Sig-naTrak® DTM30 Digital Tower Master User Manual
Sig-naTrak® DTM30 Digital Tower Master User Manual
Sig-naTrak® DTM30 Digital Tower Master User Manual
DTM30
Digital Tower Master
User Manual
Interface and Mimic Panel Controller
for the LocoNet interface
version: 1.4
GFB Designs
Sig-naTrak
IMPORTANT NOTICE
CHANGE OF OWNERSHIP AND TRADING NAME
www.signatrak.co.uk
Sig-naTrak by GFB Designs
www.signatrak.co.uk
67 Boddens Hill Road, Stockport, SK4 2DG, United Kingdom
T: +44(0)161 883 2022 | F: +44(0)161 883 2077 | E: [email protected]
version: 0.1
GFB Designs
1. Introduction
The DTM30 Super Tower Master is an advanced controller to operate and display
DCC accessories around a layout. It is designed to control and display points, track
occupancy sensors & signals & can also control other DCC accessory devices.
The DTM30 Super Tower Master automates layout control panels and similar
devices. It allows points, sensors and signals around the layout to be displayed with
LEDs and controlled with pushbuttons. These interactions are all controlled through
LocoNet, the local area network supported by Digitrax and other DCC systems.
This means that the control panel has minimal wiring associated with it typically
just power and LocoNet into the panel. Multiple panels can be used to control parts of
the layout. The ability to control the accessory devices through handheld throttles, or
using a PC, is not affected.
The DTM30 allows interoperability with PC control programs. This allows both
computer and manual control of trackwork, while making sure accidents dont occur.
The operator can have full control, or control only when the PC says it is safe.
Throttle
Throttle
SP:70
SP:70
User Constructed
Control Panel
Pushbutton
switch inputs
9-12V AC or DC
DTM30
Tower
Master
DCS100/
DB150
Command
Station
LED Drive
Outputs
LocoNet
BDL168
Sensor
Board
DAC10
Accessory
Decoder
DS64
Accessory
Decoder
SIGM20
Signal
Controller
3 or 4
aspect
signals
point motors
Page 1 of 47
Revision: 2
pushbutton
Point Cell
lit if THROWN
lit if THROWN
Point Cell
lit if CLOSED
lit if E-W
lit if W-E
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Revision: 2
Introduction .......................................................................................................................... 1
1.1
1.2
2.
3.
4.
4.2
4.3
4.4
4.5
JP1 ............................................................................................................................................. 12
4.6
5.
5.2
Routes ........................................................................................................................................ 23
5.2.1 To/From Mode.................................................................................................................... 24
5.2.2 Pushbuttons ............................................................................................................................ 25
5.2.3 Cascading Routes ................................................................................................................... 25
5.2.4 External activation.................................................................................................................. 25
5.3
5.4
Initialise ..................................................................................................................................... 26
5.5
6.
7.
6.2
6.3
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Revision: 2
2. Safety First!
Before beginning to use the DTM30, there are a few safety points to remember:
Hold the board by its edges. By the nature of its construction, some of the
pins on the reverse side of the board are sharp and could cause skin abrasions
etc if handled incorrectly.
Allow airflow around the board. Some of its components may run warm in
use. Do not obstruct free circulation of air, or allow cloths etc to cover the
board.
Do not exceed rated operating voltage. The board could be damaged if an
excessive input voltage is applied. The input voltage must not exceed 16v
DC. 9V DC is sufficient for normal operation
Do not handle the board when in use. The voltages present on the board
(<25v DC) are not considered hazardous to health. However if they should
come into contact with sensitive parts of the body (e.g. the mouth) a nasty
shock might result. The same is true of the voltage on the rails of a DCC (or
other model railway) system, so take care!
Dont rest the board when operating on the black bag: it is conductive!
Do not power the board from the same transformer winding as the
command station. The board should be fed from a separate transformer
output. The same transformer can feed several DTM30 units, and it is believed
it can share the same power feed with BDL-16 and BDL-162 boards.
Do not connect the LocoNet feed to the front connectors for UP3 or similar
panels. This will not cause damage, but it will not allow correct operation.
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Revision: 2
3. Getting Started
This product has a lot of functions and options. These can appear daunting at first.
However it isnt necessary to absorb all of the manual, or all of the features, to get
started. this guide is written to point to the appropriate sections to get going.
