conditions will not allow it by using speeds on blocks and
so on.</li>
<li>If you prefer the flexibility of the Control Panel
Editor for duplicating specific prototype panels you can
still use Aspect Signaling and its Signal Mast Logic. You
will just need to add some items manually.</li>
</ul><!-- Listing from JMRI Group, March 4, 2014 --><a name=
"magic" id="magic"></a>
<h2>Magic SignalMan Set Up</h2>
<p>Thanks to Jim Duncan.</p>
<p>With Dick Bronson's new <a href=
"http://www.rr-cirkits.com">SignalMan hardware</a> all you
need to do is:</p>
<ol>
<li>Choose the signal system (searchlight, color light,
PRR, B&O, etc.).</li>
<li>Create a new Signal Mast by clicking the "Add" button
at the bottom of the Signal Mast Table.<br>
Do NOT try to define individual Signal Heads. You do this
when you assign which ports are lit as you setup the
programming on the boards in the field!</li>
<li>Define what aspects the mast is allowed to
display.</li>
<li>Set up the signal connections:
<ul>
<li>Choose the Block the signal protects</li>
<li>Select the next signal down the line:
<ul>
<li>If there is one route only:
<ul>
<li>Select the next Signal down the line that
each signal protects</li>
</ul>
</li>
<li>If there is more than one route past signal:
<ul>
<li>Select the Turnout and Thrown/Closed
state</li>
<li>Select block protected for given route</li>
<li>Select signal protected on this route</li>
<li>Repeat for all possible routes past this
signal</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>Program your board to respond to the signal number sent
on the control line:
<ul>
<li>Define the ports lit for each Signal Aspect:
<ul>
<li>Select Signal Aspect to display from pull down
list in the decoder file</li>
<li>Select Port (head and lamp, e.g. H1R, H2G,
etc.)</li>
<li>Repeat for all aspects that the Signal is
allowed to display</li>
</ul>
</li>
</ul>
</li>
<li>Load the programming to the SignalMan board.</li>
<li>Connect your hardware signals.</li>
<li>Open the <b>Tools > Tables > SignalMasts</b>
menu, go through each Signal Aspect and observe signal
behavior to check your programming and connections<br>
Hint: It's easier to reprogram the board than it is to
change the wiring connections!</li>
</ol>
<h3>Notes</h3>
<ul>
<li>That's about as basic as it gets! This will work for
all of the Panel Editor types.</li>
<li>Do NOT try to use the auto-block feature with a panel
created in Panel Editor. It'll just sit there and make you
wait forever and not do anything so it's actually easier to
do all the route logic yourself!</li>
</ul>
<p>Back to the <a href="index.shtml">Signaling main help
page</a>.</p><!--#include virtual="/Footer" -->
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