This is the hand-held controller requirements and
issues for the
MRNet project.
MRNet Hand-Held Controller Requirements and Issues
My economic model for hand-held controllers is that
it is unlikely that any one hand controller is likely
to satisfy all model railroad enthusiasts. Instead,
it seems likely that there is to be a range of hand
controllers to fit a variety of needs/desires and
the ever important hobby budget. Below I have
partitioned hand controllers into three broad
catagories:
-
Basic
-
The basic hand controller is for the model
railroader that wants to spend their hobby
budget on other things. It basically has
just about the bare minimum of required
features and not much more.
-
Typical
-
I have not come up with a good name for this
controller catagory. Basically, all I mean
is somewhere between basic and full featured.
-
Full-featured
-
This is the hand controller for the model
railroad enthusiast who wants just about
every feature that can be imagined.
I talk about the expected features in each catagory
in the paragraphs that follow.
The features I would expect in a basic hand held controller
are list below:
-
Speed Control
-
The speed control controls the train speed.
-
Direction Control
-
The direction control controls the train
direction.
-
Brake Control
-
The brake control provides an alternate
method for slowing down the train from
the speed control.
-
Horn/Bell Control
-
The horn/bell control sounds the (diesel
engine) horn or (steam engine) bell.
-
Turn-out Control
-
The turn-out control toggles the turn-out
that immediately preceeds the train
in its current direction of travel.
-
Uncoupling Ramp Control
-
The uncoupling ramp control activates the
electomagnetic uncoupling ramp that the
train is currently over. There is an issue
that the train may be sitting over more
than one uncoupling ramp.
-
Train Selector
-
The train selector allows the hand control
to switch between the control of more one
train from the same controller.
-
Simulatation Selector
-
Different people have different tastes when
it comes to the overall simulation of train
motion. This selector allows different people
to select between different simulation levels.
-
Stationary Operation
-
For stationary operation, the controller is
wired into a single location at the layout.
A controller that is built for stationary
operation can attempt to achieve a realistic
look and feel of the locomotive cabin.
-
Wired Handheld Operation
-
The controller is electrically connected to the
layout, but moved from station to station. While
the controller is electrically disconnected, the
train will maintain its speed for a while.
While batteries are not an issue, overall
controller weight and size are issues.
The features I would expect in the `typical' catagory
hand held controller are listed below:
-
Wireless Hand-held Operation
-
For wireless hand-held operation the controller
is always electrically disconnected from the
layout. Communication is either via RF or IR.
Batteries, power consumption, and wei
-
Speed Indicator
-
The speed indicator shows the current
train speed.
-
Incline Indicator
-
The inclune indicator shows the track grade.
-
Signal Light Indication
-
The signal light indicator shows the state
of the next signal light that is ahead of
of the train in its current direction of
travel. When the signal light is not
visible from the engine, this indicator
can be blank. For some layouts, the operator
will be able to visually see the actual
signal lights on the layout, but for other
layouts it may not be as easy to see each
and every signal light as the operator walks
around; for example, when the train is coming
out of a tunnel towards the operator.
-
Block Number Indicator
-
The block number indicator shows the current
train block number. This is usually a number
that is attached to the signal on the light
ahead of the train. Thus, when the signal
light is not visible from the train, the block
number indicator can be blank.
-
Air Pressure Indicator
-
The air pressure indicator shows the air
pressure available for the air brakes.
-
Time Indicator
-
The time indicator shows the current time.
Many clubs use fast clocks to try to get
more realistic operations.
-
Motive Power Control
-
The motive power control is used to help the
central computer identify the what locomotives
are currently pulling a train. When a MU
train is assembled in switching yard, the
central computer may not be able to determine
which locomotives are being assembled together.
Longer term I like the idea of putting a bar
code on the bottom of the locomotive and
sprinkling bar code readers through out the
layout to read the bar codes.
-
Maximum Speed Control
-
For a lightly loaded train, the maximum
locomotive speed may be reached before
maximum power is reached. Again, the
central computer may not be able to figure
out the maximum speed without a little help
from the train engineer.
-
Train Load Control
-
There may not be a easy way for the central
computer to determine how many cars and how
heavy the cars are that make up a train.
The train load control allows the overall
load to be specified from the hand controller
rather than having to enter the information
at the central computer console.