By a long way, the easiest way to configure the board is with a PC. This is
accomplished using the Locoanalyse program which can be downloaded free from
our website. Locoanalyse allows users to choose all of the settings for the board,
download them to the boards memory, and save the settings to disk. The PC is not
required for normal operation thereafter. Use of this program is described in section
6.
The various board cell types are described in section 5. The wiring instructions for
LEDs and pushbuttons are described there for each cell type. This includes
recommending how LEDs and pushbuttons should be connected. The connectors to
be used for this are described in section 4.2 and 4.3.
Many users will want to get started with simple uses of the following cell types. The
manual sections are as follows:
Cell Type
Used For
Manual
section
Point Cell
Controlling points, crossovers etc
5.1.1
Sensor Cell
Display a block detector
5.1.2
Routes
Set a track path through several points
5.2
SIGM10/20 Signal Cells Display & control a signal
5.1.3
SIGM10/20
Reverse Display & control track running 5.1.4
Running Zones
direction
SE8c signal cells
Display & control a signal
5.1.5
Some users may want to control their railway both manually and using a PC program.
For those users, the sections on board modes and Interlock Cells is relevant; see
sections 5.1.6, 5.1.8, 5.5, Appendix E and Appendix F.
Page 5 of 47
Revision: 2
SK1
SK2-SK4
SK5-SK7
SK8, SK9
Loconet Ports
SK4
2
1
SK3
2
1
SK2
2
1
SK10
LED
Outputs
SK8
SK9
26
25
26
25
26
25
SK7
2
1
SK6
2
1
SK5
2
1
SW1
Pushbutton
Inputs
JP1
26
25
26
25
SK1
26
25
LED1
Power
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SK1
AC
AC
2 1
Function
DC power
Signal Level
Connects to 9-12v DC input.
DC power
Page 7 of 47
Revision: 2
Each cell has 2 LEDs: LEDxA and LEDxB. For example cell 17 has LED17A,
LED17B. The LEDs are wired in groups of 4 LEDs, with each group having a
common return. The LEDs are wired with their cathodes (negative connection) to the
named pin, and their anodes (positive connection) to the named common return. To
facilitate this, the ribbon cable can be split into 5 strips each of 5 wires, starting from
the red stripe end (pin 1). The 26th wire on each cable is not used and can be cut
off. For example the first 4 cells would be wired as follows:
1
2
3
4
LED 1,2
common
10
LED1A
LED1B
LED2A
LED2B
LED 3,4
common
LED3A
LED3B
LED4A
LED4B
The
ribbon
cables
are
assembled by crimping the
connector onto the cable using
a vice. Be careful to check by
eye that the cables conductors
are aligned with the vee
shaped contacts that pierce the
insulation.
arro w
re d
in
e=p
strip
1
5
6
10
11
15
nd
tr a e d
s
st rd
la is c a
d
16
20
21
25
Page 8 of 47
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Pin
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
SK2
LED1A
LED1B
LED2A
LED2B
LED1,2 common
LED3A
LED3B
LED4A
LED4B
LED3,4 common
LED5A
LED5B
LED6A
LED6B
LED5,6 common
LED7A
LED7B
LED8A
LED8B
LED7,8 common
LED9A
LED9B
LED10A
LED10B
LED9,10 common
Unused
SK3
LED11A
LED11B
LED12A
LED12B
LED11,12 common
LED13A
LED13B
LED14A
LED14B
LED13,14 common
LED15A
LED15B
LED16A
LED16B
LED15,16 common
LED17A
LED17B
LED18A
LED18B
LED17,18 common
LED19A
LED19B
LED20A
LED20B
LED19,20 common
Unused
SK4
LED21A
LED21B
LED22A
LED22B
LED21,22 common
LED23A
LED23B
LED24A
LED24B
LED23,24 common
LED25A
LED25B
LED26A
LED26B
LED25,26 common
LED27A
LED27B
LED28A
LED28B
LED27,28 common
LED29A
LED29B
LED30A
LED30B
LED29,30 common
Unused
Specific information for wiring these LEDs for each cell type are provided in Section
5.
The LED Anode is the terminal which is positive when the LED is lit. The
Cathode is the pin that is connected to the negative supply. A small 9v battery can
be used to determine this. Generally the cathode can be identified because it has an
anvil like structure inside the LED. Commonly but sadly not universally - the
anode will have a longer lead than the cathode.
