This used to happen to me too, on older versions of JMRI, with an Arduino based switch decoder. Any switch could randomly start to go back and forth after? being activated, showing up also on the signals of the layout panel. The solution was to shut down and restart JMRI. I don't have a layout right now so i can't say if the problem still exists or has been solved.
Roberto
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I am having difficulties with turnouts occasionally switching back and forth after being closed or thrown through JMRI. I am using a Digitrax DCS240 and DS64¡¯s to control the Tortoises. It can happen on any turnout on any DS64. Usually occurs if I select the turnout after starting JMRI to see which way it is thrown and then hit it again to change it if it¡¯s not aligned properly. Sometimes it will correct itself after several seconds but usually requires me to shut down JMRI. I then have full control through Digitrax throttles for the turnouts and the switching back and forth instantly stops. Is there a way to fix this? ?Also is there a way to read the turnout position and signal aspects when JMRI is started? Bob
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Locked
Re: FileRepMalware message when I try to execute the latest downloads.
#malware
I got the same AVG message. I sent an exception
request and later got back a message saying all was o.k. I do
not know if they propagated that into their data set updates, or
not.
Peace,
Mike G.
?
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I wrongly assumed, being as AVAST and AVG are the same company,?
that the two softwares would be similar.? Clearly not the case..
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Locked
Re: Decoder Pro 4.16 opens with Roster Screen Instead of with "Menu" Screen
Bob,
While you were able to get the legacy format working, I highly recommend you try using the new format as it provides an easier (modifiable) view of your roster and a way to make direct changes to the entries that don't change the decoder values (name, owner, manufacturer etc).
It wont take long to get use to the newer format if you give it a try.
-- Peter Ulvestad
JMRI Users Group Moderator - ( ) Tam Valley Group Moderator - ( ) Sprog-DCC Group Moderator - ( ) Edmonton Model Railroad Association -
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Re: Decoder Pro 4.16 opens with Roster Screen Instead of with "Menu" Screen
Thanks to all who replied. Thanks especially to Steve I followed your suggestions and was able to get the legacy interface working! ? Bob ? Sent from for Windows 10 ?
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From: Breezlys via Groups.IoSent: Wednesday, September 25, 2019 12:07 AM To: [email protected]Subject: Re: [jmriusers] Decoder Pro 4.16 opens with Roster Screen Instead of with "Menu" Screen ? Bob,
The "new" DecoderPro3 is just a different "look" and accesses the same underlying code as the legacy DecoderPro interface.
Like you, I much prefer the legacy interface and have created an icon to launch it, using the directions located here:?
HTH, Steve "Breezlys"
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Locked
Re: Decoder Pro 4.16 opens with Roster Screen Instead of with "Menu" Screen
Thanks to all who replied. Thanks especially to Steve I followed your suggestions and was able to get the legacy interface working! ? Bob ? Sent from for Windows 10 ?
toggle quoted message
Show quoted text
From: Breezlys via Groups.IoSent: Wednesday, September 25, 2019 12:07 AM To: [email protected]Subject: Re: [jmriusers] Decoder Pro 4.16 opens with Roster Screen Instead of with "Menu" Screen ? Bob,
The "new" DecoderPro3 is just a different "look" and accesses the same underlying code as the legacy DecoderPro interface.
Like you, I much prefer the legacy interface and have created an icon to launch it, using the directions located here:?
HTH, Steve "Breezlys"
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Charles,
I've created an issue ( ), where you can track this.
Klaus
Am 25.09.2019 um 13:58 schrieb Charles Meo:
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I tried changing 'cylinders' to 4 and then three, since I run BR96 0880 Malletts and I wanted to see if this would produce more appropriate noises. Got java exceptions for both values. java.lang.IndexOutOfBoundsException: Index: 4, Size: 4 ??? at java.util.ArrayList.rangeCheck(ArrayList.java:657) ??? at java.util.ArrayList.get(ArrayList.java:433) ??? at jmri.jmrit.vsdecoder.Steam1Sound$S1LoopThread.selectData(Steam1Sound.java:965) ??? at jmri.jmrit.vsdecoder.Steam1Sound$S1LoopThread.run(Steam1Sound.java:928) Looks like the code isn't expecting a value larger than 2. Not sure about hacking this myself since I don't know what side-effects might be produced by messing with the array size.
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Bottom line, with the hardware (command station, decoders) that you have, you have to set the command station to default to 28 steps. See page 85 in the (current version) EasyDCC command station manual. Bob On Sep 24, 2019, at 10:40 AM, Don Weigt <dweigt47@...> wrote:
I have taken this problem as far as I can. I have duplicated Gerry's results.
