@Patrick Keistler posted:I don't have any LCS modules yet, but a conversation like this is definitely enough to push me over the edge. Now that those IRV2s are back in the catalog, I've got one on order (let's hope they get made). I don't have any experience with LCS obviously, but I've always been one to tinker with anything I can take apart.
I'm currently building a 10x20 layout in the garage, and one of my fears is that by the time I actually get trains running on it, I'll be bored of the configuration. Making it fresh by simply changing the rules or randomization of a "game" sounds like a great way to prevent that.
A couple of questions come to mind.
- Would you need two sensors at each "stop" to ensure that you are indeed stopped? I assume that loading/unloading passengers/freight would not be instant, but rather happen as some rate, requiring you to stay put for a certain amount of time.
- Would it require some graphical interface? Could you get away without one if the signals at each stop are sophisticated enough to tell you what the destination is rather than just how much wants to board the train.
- Speaking of indicators, I assume that would be some sort of LED display. Would that receive signal via TMCC, LCS, or some other dedicated method?
I've got a lot of other thoughts, but in short, I'm 100% on board, and will gladly contribute if possible.
I imagine you could almost implement this entirely in a stand-alone serial TMCC module that has the indicators for a particular station. Sensor tracks could send recorded commands to these modules as long as they are aware of all the other modules on the layout. I suppose that method isn't a very spectacular demonstration of the capabilities of LCS though.
I'm happy to hear the enthusiasm, I agree whole heartedly. As you can imagine, I'm also all about tinkering. The IRV2s are definitely getting made. Plus anything that creates demand for them might see them continue to be made this time around.
You really only need one sensor track or slead each station considering that one will tell you the ID of the engine that just passed and what direction it's moving. Depending on the direction of travel you're just going to have to offer them up a window of time to stop in order for it to count depending on the speed. This can be tweaked as needed during testing. But knowing the idea of the engine that just passed means I also will be able to find out how fast it's going. I will also know when it stops because the game module will watch the communications. The rule could be that if the engine crosses the sensor below a certain speed and stops within a fixed number of seconds, it will count as a stop for that station. Once the loading is completed, as indicated by the empty station occupancy, you are then able to leave.
I think we should have further discussion on any type of graphical interface. I am hoping to avoid screens in favor of something like an LED scoreboard with numeric display modules and maybe some text output to handle things like an upgrade system for the more involved game modes. Maybe a bunch of led dot matrix displays give the best flexibility there. I mean if it was up to me I'd have an electromechanical flip dot display like a old school train station or airport would have had.
I definitely would want to keep a lightweight game mode that could possibly be enjoyed by the public at a train show. But also other modes for different types of games involving things like feature unlocks and upgrades, I really also want to play with the idea of restricting myself from which locomotives can used initially at the start of a game. The best games are the ones that you can upgrade yourself during the course of.
As for the game indicators at the stations/industries:
There definitely is a need for a new module to run the game, that module can then power whatever device ends up making the most sense to use at the individual stops, a very budget-friendly choice would just be a color changing LED, placed by each station or industry. One color changing can certainly convey a lot of information like green for no passengers, yellow for some, red for a lot. Flashing red penalty mode for being ignored for too long.
For a bit more representation than just color we could use an addressable pixel tape light to have more lights that flash based on demand. No lights for no passengers, one light for 1-5, two lights for 6-20 and so on.
I definitely like the thought of using something like a drum head signal to indicate this as well. Or maybe these other lights I described could be concealed as a track side signal pole.
I have some 3D printers and a laser cutter at home, so maybe I can make some cool custom indicators for all this. (The only downside is I have a blue diode laser cutter which means I can't cut clear acrylic, some other colors are difficult, other colors work fine and wood is definitely fine.) I'm almost envisioning a little box with three or four windows that light up showing different crowd sizes on a small pedestal next to each stop.