Page 9 of 47
Revision: 2
Each cell has 2 pushbutton switch inputs: SWxA and SWxB. For example cell 17 has
SW17A, SW17B. The pushbutton switches are wired in groups of 4 switches, with
each group having a common return. To facilitate this, the ribbon cable can be split
into 5 strips each of 5 wires, starting from the red stripe end (pin 1). The 26th wire
is not used and can be cut off.
Pin
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
SK5
SW1A
SW1B
SW2A
SW2B
SW1,2 common
SW3A
SW3B
SW4A
SW4B
SW3,4 common
SW5A
SW5B
SW6A
SW6B
SW5,6 common
SW7A
SW7B
SW8A
SW8B
SW7,8 common
SW9A
SW9B
SW10A
SW10B
SW9,10 common
Unused
SK6
SW11A
SW11B
SW12A
SW12B
SW11,12 common
SW13A
SW13B
SW14A
SW14B
SW13,14 common
SW15A
SW15B
SW16A
SW16B
SW15,16 common
SW17A
SW17B
SW18A
SW18B
SW17,18 common
SW19A
SW19B
SW20A
SW20B
SW19,20 common
Unused
SK7
SW21A
SW21B
SW22A
SW22B
SW21,22 common
SW23A
SW23B
SW24A
SW24B
SW23,24 common
SW25A
SW25B
SW26A
SW26B
SW25,26 common
SW27A
SW27B
SW28A
SW28B
SW27,28 common
SW29A
SW29B
SW30A
SW30B
SW29,30 common
Unused
Page 10 of 47
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1
2
3
4
SW1A
SW1B
SW2A
SW2B
SW 1,2
common
10
SW3A
SW3B
SW4A
SW4B
SW 3,4
common
6 pin RJ12
Function
RAIL_SYNCLocoNet Ground
LocoNet LocoNet +
LocoNet Ground
RAIL_SYNC+
These signals are defined in the LocoNet Specification which is available from
Digitrax. The board decodes the DCC accessory packets from the RAIL_SYNC
signals on these connectors.
Page 11 of 47
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4.5 JP1
This jumper should be inserted if it is necessary to program the board on a
programming track. In all other conditions it should be removed.
JP1
Position
Installed
Not
installed
2 position jumper
Function
Board configuration in service mode
Normal use.
Page 12 of 47
Revision: 2
pushbutton
lit if THROWN
5.1.1.1
Recommended LED Usage
It is recommended that two LEDs of the same colour are used. They display the state
of the point correctly (whether the point is controlled from the DTM30 or from a
LocoNet throttle) as follows:
LED A
Off
On
Off
*
Off
LED B
Off
Off
On
Off
*
Point State
Unknown (after power is applied)
Thrown
Closed
LED A flashes when the point is being changed to Thrown
LED B flashes when the point is being changed to Closed
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The flashing state indicates the point is in the process of changing. If the points are
selected for Turnout Feedback monitoring appropriate only where microswitches
indicate the point tiebar position to the Accessory Decoder then the flashing
continues until a response message is seen from the Accessory decoder.
LED common
THROWN
CLOSED
LEDA
LEDB
5.1.1.2
Pushbuttons
The point can be controlled using pushbuttons connected to the cell. There are three
button types that can be programmed.
The most common use is with one pushbutton per point: every time it is pressed, the
point state changes. To achieve this, one button per cell (e.g. pushbutton A) is
programmed to have the Change Point function. The other button can be used to
control routes or other effects.
For some uses, it may be appropriate to use two buttons, explicitly to set the point to
a particular direction. This is most useful for devices other than points: for example to
control a turntable, where each press on closed makes the turntable rotate
anticlockwise and each press of thrown makes it rotate clockwise. In this case, two
pushbuttons would be used; one would be programmed as Set Point Closed and
the other as Set Point Thrown
5.1.1.3
Cascading
The point display can be augmented so that the route into a yard or other complex
junction is clear, by turning off indications for points that arent on the active path.
This is appropriate e.g. for entry into a yard where several points cascade into parallel
tracks. If the cascade logic is not used, then the LEDs for all points will be lit: this
can be confusing. The cascade logic allows the LEDs for points only leading to the
input track to be lit. This indicates the route into the yard and no others.
(In this description a point is closed if set to the leftmost position; thrown for the
rightmost position. Other conventions can of course be used as long as the user is
consistent in programming).