I can control all my locos with the JMRI monitor "vthrottle" if I change it to 28 speed step mode from 128. But, I can't save that. Each time the loco is released and then selected again, it's back to 128 speed steps and can't control my loco until changed again to 28 speed steps.
Like Marc, I could find no way to change the WiThrottles to 28 speed steps, and they can't control my locos.
I would like JMRI throttles, including WiThrottles, to have the option to set and save each loco as 28 speed steps (and probably even 14 steps) instead of 128. I'm very reluctant to change out about 10 good decoders, and throw away about that many perfectly good, unused ones. I can't believe I'm the only JMRI user or would be user with this problem
If JMRI's throttles don't get 28 speed steps added as an option, then I'm going to make an inline filter to convert RS-232 128 step speed commands to 28.
My thanks to everyone who helped find what's happening. It sure had me confused! It's a relief to understand what's wrong.
Don Weigt Connecticut
-- Bob Jacobsen rgj1927@...
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Hi Charles,
I just tried a 3-cylinder BR 44 and it worked. It looks like I didn't do enough checks. So, thanks for reporting this.
In my VSD file I provided 6 WAV files for 6 chuffs per revolution. Could you please check if it works for you with 8 WAV files?
Thanks, and sorry for the trouble.
Klaus
Am 25.09.2019 um 13:58 schrieb Charles Meo:
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Show quoted text
Hi Klaus, I tried changing 'cylinders' to 4 and then three, since I run BR96 0880 Malletts and I wanted to see if this would produce more appropriate noises. Got java exceptions for both values. java.lang.IndexOutOfBoundsException: Index: 4, Size: 4 ??? at java.util.ArrayList.rangeCheck(ArrayList.java:657) ??? at java.util.ArrayList.get(ArrayList.java:433) ??? at jmri.jmrit.vsdecoder.Steam1Sound$S1LoopThread.selectData(Steam1Sound.java:965) ??? at jmri.jmrit.vsdecoder.Steam1Sound$S1LoopThread.run(Steam1Sound.java:928) Looks like the code isn't expecting a value larger than 2. Not sure about hacking this myself since I don't know what side-effects might be produced by messing with the array size. In all other respects, Class64 and Class94 are absolute winners and I'm having no trouble tweaking them to sync up with my test loco (BR05, Zimo? MX635) quite nicely. Might not be 100% prototypical but I'm happy as a clam. Charles
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Hi Klaus,
I tried changing 'cylinders' to 4 and then three, since I run
BR96 0880 Malletts and I wanted to see if this would produce more
appropriate noises.
Got java exceptions for both values.
java.lang.IndexOutOfBoundsException: Index: 4, Size: 4
??? at java.util.ArrayList.rangeCheck(ArrayList.java:657)
??? at java.util.ArrayList.get(ArrayList.java:433)
??? at
jmri.jmrit.vsdecoder.Steam1Sound$S1LoopThread.selectData(Steam1Sound.java:965)
??? at
jmri.jmrit.vsdecoder.Steam1Sound$S1LoopThread.run(Steam1Sound.java:928)
Looks like the code isn't expecting a value larger than 2. Not
sure about hacking this myself since I don't know what
side-effects might be produced by messing with the array size.
In all other respects, Class64 and Class94 are absolute winners
and I'm having no trouble tweaking them to sync up with my test
loco (BR05, Zimo? MX635) quite nicely.
Might not be 100% prototypical but I'm happy as a clam.
Charles
On 25/9/19 5:57 pm, Klaus Killinger
wrote:
Charles,
Getting into "Virtual Sound Decoder" (VSDecoder or VSD) is not
easy. So it's good to ask questions here.
The mentioned documentation VSD_File_and_Config.shtml is intended
as a supplement. A good entry page is this one here:
- the author is the main developer of VSD.
For steam sound there are two programs: steam and steam1. They are
selected via
* <sound name="ENGINE" type="steam">
?or
* <sound name="ENGINE" type="steam1">
in your config.xml file.
On you will find an example for
"steam" (Generic_Steam.vsd) and two examples for "steam1"
(Class64.vsd and Class94.vsd).
"steam1" is the newer program. It is more flexible and complex. It
allows parameters like <accel-rate> and <decel-rate>.
"steam" ignores these parameters.
