Using beacons (ID transmitters) allows for basic automatic operation to be set up. To do this, commands are assigned to the beacons, which are interpreted by a locomotive equipped with an ID reader when it passes the beacon. Beacons and ID readers are available for CTC based on IR (infrared) and NFC (RFID). For the following considerations, there is no difference between IR and NFC.
Note: The functionality described here requires CTC app version 4.00 and the associated locomotive firmware . Signals and beacon (ID transmitter) triggers configured with older CTC versions must be adjusted . It is usually easier to remove the relevant lines under "Connected products" in the config dialog and then add them again.
The basic building blocks of automation with CTC are:
- Jobs
- Blocks
- Paths
- Schedules
Blocks/track sections (Block)
Blocks are the foundation in real railways to prevent train collisions. The entire track plan is divided into individual blocks (track sections). Turnouts (branches) may only exist between blocks.
Understanding how a model railway control system based on blocks works is essential for understanding automation in CTC. Dominik Mahrer has described this concept nicely on modellbahn.mahrer.net .
Signals
Signals already worked in conjunction with beacons (ID transmitters) as real train control in CTC version 3.
If a beacon is linked to a signal, it transmits the signal state (e.g. stop) and its distance to the locomotive, which then reacts accordingly (e.g. stopping before the red signal).
With CTC version 4, the travel direction of the locomotive is also taken into account, so it only stops before the red signal if it applies to its direction of travel.
In addition, the distance of the ID reader to the front and rear end of the locomotive can be defined in the locomotive. This distance is taken into account during target braking.
Incidentally, signals can also exist purely virtually, i.e. they are only visible in the track diagram. No signal is installed on the layout.
Controlling signs
Instead of signals, you can also use signs. A sign is added to a turnout as a product like a signal, but does not appear in the control panel and therefore cannot be changed during operation. A sign has no connections, but parameters for defining the meaning of the sign.
You also have the option of placing signs purely virtually, i.e. you only see them in the track diagram. No sign is installed on the layout.
Paths (Path)
A path establishes a connection between two blocks by setting all the turnouts in between appropriately and finally opening the exit signal of the starting block.
When the path is switched, all affected turnouts, signals and blocks are reserved and only released again when a locomotive reaches the block at the end of the path.
Jobs (Job)
A typical job is the journey from one station to another, possibly with intermediate stops.
The simplest form of a job is just a sequence of paths to be switched.
For automatic operation, the job can be supplemented with the beacons (specifically their three-letter IDs) that a locomotive should pass in chronological order. Each beacon can also be assigned a command.
If a beacon also sends a command (e.g. stop in 60 cm), the locomotive decides whether to execute the command sent by the beacon or the one recorded in the job. A stop always takes precedence over a speed reduction, for example.
A job with beacons always applies to the locomotive that is in the starting block of the job.
Schedules (Schedule)
A schedule is a collection of jobs that are started at specified times (model time). This allows full automation to be configured.
Configuring the locomotive sensor
For the locomotive to perform target braking, it must of course know how far its ID reader is from the front or rear end of the locomotive. This is where the two new parameters "dFront" (front) and "dBack" (rear) of the ID readers come in, which define the distance of the ID reader in cm.
Note: For push-pull trains with the locomotive at one end of the train, you must of course consider when placing your beacon on the track that the ID reader is quite far from the front of the train when travelling in reverse.
Processing events (Trigger)
With so-called triggers (triggers), you can react to events (or state changes) on your model railway, e.g.
- A turnout was switched.
- A signal turned red.
- A locomotive passed a beacon.
With a trigger, you define which event should trigger which reaction. The trigger is always created for the action that is to be changed by it. You can find out more in Chapter 4.3 - Linking actions .
Examples
The following briefly describes some typical applications of automation. In the "Articles on CTC" we will gradually publish more detailed descriptions.
Automatic stop at a signal
For a CTC locomotive to stop automatically before a red signal, a beacon is installed in the track at a sufficient distance before the signal. The distance must take into account both the actual braking distance and the distance of the ID reader to the front of the train.
The beacon is then linked to the signal and thus transmits the state of the signal as a command. The distance to the signal is entered in the trigger configuration. You can find out how a trigger is configured in Chapter 4.3 - Linking actions .
For correct operation, it is important that the correct direction is selected when configuring the signal. The locomotive only reacts to commands that match its direction.
Note: The direction of the locomotive does not refer to the direction set at the control panel (forward/backward), but whether it is travelling clockwise or counter-clockwise. The locomotive determines this direction from the IDs read.
Automatic stop with two beacons
Using a second beacon directly in front of the signal allows the locomotive to stop with millimetre precision. The first beacon sends the "minimum speed" command with a distance just before the second beacon. The second beacon then immediately (in 0 cm) sends the "stop" command.
This is particularly advantageous when stopping in siding tracks, as the locomotive comes to a stop over the beacon and thus immediately knows its position when the model railway is switched on again.
Station stop
You can achieve a stop at a station by using two beacons. The first tells the locomotive to reduce speed to minimum just before the second beacon. The second then transmits the "stop" command and how long the locomotive should wait before continuing. Alternatively, the "reverse" command can be used, in which the locomotive continues in the opposite direction after the waiting time.
The commands can be permanently assigned to the beacons or transmitted to the locomotive via its job. Alternatively, the locomotive can be stopped by a signal and only continue its journey with the next entry in the schedule.
Push-pull train
A push-pull train is enabled by at least two jobs, namely the outward and return journeys. These can then be inserted into a schedule as often as desired.
Scheduled journey
For a scheduled journey, individual jobs are first created. These can then be tested individually.
A schedule with departure times is then created from these jobs. Individual jobs can be used any number of times. However, you must bear in mind that a job is only executed if there is a locomotive in the starting block of the job. Depending on which locomotive you have moved into the starting block via other jobs, it is quite possible that the same job is always executed by a different locomotive.