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cc
bc
A
ac
at
ct
bt
closed
cc
bc
A
ac
at
dt
closed
ct
dc
thrown
bt
D
dc
dt
thrown
Without cascade programming, each point will have one of the two LEDs lit. To
reach the top track from the input in the diagram above, with no cascade
programming the point display could be as shown in the left diagram. This has two
LEDs lit in the storage road tracks which may be confusing. dc is lit, but the train
cannot get there.
With Cascade programmed, only the points forming part of the active route will
have their LEDs lit. To reach the same track, with cascade programmed, point D will
have no LEDs lit leading to the unambiguous diagram on the right.
To program this junction, it is necessary to program each cell as follows:
Cell A: no specific programming needed;
Cell B: cascades from Cell A, closed side;
Cell C: cascades from Cell B, closed side;
Cell D: cascades from Cell A, thrown side.
5.1.1.4
Advanced Functions
Point cells can be interlocked with PC software (e.g. RR&Co) through the use on
Interlock Cells: see section 5.1.6. When assigned to one of the four available
Interlocks, the pushbuttons will only operate to change the point position if the
interlock is active (i.e. its LED is green). If it is pressed while the interlock is
inactive, the button will be ignored and a short beep will sound. There is an
emergency override facility: if the button is pressed for more than two seconds, the
point will be activated as normal. Be aware, however, this probably means that the
track is reserved by the PC for train movements.
Points are normally sensed by the DCC accessory messages sent to them. However, if
the layout is wired for turnout feedback reporting with microswitches on the point
tiebars, then the cells can be programmed to respond to those messages instead In that
case, the DCC messages are ignored and indication is provided in response to the
turnout feedback messages only. This means that if the point does not respond (e.g.
because its tiebar is stuck) the display will not change.
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5.1.2
Track Occupancy Sensor Cells
A DTM30 cell can be programmed to display the state of two consecutive track
occupancy detectors, or any other device interfaced to LocoNet sensor inputs. This
is useful to provide display to the operator of train position as the trains move around
the railway, for example on hidden tracks.
5.1.2.1
Recommended LED Usage
The two sensors are displayed on two LEDs. LED B displays the programmed sensor
number; LED A displays the next higher sensor number. For example if the cell is
programmed to display sensor 7 on board 15: LED B displays 15,7 and A displays
15,8.
LED common
LEDA
LEDB
When the sensor state is unknown (e.g. immediately after power up) the LED display
can be set to have both LEDs off, or both LEDs flashing. The latter option explicitly
indicates that the state isnt known, and can be useful to debug message
communication problems (e.g. caused by a poorly crimped LocoNet cable).
5.1.2.2
Pushbuttons
In most cases, pushbuttons are not needed for sensor cells; the two pushbutton inputs
can be used for other effects (e.g. controlling routes).
5.1.2.3
Advanced Functions
sensor message toggle: when this button is pressed, the sensor state is inverted
and a sensor message is sent to LocoNet. This each successive press generates
sensor on, off, on, off, on etc messages. This allows latching operation and may be
useful if it is necessary to indicate that something is reserved or needed until the
operator is ready to release it.
5.1.3
SIGM10 Signal Cells
These cells are used to display the state of a signal controlled by the SIGM10 or
SIGM20 Automatic Signal Controller. These signals change state in response to train
movements and other signal settings, and generate a special message to show their
state.
Signal cells often need to be able to display several possible aspects. This may
require more than two LEDs that are available from a single cell. Consequently the
DTM30 has a special facility called a copy cell (see section 5.1.7) that can be used
to extend the number of LEDs available for display of each signal. Some possible
combinations are described below.
5.1.3.1
Simple LED Usage
The most simple display is via a bi-colour LED. To use this, the signal aspect display
needs to be programmed to Bi-Colour LED. This is a package with separate red &
green LEDs internally. The DTM30 will light red or green to display those aspects, or
both (which mix to give an amber colour) to display the amber aspect.
LED common
bicolour
LED
green
LEDA
LEDB
red
5.1.3.2
Multiple Aspect display
More complex displays with 4 LEDs may be created by using a copy cell. The
signal cell is set to provide one aspect display (usually driving the red & green
LEDs), and the copy cell drives additional LEDs. The combination of the two allows
4 LEDs to provide a more realistic display.
The signal cell is normally programmed to red & green LEDs. Its two LEDs
provide those aspect displays. It may also be programmed to red & green LEDs,
DTM30 Super Tower Master User Manual
CML Electronics Limited
Page 17 of 47
Revision: 2
flash red if forced in which case the red LED will flash if the signal has been
overridden to red by manual intervention.