Also can we have an explanation of what
these things do:
<top-speed>75</top-speed>
<driver-diameter>60</driver-diameter>
<cylinders>2</cylinders>
<top-speed> defines the maximum speed in miles per hour.
<driver-diameter> defines the diameter of the driver wheel
in inches.
<cylinders> defines the number of the steam engines. Mostley
there are 2 cylinders. Because cylinders are double-acting there
are 4 chuffs per driver wheel revolution.
and a guide to how to change them to get
various results. If they plug into a formula, what's the
formula, and what does it do?
Also how is the 'rpm' which it all uses derived? How do you set
it for various prototypes? Can you use throttle values instead,
and if so, how? Is rpm identical to throttle value?
VSD gets the speed from JMRI as a value of 0 - 1. Then VSD
calculates the speed as revolutions per minute (RPM). Here is the
formula:
speed = % of topspeed (mph)
RPM = speed * ((inches/mile) / (minutes/hour)) / (pi *
driverdiameter)
With the calculated RPM VSD can choose the suitable sound files.
I haven't thought about how RPM should be set for various
prototypes. Of course the value RPM must match the maximum speed
of the loco type. More important is the typical sound of a loco
type.
Throttle values are used for diesel sounds. See the
<accel-limit> and <decel-limit> parameters in a diesel
VSD file. I think RPM can be "identical" to the throttle value, if
the speed curve of VSD and the DCC decoder matches.
Sorry if this has been dealt with
elsewhere, but I couldn't find it so far and if anyone has a
pointer to another thread or document, that will do nicely.
Cheers,
Charles
It's fine. The documentation is not perfect.
Regards,
Klaus
--
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Apulia Grove Olives
40 Tranter Rd
Toolleen
Victoria 3551
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M:
0409 258 471
charles@...
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Excellent, thank you Klaus. That certainly explains why accel and
decel weren't working. I'm using the generic steam project with
'steam' not 'steam1'
I'll mull over the other stuff and do more tinkering.
Cheers,
Charles
On 25/9/19 5:57 pm, Klaus Killinger
wrote:
Charles,
Getting into "Virtual Sound Decoder" (VSDecoder or VSD) is not
easy. So it's good to ask questions here.
The mentioned documentation VSD_File_and_Config.shtml is intended
as a supplement. A good entry page is this one here:
- the author is the main developer of VSD.
For steam sound there are two programs: steam and steam1. They are
selected via
* <sound name="ENGINE" type="steam">
?or
* <sound name="ENGINE" type="steam1">
in your config.xml file.
On you will find an example for
"steam" (Generic_Steam.vsd) and two examples for "steam1"
(Class64.vsd and Class94.vsd).
"steam1" is the newer program. It is more flexible and complex. It
allows parameters like <accel-rate> and <decel-rate>.
"steam" ignores these parameters.
Also can we have an explanation of what
these things do:
<top-speed>75</top-speed>
<driver-diameter>60</driver-diameter>
<cylinders>2</cylinders>
<top-speed> defines the maximum speed in miles per hour.
<driver-diameter> defines the diameter of the driver wheel
in inches.
<cylinders> defines the number of the steam engines. Mostley
there are 2 cylinders. Because cylinders are double-acting there
are 4 chuffs per driver wheel revolution.
and a guide to how to change them to get
various results. If they plug into a formula, what's the
formula, and what does it do?
Also how is the 'rpm' which it all uses derived? How do you set
it for various prototypes? Can you use throttle values instead,
and if so, how? Is rpm identical to throttle value?
VSD gets the speed from JMRI as a value of 0 - 1. Then VSD
calculates the speed as revolutions per minute (RPM). Here is the
formula:
speed = % of topspeed (mph)
RPM = speed * ((inches/mile) / (minutes/hour)) / (pi *
driverdiameter)
With the calculated RPM VSD can choose the suitable sound files.
I haven't thought about how RPM should be set for various
prototypes. Of course the value RPM must match the maximum speed
of the loco type. More important is the typical sound of a loco
type.
Throttle values are used for diesel sounds. See the
<accel-limit> and <decel-limit> parameters in a diesel
VSD file. I think RPM can be "identical" to the throttle value, if
the speed curve of VSD and the DCC decoder matches.
Sorry if this has been dealt with
elsewhere, but I couldn't find it so far and if anyone has a
pointer to another thread or document, that will do nicely.
Cheers,
Charles
It's fine. The documentation is not perfect.
Regards,
Klaus
--
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Apulia Grove Olives
40 Tranter Rd
Toolleen
Victoria 3551
|
M:
0409 258 471
charles@...