-
Train Length Control
-
Specify how long the train is. This can be the
number of cars or the length in feet/meters.
The features below are what I would expect from a
full-featured, spare-no-expense hand held controller:
-
Fuel Indicator
-
The fuel indicator specifies the amount of
fuel remaining for the engine.
-
Water Indicator
-
The water indicator is shows how much water
is left for the steam engine.
-
Crossing Gate Indicator
-
The crossing gate indicator shows when the
train engine is passing a crossing gate.
This feature is probably better done using
sound (see below.)
-
Uncoupling Ramp Position Indicator
-
The uncoupling ramp position indicator
helps the operator figure out when a couple
of magetic couplers are reasonably positioned
over the electro magnetic uncoupling ramp.
This can be accomplished using a number of
closely space optical sensors.
-
Container Loading Control
-
With more and more people modeling intermodal
opertions, it is reasonable to assume that
somebody is going to eventually figure out how
to actually load/unload containers from intermodal
container cars. Technically, this is not a
control locomotive control, but some operators
are not going to be purists about what features
are/are not on their hand held controller.
-
Compass Indicator
-
The compass indicator shows the compass direction
for the train. This control is a bit debatable.
I only include it because I suspect many locomotive
cabs do have a compass in them; I could be wrong
though.
-
Altitude Indicator
-
The altitude indicator shows the current train
altitude. Like the compass indicator, this
one is a bit debatable and I only include it
because I suspect that many locomotive cabs have
an altimeter.
-
Weather Effects
-
Most model railroads tend to operate in relatively
balmy model railroad layout rooms. The real thing
does not have it so good; they have to deal with
rail, snow, freezing cold and blistering heat.
Here's some possible weather effects to simulate:
-
Temperature Indicator
-
The temperature shows the outside
temperature for the train.
-
Wheel Slippage Indicator
-
The wheel slippage Indicator shows that
the locomotive wheels are starting to
slip on the rails. This effect can also
be indicated by a sound effect.
-
Sander Control
-
The sander control ejects some sand onto
the rails to increase traction.
-
Wind-Shield Wiper Control
-
Can you imagine a G-scale locomotive with
working wind-shield wipers? Can you image
the dropped jaws when people first saw such
wind-shield wipers in operation? I can!
Alternatively, the sound of wind shield
wipers can be simulated.
-
Sound Effects
-
Provide a way for the controller to inject sound
effects. For a stationary controller, this can be
done with stationary speakers. For a handheld
controller, this can be done with headphones that
plug into the controller. Here are some possible
sound effects:
Engine Noise -
This sound simulates the engine sound.
The sound should change according to
throttle setting, train weight, rail
conditions, and grade.
-
Horn/bell noise
-
This sound simulates the sound of the
(diesel) horn or (steam engine) bell.
-
Air brakes
-
This sound simulates the sound of air
brakes being applied.
-
Steam blow-down
-
This sound simulates the sound of a steam
engine blowing off steam.
-
Crossing signals
-
Ths sound simulates the sound of crossing
gate signals.
-
Voice Activated Radio Integration
-
Some clubs use walk-around voice-activated
radios to simulate radio dispatching; in
this situation the controller would also
plug into the voice activated radios and
merge the sound effects with the voice signal.
-
Wind-shield Wipers
-
This sound simulates the sound of
wind-shield wipers.
-
F.R.E.D.
-
Simulate the transmission messages of a
F.R.E.D. (Flashing Read End Device).
My extremely limited (and probably
faulty) understanding of FRED's is that
they have a relatively low power transmitter
broadcasts human synthesized voice of the
conditions at the end of the train (e.g.
brake air pressure, speed, etc.) The
train engineer has a radio tuned into
the FRED broadcast. If I have this
totally screwed up, could somebody please
let me know. The FRED sound simulates
the sound of the radio tuned into the
FRED.
-
Hot Box
-
Like FRED's, my understanding of hot box
detectors is pretty limited. My limited
(and probably faulty) understanding of
hot boxes is that they are detectors that
are placed along the path of a train to
search for wheel bearings that are starting
to overhead. Again, the hot box detector
sends its problem signal the locomotive
engineer via a radio transmission.
-
Dispatcher
-
There is no reason why the central computer
can not simulate the sound of a dispather
dispatching trains.