The copy cell is programmed to copy the state of the signal cell, and display further
LEDs. There are currently two possible displays: amber & 2nd amber used for 4
aspect signals, or amber & reverse running used for 3 aspect signals.
Signal Cell wiring
LED common
red
green
LED common
2nd
amber
LEDA
LEDA
LEDB
LEDB
Signal Appearance
amber
green
amber
red
2nd amber
LED common
green
red
LED common
rev
run
LEDA
LEDA
LEDB
LEDB
Signal Appearance
amber
reverse
running
green
amber
red
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The DTM30 provides a cell type to control and display the running direction of the
zone. This allows the direction that has been set automatically to be seen, and if
necessary overridden.
5.1.4.1
Recommended LED Usage
Two LEDs are used: A is lit for West to East operation and B is lit for East to
West operation. It is suggested that these be a different colour than used elsewhere
on the panel.
LED common
WestEast
LEDA
EastWest
LEDB
5.1.4.2
Pushbuttons
Two pushbuttons can be used to provide manual control over the current running
direction. The two buttons should be programmed to Set Reverse Running Zone
W-E and to Set Reverse Running Zone E-W respectively.
Each press of these buttons sends a DCC accessory message to the SIGM10, to
request a change of running direction. It is possible to lock the direction by pressing
the button for a two second period: this causes the signal controller not to change the
direction automatically until it has been released by a further normal button press.
5.1.5
SE8c Signal Cells
These cells are used to display & control the state of a signal controlled by the SE8c
Signal Controller. These signals are controlled by combinations of one or two DCC
accessory addresses, depending on how the SE8c is set up.
Signal cells often need to be able to display several possible aspects. This may
require more than two LEDs that are available from a single cell. Consequently the
DTM30 has a special facility called a copy cell (see section 5.1.7) that can be used
to extend the number of LEDs available for display of each signal. Some possible
combinations are described below.
5.1.5.1
Simple LED Usage
The most simple display is via a bi-colour LED. To use this, the signal aspect display
needs to be programmed to Bi-Colour LED. This is a package with separate red &
green LEDs internally. The DTM30 will light red or green to display those aspects, or
DTM30 Super Tower Master User Manual
CML Electronics Limited
Page 19 of 47
Revision: 2
both (which mix to give an amber colour) to display the amber aspect. When the
signal is set to flashing amber, the red & green LEDs both flash to simulate a
flashing amber colour.
LED common
bicolour
LED
green
red
LEDA
LEDB
5.1.5.2
Multiple Aspect display
More complex displays with 4 LEDs may be created by using a copy cell. The
signal cell is set to provide one aspect display (usually driving the red & green
LEDs), and the copy cell drives additional LEDs. The combination of the two allows
4 LEDs to provide a more realistic display.
The signal cell is programmed to red & green LEDs. Its two LEDs provide those
aspect displays. The copy cell is programmed to copy the signal cells state, and
display the amber & 2nd amber aspect. The amber LED will blink if the signal
shows the flashing amber aspect.
Signal Cell wiring
LED common
green
Signal Appearance
LED common
red
amber
LEDA
LEDA
LEDB
LEDB
green
amber
red
5.1.5.3
Pushbuttons
If the user needs to be able to control the signal aspect, a cell pushbutton should be
programmed to Step SE8c Signal aspect. This will cause the signal aspect to be
stepped on each button press in a cycle.
5.1.6
Interlock Cells
This section is appropriate if you are using a PC for railway control as well as local
panels.
DTM30 Super Tower Master User Manual
CML Electronics Limited
Page 20 of 47
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In Interlocked mode (see section 5.5), each DTM30 board can interact with up to 4
zones of track where individual protected operation is needed. Each point can be
assigned to one of the four zones (and can be assigned to no zone if unrestricted
operation is desired).
When the User wishes to operate points in a protected zone, she must first
determine that the PC application does not have that track reserved for another
operation. This is achieved by a special cell type known as a Interlock cell.
The behaviour of an Interlock cell is intimately connected with programming of the
PC control software. At the time of writing, Interlocks are not explicitly supported by
Railroad & Co and the behaviour needs to be programmed carefully by the user.