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Charles, Getting into "Virtual Sound Decoder" (VSDecoder or VSD) is not easy. So it's good to ask questions here. The mentioned documentation VSD_File_and_Config.shtml is intended as a supplement. A good entry page is this one here: - the author is the main developer of VSD. For steam sound there are two programs: steam and steam1. They are selected via * <sound name="ENGINE" type="steam"> or * <sound name="ENGINE" type="steam1"> in your config.xml file. On you will find an example for "steam" (Generic_Steam.vsd) and two examples for "steam1" (Class64.vsd and Class94.vsd). "steam1" is the newer program. It is more flexible and complex. It allows parameters like <accel-rate> and <decel-rate>. "steam" ignores these parameters. Also can we have an explanation of what these things do: <top-speed>75</top-speed> <driver-diameter>60</driver-diameter> <cylinders>2</cylinders>
<top-speed> defines the maximum speed in miles per hour. <driver-diameter> defines the diameter of the driver wheel in inches. <cylinders> defines the number of the steam engines. Mostley there are 2 cylinders. Because cylinders are double-acting there are 4 chuffs per driver wheel revolution. and a guide to how to change them to get various results. If they plug into a formula, what's the formula, and what does it do? Also how is the 'rpm' which it all uses derived? How do you set it for various prototypes? Can you use throttle values instead, and if so, how? Is rpm identical to throttle value?
VSD gets the speed from JMRI as a value of 0 - 1. Then VSD calculates the speed as revolutions per minute (RPM). Here is the formula: speed = % of topspeed (mph) RPM = speed * ((inches/mile) / (minutes/hour)) / (pi * driverdiameter) With the calculated RPM VSD can choose the suitable sound files. I haven't thought about how RPM should be set for various prototypes. Of course the value RPM must match the maximum speed of the loco type. More important is the typical sound of a loco type. Throttle values are used for diesel sounds. See the <accel-limit> and <decel-limit> parameters in a diesel VSD file. I think RPM can be "identical" to the throttle value, if the speed curve of VSD and the DCC decoder matches. Sorry if this has been dealt with elsewhere, but I couldn't find it so far and if anyone has a pointer to another thread or document, that will do nicely. Cheers, Charles
It's fine. The documentation is not perfect. Regards, Klaus
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Locked
Re: FileRepMalware message when I try to execute the latest downloads.
#malware
Marcus and All, I had already tried the security chest method, it did not work for me! How ever I was successful by sending the download to the documents folder and clicking it there; it worked! I still have? 1 Win 10 laptop and 2 Win 7 pcs to try my method on. I will report back. Although maybe Avast's embargo has been lifted? Thanks to everyone for your help,? Mike.
On Wednesday, 25 September 2019, 03:30:08 BST, Marcus Ammann <mammann@...> wrote:
Hi Marc, Charles, Dave H, Andrew & Michael ? Marc, thanks for going to the trouble to test the AVG then itemise the steps to get the latest download into my Windows 7 Laptop. I still needed to ¡°phone a friend¡± as I could not ¡°find¡± the appropriate files/folders etc or to even open up AVG. I told you I am computer illiterate. Using Marc¡¯s suggestions and my friends help, my procedure was: ? Left Click on AVG Icon from the Drop Down Box from the Toolbar R/H side. Select Menu Select the Quarantine Tab 3 Threats listed. Check Ticked the 4.17.4 File that also showed ¡°FileRepMalware¡± message. A ¡°Delete¡± Box was highlighted in Orange. Clicked on the Down Arrow to provide Options. Selected ¡°Restore and Add Exception¡± Waited a minute and there was message to say something close to ¡°Okay ¨C Completed¡± Selected my Downloads. Clicked on the JMRI 4.17.4 file and the my JMRI was upgraded. ? I didn¡¯t do anything with the? 2 other Quarantined file - JMRI works. I¡¯ll have to remember this above process to keep my JMRI up to date ¨C one version less than the latest beta version as Marc suggests. ? Michael, maybe your AVG/Avast is similar to mine and following my Steps above, might give you JMRI in the computers you¡¯re having trouble with. ? ? Once again Marc thanks for your help. ? Regards Marcus Layout Video Web Site ? ? ? ?
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From: [email protected] [mailto:[email protected]] On Behalf Of forfoum@... Sent: Wednesday, 25 September 2019 4:07 AM To: [email protected] Subject: Re: [jmriusers] FileRepMalware message when I try to execute the latest downloads. ? Win 7 Home Prem N, Sp1.?