-
Wheels Squeeling
-
This sound simulates the sound of wheels
squeeling around a tight turn.
-
Wheel Slipping
-
This sound simulates the sound of slipping
wheels on wet rails.
-
Thunder
-
This sound simulates the sound of thunder
while running through a rain storm on
the parrie.
-
All-Aboard
-
This sound simulate the infamous `all
aboard!' call.
-
Stereo
-
There is no reason why the sounds can not
be generated in stereo.
-
Audio Gages
-
This `full-featured' controller has so many
bells and whistles that people will start
to complain that they spend all their time
looking at the controller and never spend
any time looking at their train. The concept
here is to inject audio indications of useful
information so that people can look at the
train and not the controller. So the operator
would hear things like "current speed is 30",
"grade is 3.5%", "rails are getting slippery",
"the engine is starting to overheat", etc.
This is not realistic operation!
However, it may be fun operation
for some people.
-
Shoveling Coal
-
This sound simulates the sound the poor
fireman shoveling coal into the firebox
of a steam engine.
-
Anguished Scream
-
This sound simulates the sound of the
co-engineer screaming because you just
hit the brakes hard, and he/she has
spilled hot steaming coffee over his/her
pants. :-)
As long as all the sounds are prerecorded in a
ROM, all of these sound effects are quite feasible
within a handheld device. The possibilites of
sound integration in model railroading are really
just beginning to be explored.
-
Telegraph Dispatch Simulation
-
Prior to radio dispatching and CTC, trains were
controlled via the telegraph. It is not that
hard to imagine an LCD display that can show
arbitrary text to simulate a telegraph message
handed off by the telegraph operator.
-
Multi-layout Support
-
Some clubs have more than one layout in the same
building. This is also the case with modular
layouts at various train shows. It sure would
be nice if these layouts could all support wireless
walk-around without a lot of hassle. Given that
the RC aircraft folks seem to be able to fly more
than one plane at a time at an RC aircraft meet,
this is within the realm of the feasible.
Even thought the list above is pretty exhaustive
(and exhausting) I'm sure I've missed some obvious
features.
Here are some comments on the features above:
-
I drew the line for the basic catagory functionality
pretty much where the basic MRC (Model Rectifier
Corparation) power packs are. While I personally
am not satisfied with the level of simulation provided
by MRC power packs, they sure do manage to sell a lot
of the things. (I have two of them!)
-
The two primary features that I added for the typical
catagory functionailty are wireless operation and
feedback. Wireless means that people do not have to
fiddle around plugging and unplugging their controller.
While adding feedback to the typical configuration
can be debated, I don't think many people would
argue that a full-featured controller would not
have feedback. The good news is that it is fair
inexpessive to put a simple radio receiver in each
controller and have a central station broadcast the
various feedback information to all the controllers.
So, really, this is no biggie.
-
For the full-featured functionality, I basically
added a full up LCD panel, sound, and multiple
layout support. The monochrom LCD panels are
getting pretty inexpensive these days, that a
full-featured controller could easily have one.
Sound is pretty easy given an ROM of prerecorded
sounds and a couple of A/D converters. The
multiple layout support could be done by assigning
each layout their own frequency from a band of
frequencies. When each controller is powered up,
it will listen to each frequency in sequence until
it finds the frequency corresponding to its layout.
All this really relies on is a frequency synthesis
capability at FM frequencies; again, this is not
a biggie.
Hopefully I have articulated a range of features and a
corresponding range of budgets. People would pick the
level of features that they want or at least what they
can afford.
From the feature list above, I conclude two things:
-
There are two controller "bus" implementations
that need to be designed -- a wired bus for
stationary and low cost hand held controllers
and a wireless "bus" for more expensive hand
held controllers.
-
For me, the multi-layout feature dictates the
design of an RF wireless "bus". However, since
not everybody needs to work in a multi-layout
environment, I could easily imagine that there
are situations where an IR wireless "bus" has
economic advantages over an RF wireless "bus".
-
Feedback must be part of the "bus" architecture.
A controller bus that only supports the transmission
of "control" information from the controller
without a way of receiving feedback from the
simulation will not be acceptable for people
who desire more detailed simulations.
{Abrupt ending}
Copyright (c) 1997 by
Wayne Gramlich. All rights reserved.