Information regarding this programming is provided in Appendix E; it is
recommended that this mode is not used except by users familiar with the PC
software and how to program its behaviour.
Interlocks begin in an Inactive state. In this state, the track is assumed to be
reserved by the PC, and point control would be unsafe. In this condition, the points
will not respond to their pushbuttons.
When the Interlock cells pushbutton is pressed, the DTM30 requests use of the track
from the PC software. If that request is granted, the cell enters Active state and the
LEDs change state. Points will now respond normally to their pushbuttons. The PC
software will recognise the track as being used for manual operations, and will hold
other trains outside the protected zone until the operation is complete.
When manual operation has concluded, the Interlock cells pushbutton is again
pressed, and the DTM30 requests release of the track from the PC software. If that
request is granted, the cell enters Inctive state and the LEDs change state. (There is
no strong reason, other than message failure, for the request not to be granted;
however formally there is a message exchange for this operation).
5.1.6.1
Recommended LED Usage
An Interlock cell has two LEDs: B (green) and A (red). When Red, the zone is
controlled by the PC and the user is locked out. When green, the user is able to
control points in the zone.
LED common
red
LEDA
LEDB
green
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5.1.6.2
Pushbuttons
One push button for the cell should be programmed as Change Interlock. The
other may be used for other effects (e.g. controlling routes).
5.1.7
Copy Cells
A copy cell displays the state that belongs to another cell. There are two common
uses for copy cells:
If it is required to light several LEDs for one point (for example if it is displayed
twice on the panel). In this case one cell is programmed as normal for the point;
the additional LEDs are driven by one or more copy cells that simply act the
same way as the cell they imitate.
Some signal cell displays need more than two LEDs: for example a 4 aspect signal
needs 4 LEDs. A copy cell is used to provide the additional LEDs: see sections
5.1.3.2 and 5.1.5.2.
A copy cell does not need any push button inputs of its own. Its pushbutton inputs
can be used for other purposes, e.g. triggering routes.
5.1.8
Board mode Cells
A Board Mode cell can be used if desired to display the mode that the board is in (see
section 5.5). If the user intends the board to be changed between Standalone mode
and Interlocked mode, it may be useful to have LEDs on the console to inform the
operator of the currently selected mode. This is achieved by programming a cell to
act as a board mode display.
A board mode cell is not always needed: it is only required if the user wants LED
display of the current mode. If the board is not to be used with PC software, and the
board will always be in Standalone mode, there is absolutely no need to program a
board mode cell.
5.1.8.1
Recommended LED Usage
It is recommended that two LEDs are used, with different colours from others on the
panel to avoid confusion. They are lit as follows:
LED common
LEDA
LEDB
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5.1.8.2
Pushbuttons
A Board Mode cell does not need any push button inputs of its own. There are two
pushbutton functions that may be desired, however:
Toggle Interlock Mode: if this function is programmed into any cells push
button, then each press will change the board mode between Standalone mode and
Interlocked mode.
Toggle Slave Mode: if this function is programmed into any cells push button,
then each press will change the board mode between Standalone mode and Slave
mode.
Additionally, the board mode can be changed in response to DCC commands to two
accessory addresses (which are programmed through the PC as normal).
Address
Enter Slave mode
Enter Slave mode
Enter Interlocked mode
Enter Interlocked mode
Setting
Closed
Thrown
Closed
Thrown
Effect
Board enters Standalone mode
Board enters Slave mode
Board enters Standalone mode
Board enters Interlocked mode
5.2 Routes
Each DTM30 can control 24 Local Routes. Each route allows up to 12 points to be
set to a particular state. This is useful to preset a particular route through the
trackwork for example into a station or into a fiddle yard. Points may be those
controlled by cells within the DTM30 unit, or may be any other point.
Each route is invoked in response to a button press. When pressed, the set of up to 12
points will be commanded to go to the required state (closed or thrown). The
instructions to the command station are issued one at a time, with a programmable
delay between them. This is to allow time for any capacitor discharge units to
recharge between point setting commands.
Each route consists of up to 12 entries. The entries can be used to hold the following
information:
Each point in the route belonging to a DTM30 cell needs one entry;
Each point in the route that doesnt belong to a DTM30 cell needs two entries;
A cascading route after this route needs one entry;
If to/from mode is used, the start and end locations use one entry each.