Did not touch firewall settings or anything else.
I completely removed JMRI 4.17.5 from the computer: JMRI folder in Program Files and the JMRI? User data.?
Downloaded AVAST FREE and installed it. Download JMRI 4.17.4.
Tried to install JMRI 4.17.4? and it was blocked by Avast.
"Windows cannot access the specified device,path, or file. You may not have appropriate permissions to access the item "
and the AVAST Threat secured? window poped up?
"We've move JMRI.4.17.4+Rblahblah to your Virus Chest because it was infected with FileRepMalware?? We can also protect you from other types of threats? ..? ** UPGRADE YOUR PROTECTION **? "
What a scam!..?? He has also removed? the JMRI file from the download folder.
So I open AVAST, select PROTECTION, Virus Chest. Here I find my JMRI Install file. At the end of the file is a waste basket icon and ... more. . Select MORE. Now Select 'Restore and add exception'. You will get a "File successfully restored" .. Close.?? Exit AVAST.? The JMRI Install? file has been restored to the download folder.
(by the way, this is new to me as I have never used or installed? AVAST before today)
Execute JMRI Install...? Mine opened to " Welcome to JMRI 4.17.4+Rbf0blahblahblah? .. Click next to confinue"?? NEXT
The install completed.
Marc.
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Locked
Re: Running JMRI on networked PC's
Barry, On 25 Sep 2019, at 9:11 AM, barrychinn <bechinn1@...> wrote:
In theory, updating roster files from either computer should be available to be read correctly from either location. In practice, updates from either location (sometimes?) necessitates rebuilding the roster at the other computer. JMRI wasn't initially designed to be multiuser and have simultaneous file access. However, many users and developers now use Dropbox or similar to share user files, so we have made it easier: <> Dropbox (OneDrive, Google Drive) work fairly well because they are a file syncing service, not a file sharing service (each instance of JMRI is working on local copies), so file corruption does not occur (Dropbox keeps both versions if there is a sharing conflict). However Network File sharing is quite likely to corrupt files. So a service like Dropbox is fine for files that are not being written while open on another computer. In the case of a panel or decoder file, that may mean the file has to be closed and reopened to see changes. The one small problem area is that the Roster Index is always open in any instance of JMRI and is rewritten on close. This means that: - Additions or deletions to the roster will not be visible on another computer unless you "Rebuild Roster" on all connected computers. - Sometimes conflicted roster index files are created. No harm done, just make sure only one JMRI instance is running and Rebuild Roster. I don't recommend having Rebuild Roster as a Startup item. It is quite resource intensive and time consuming for large rosters. You are more likely to have problems. Just Rebuild Roster when needed (you suspect something missing) or as an occasional cleanup tool. Dave in Australia
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Re: Web Server And Custom GUI
Hi Steve, Thanks for the reply. But I think the fixes you suggest are beyond my limited novice capabilities.
Note that everything works exactly as it should, including click position on the lists, if I use
pnl.add(self.cb2)
without the scrollpane.
The problem then is , because I have to make the font large to make text selection practical on a touchscreen, I cannot display a long enough list. If I could scroll up and down within the frame that would give me what I want. Is that possible ?
Thank for your help again.
Dave
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Re: Decoder Pro 4.16 opens with Roster Screen Instead of with "Menu" Screen
Bob,
The "new" DecoderPro3 is just a different "look" and accesses the same underlying code as the legacy DecoderPro interface.
Like you, I much prefer the legacy interface and have created an icon to launch it, using the directions located here:?
HTH, Steve "Breezlys"
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Locked
Re: Running JMRI on networked PC's
I've done something similar, using google drive, but separate spaces, incase of corruption, and to avoid file lock problems. You can add to the startup "add action" -> "Rebuild Roster" to one or both machines, this way each time they're started they'll rebuild from all the individual files.
Of course, this doesn't fix when an engine is changed while both machiens are running.? If thats a big enough issue, I suspect a script could run that at intervals forces a roster rebuild, but I've no clue how rto implement that. And I can imagine some downsides, such aas a person trying to aquire an engine at the same time the roster is nuked, so seeing no engines at all.
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On Tue, Sep 24, 2019 at 11:11 PM barrychinn < bechinn1@...> wrote: Hello everyone,
We () have been running PanelPro / DecoderPro on networked computers.? One of the computers (SLHRS-Cab) runs PanelPro and is interfaced with the NCE system to run routes and control turnouts.? One of the other computers is attached to a SPROG and is used for programming decoders (SLHRS-Pgm) and?runs DecoderPro.? SLHRS-Pgm accesses (reads & writes)?the data files associated with the Roster from SLHRS-Cab.?In theory, updating roster files from either computer should be?available to be read correctly from either location.? In practice, updates from either location (sometimes?) necessitates rebuilding the roster at?the other computer.? I am speculating that because personal computers were?designed as 'single user',?most of the programs written for them don't have file / record sharing data integrity?algorithms built in.? As an example, what if more than 1 user accesses and tries to update the same?record at the same time?? As all of the?decoder files reside on the SLHRS-Cab computer, you wouldn't expect there to be any record deviations.
I don't know how the read / write?protocols are built into the DecoderPro program(s).??In a multi user environment, it was typical that for example, an inventory item would be read to find information relating to quantity on hand.?? While the?inquiry is being processed, it?can frequently happen that another user will inquire?or order that same part number - what is referred to as a data collision.??When the item is actually ordered, the?order entry program will read and lock the part number record preventing any other user om updating / writing that same part number.? The?order program would then update?/ write on the part number, then unlock the record, thus preventing simultaneous?read /?writes on the same record.? Does anyone have any information on this?? TIA /s/ Barry Chinn
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Re: layout editor continuing route signal help needed
It seems the original problem is that the heads where reversed from how you wished them displayed. In a stupid-but-works solution, rotate the mast 180 degrees on screen (you'll need to wire it apporipriatly in the real world, of course). I'm using dwarf icons everyplace, so you just see the 'base' line at top, in the 1 place I had to do this.
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On Mon, Sep 23, 2019 at 11:57 PM Robin Becker < rbgroups@...> wrote: Dave,
"Hopefully the operator knows that the diverging turnout leg is the main route and therefore Closed is the proper state for that turnout in order to remain on the main route.? If they insist that Closed is ALWAYS the straight leg, then yes, they will be confused."
Yep, I am afraid almost all crew members will think Closed=straight and Thrown=diverging, especially when just looking at the turnout in isolation.? So I created an internal turnout with the appropriate User Name that the crew member will see in the Turnout Table, and then created a Logix to keep the physical turnout at the opposite state of the internal turnout.? Hopefully that will do it :)
Robin
-----Original Message-----
From: [email protected] <[email protected]> On Behalf Of Dave Sand
Sent: Monday, September 23, 2019 4:20 PM
To: [email protected]
Subject: Re: [jmriusers] layout editor continuing route signal help needed
Robin,
That is doing exactly what you want.? Closed is applied to the main route that proceeds through the diverging leg of the turnout.? The layout matches the panel and the proper aspects are displayed for the double head signal at the throat of the turnout.
Hopefully the operator knows that the diverging turnout leg is the main route and therefore Closed is the proper state for that turnout in order to remain on the main route.? If they insist that Closed is ALWAYS the straight leg, then yes, they will be confused.
Dave Sand
> On Sep 23, 2019, at 5:25 PM, Robin Becker <rbgroups@...> wrote:
>
> Dave,
>
> Thanks again.? ?I ran your demo and it works the same as my panel.? When the Turnout position in the Turnout Table is set to THROWN, the Layout Editor draws the turnout as set to the straight route, i.e. CLOSED.? When the Turnout position in the Turnout Table is set to CLOSED, the Layout Editor draws the turnout as set to the diverging route, i.e. THROWN.
>
> So yes, I can set up the turnout control on the layout so that the physical turnout position matches the Layout Editor drawn turnout position.? That isn't a problem.? However suppose an operator standing at the physical turnout opens the Turnout Table in Engine Driver in order to change the turnout position.? That operator will see the _opposite_ position listed for that turnout in the Turnout Table on their handheld device then they see looking at the physical turnout.? That is the potential source of confusion I was trying to point out.
>
> I think the key is your statement:
>
>? ? ? ?"When set to Thrown, Layout Editor reverses the closure segments when drawing the turnout."
>
> So it seems this is inherent to the current method used to get the logic to treat the THROWN path as the Continuing Route, so I will just deal with it :)
>
> Regards,
>
> Robin
>
>
> -----Original Message-----
> From: [email protected] <[email protected]> On Behalf Of Dave Sand
> Sent: Monday, September 23, 2019 12:29 PM
> To: [email protected]
> Subject: Re: [jmriusers] layout editor continuing route signal help needed
>
> Robin,
>
> The only thing you should have to do is set Continuing Route to Thrown.? When set to Thrown, Layout Editor reverses the closure segments when drawing the turnout.
>
> I have uploaded a very simple demo panel xml file:
>
> /g/jmriusers/files/ProblemsBeingWorkedOn/dsand/Continuing%20Demo.xml
>
> Dave Sand
>
>
>> On Sep 23, 2019, at 2:02 PM, Robin Becker <rbgroups@...> wrote:
>>
>> Dave,
>>
>> Appreciate the response.? I can certainly flip the driven turnout position on the layout and flip the feedback.? ?Not sure how to fix the Turnout Table though.? To simplify my remaining question, I used Loconet Sim and just assigned a DIRECT Feedback loconet turnout to the panel.? When I set the Continuing Route Turnout State to THROWN in Layout Editor, the Turnout Table shows THROWN when the layout editor panel shows CLOSED. Checking "Inverted" in the Turnout Table does not resolve this.? ?What do I need to do so that the Layout Editor Panel and the Turnout Table agree?
>>
>> Robin
>>
>>
>> -----Original Message-----
>> From: [email protected] <[email protected]> On Behalf Of Dave Sand
>> Sent: Monday, September 23, 2019 10:35 AM
>> To: [email protected]
>> Subject: Re: [jmriusers] layout editor continuing route signal help needed
>>
>> Robin,
>>
>> The secret is to treat turnout closed/thrown as closed/thrown everywhere except in the continuing route setting and the wiring at the switch machine.? If feedback is enabled it needs to wired accordingly.? This works perfectly with Tortoise style machines and two sensor feedback.? If the machine moves the wrong way, flip wires 1 and 8.? If the feedback is wrong, reverse the feedback wires OR reverse the feedback sensors in the turnout table entry.
>>
>> The feedback process might be different for EXACT.
>>
>>
>> Dave Sand
>>
>>
>>> On Sep 23, 2019, at 10:59 AM, Robin Becker <rbgroups@...> wrote:
>>>
>>> Hi.? I have a panel with signals set up in Layout Editor and generally everything works fine.? The only issue so far is with 2 turnouts where the main line takes the diverging (THROWN) route.? ? On the main approaching each turnout is a double head searchlight signal mast.? In order to get the top head on the mast to represent the main (diverging) route, I have set ¡°Continuing Route Turnout State¡± to THROWN.? That works as desired on the panel diagram ¨C when the turnout is shown on the panel as aligned for the diverging route, the signal shows Green over Red (for example), and when the turnout on the panel is shown aligned for the normal route the signal shows Red over Green (for example).
>>>
>>> The problem is with the relationship of the state of the turnout on the panel with the physical turnout state on the layout and as shown in the Turnout Table.? It appears that setting ¡°Continuing Route Turnout State¡± to THROWN causes the displayed turnout state on the panel (and the turnout state used for calculating the signal aspects) to be _opposite_ the state of the physical turnout.? So now when the turnout on the layout is set to CLOSED, the turnout on the panel is shown as THROWN and signals are set as if the turnout is THROWN.
>>>
>>> If I now check the ¡°Inverted¡± checkbox for the turnout in the Turnout Table then the turnout state on the panel matches the turnout state on the layout. The Turnout Table now shows the opposite state from the physical turnout however.? This means that anyone using the Turnout page in Engine Driver sees the wrong state.? This is very confusing but perhaps could be managed.? ?
>>>
>>> There is a second reason I¡¯d like to avoid inverting the turnout if at all possible.? These physical turnouts have EXACT feedback.? When the turnout is actuated, the feedback state in JMRI changes to INCONSISTENT while the turnout is in motion.? This INCONSISTENT feedback state is useful since it causes all signals around that turnout to go to RED until the turnout reaches its final position.? Unfortunately the INCONSISTENT state disappears when the Invert option is selected: turnouts with Invert checked only show CLOSED and THROWN.
>>>
>>> Am I missing something in setting up Layout Editor for this condition?? Would appreciate guidance if you are familiar with this case.? Thanks.
>>>
>>> (FYI I was running 4.16 but updated to the latest test build and see no change in this behavior.)
>>>
>>> Robin
>>>
>>> Robin Becker
>>> San Diego, CA
>>>
>>>
>>>
>>>
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Good afternoon, I've been messing around with the Generic Steam profile to try to align it a bit better with loco behaviour and by and large it isn't going too badly. I've removed a couple of the top speed steps since I don't have anything that does Warp Factor 9, and changed the span of the steps a bit so the transitions are a bit less weird. Most of it is pretty straightforward, however my XML skills are basic, and I've hit some snags. The documentation here: is sketchy to say the least, and one bit I'd really like to get working is the accel-rate and decel-rate. I tried positioning them thus:
<sound name="ENGINE" type="steam"> <accel-rate>35</accel-rate>
<decel-rate>18</decel-rate>
which appears to be according to the docs as far as I know, but they do nothing. Perhaps a more complete example around where these things go exactly would help. The instruction: Must be declared in the tag sound name="ENGINE" type="steam1"
doesn't make it too clear, for me at least, and I don't know if what I've done is what that means. No errors are being produced by the above, but no accel/decel either. When I Idle the throttle, the sound goes back to engine idle sound? immediately, even while the train is still slowing down. I tried upping decel-rate to 100, no effect. So I think these are being ignored, either because I put them in the wrong place, or the feature doesn't work. Also can we have an explanation of what these things do: <top-speed>75</top-speed> ????? <driver-diameter>60</driver-diameter> ????? <cylinders>2</cylinders> and a guide to how to change them to get various results. If they plug into a formula, what's the formula, and what does it do? Also how is the 'rpm' which it all uses derived? How do you set it for various prototypes? Can you use throttle values instead, and if so, how? Is rpm identical to throttle value? Sorry if this has been dealt with elsewhere, but I couldn't find it so far and if anyone has a pointer to another thread or document, that will do nicely. Cheers, Charles
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Locked
Re: FileRepMalware message when I try to execute the latest downloads.
#malware
Hi Marc, Charles, Dave H, Andrew & Michael ? Marc, thanks for going to the trouble to test the AVG then itemise the steps to get the latest download into my Windows 7 Laptop. I still needed to ¡°phone a friend¡± as I could not ¡°find¡± the appropriate files/folders etc or to even open up AVG. I told you I am computer illiterate. Using Marc¡¯s suggestions and my friends help, my procedure was: ? Left Click on AVG Icon from the Drop Down Box from the Toolbar R/H side. Select Menu Select the Quarantine Tab 3 Threats listed. Check Ticked the 4.17.4 File that also showed ¡°FileRepMalware¡± message. A ¡°Delete¡± Box was highlighted in Orange. Clicked on the Down Arrow to provide Options. Selected ¡°Restore and Add Exception¡± Waited a minute and there was message to say something close to ¡°Okay ¨C Completed¡± Selected my Downloads. Clicked on the JMRI 4.17.4 file and the my JMRI was upgraded. ? I didn¡¯t do anything with the? 2 other Quarantined file - JMRI works. I¡¯ll have to remember this above process to keep my JMRI up to date ¨C one version less than the latest beta version as Marc suggests. ? Michael, maybe your AVG/Avast is similar to mine and following my Steps above, might give you JMRI in the computers you¡¯re having trouble with. ? ? Once again Marc thanks for your help. ? Regards Marcus Layout Video Web Site ? ? ? ?
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From: [email protected] [mailto:[email protected]] On Behalf Of forfoum@... Sent: Wednesday, 25 September 2019 4:07 AM To: [email protected] Subject: Re: [jmriusers] FileRepMalware message when I try to execute the latest downloads. ? Win 7 Home Prem N, Sp1.?
Did not touch firewall settings or anything else.
I completely removed JMRI 4.17.5 from the computer: JMRI folder in Program Files and the JMRI? User data.?
Downloaded AVAST FREE and installed it. Download JMRI 4.17.4.
Tried to install JMRI 4.17.4? and it was blocked by Avast.
"Windows cannot access the specified device,path, or file. You may not have appropriate permissions to access the item "
and the AVAST Threat secured? window poped up?
"We've move JMRI.4.17.4+Rblahblah to your Virus Chest because it was infected with FileRepMalware?? We can also protect you from other types of threats? ..? ** UPGRADE YOUR PROTECTION **? "
What a scam!..?? He has also removed? the JMRI file from the download folder.
So I open AVAST, select PROTECTION, Virus Chest. Here I find my JMRI Install file. At the end of the file is a waste basket icon and ... more. . Select MORE. Now Select 'Restore and add exception'. You will get a "File successfully restored" .. Close.?? Exit AVAST.? The JMRI Install? file has been restored to the download folder.
(by the way, this is new to me as I have never used or installed? AVAST before today)
Execute JMRI Install...? Mine opened to " Welcome to JMRI 4.17.4+Rbf0blahblahblah? .. Click next to confinue"?? NEXT
The install completed.
Marc.
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