Common combinations of available entries might include:
DTM30 Super Tower Master User Manual
CML Electronics Limited
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To get a locomotive from station platform 2 to engine shed road 3 needs two button
presses, but only one route. Press the button in the station platform 2 track, then the
button in the engine shed road 3 track. The user does not need to remember the route
table.
platform 4
platform 3
platform 2
platform 1
main line
Dingleberry station
road 1
road 2
road 3
Engine Shed
Note that is necessary for the user to define all the valid combinations of route;
the DTM30 doesnt know the track connections and cannot work it out itself!
5.2.2 Pushbuttons
Unlike the boards cells, Routes do not have their own pushbuttons. Instead, any
unused buttons belonging to the cells can be used to execute routes. For a DTM30
with all cells controlling points and each using pushbutton A to change each point,
there will be 30 pushbutton B inputs available to control routes.
5.2.3
Cascading Routes
Routes may be cascaded. For example when route 3 has executed, route 5 may be
automatically executed after it. A cascade entry takes up one route entry.
5.2.4
External activation
Each local route can be invoked by setting a DCC accessory device to THROWN or
CLOSED. The board occupies 25 accessory addresses to allow the local routes to be
remotely activated. The 25th address activates the Initialise function described in
section 5.4.
5.4 Initialise
There is an initialise function available on the board. When activated, all points
will be set to a programmed state, as defined in each cells settings. This facility is
useful to set all trackwork to an initial condition, e.g. at the start of an operating
session.
The initialise function is activated by a pushbutton programmed to the Initialise All
Points setting. This pushbutton can be defined in any cell. When pressed, all points
will be set to the state defined in their programming (Closed, Thrown, or left
unchanged).
The initialise command can also be invoked by a DCC accessory command. See
section 5.2.4 for details.
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request message to the command station. All functions, including routes, operate
normally.
Slave mode is used where the DTM30 is used purely to send commands to a PC
program such as Winlok or Railroad & Co. All pushbuttons send a sensor
message, instead of having their normal functions. Points etc are controlled by the
PC program, rather than by the DTM30. Do not use this mode unless you are
confident of what you are doing!
Interlocked mode is a half and half mode used in conjunction with a PC
control program such as Railroad & Co, and affects control of points only. In this
mode, the DTM30 directly controls points but only when allowed to do so by the
PC program. This allows the PC program to reserve track for train movements,
and the DTM30 will not change the state of points in reserved sections. Up to 4
reserved sections can be defined, each with its own Interlock. Points can be
assigned to one Interlock; points that are not assigned to any Interlock may be
controlled directly as normal. Do not use this mode unless you are a proficient
user of the PC software!
The board mode at power-up can be programmed, and the mode can be changed
either by pushbuttons or in response to DCC accessory messages; see section 5.1.8
for more details.
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Board Name
Serial Number
Cell Definitions
Cell List
Route Definitions
Route List
To/from Numbering
DCC Address
The terminology follows the convention for the BDL16x products from Digitrax; One BDL16x board occupies one
sensor board number between 1-256; each board has 16 individual sensors.
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This dialog defines the configuration of one cell on the board. The top part applies to
any cell; the bottom part has a number of sections that depend on the cell type
selected.
Description
Cell Type
Cell Number
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Initialise
Assigned to Interlock
Cascade
Sensor Cells
Sensor Number
Flash if Unknown
Interlock Cells
Interlock Number
Signal Cells
Aspect
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6.2.1
Pushbutton Functions
Each DTM30 cell has two assigned pushbuttons. The functions of these are
programmable. The range of functions available is as follows:
Cell Dependent Pushbuttons:
(These buttons only function correctly when the
cell type is set to the intended setting. If a button
type is set to an unexpected value, it will not
function correctly).
Change Point
Changes a point cell to the opposite of its current
state; used with a single pushbutton per point.
Set Point Closed
Sets a point cell to Closed. Used if two
pushbuttons per point are wanted for explicit
direction setting.
Set Point Thrown
As above, but sets point cell Thrown.
Sensor Message Toggle
For sensor cells, sends a sensor message that is to
the opposite of the current state. May be used to
signal to PC software etc.
Sensor Message on when pressed For sensor cells, sends a sensor on message
when pressed & off message when released.
May be used to signal to PC software etc
Change Interlock
For Interlock Cells, requests that the Interlock
with PC software be activated or deactivated. The
cell LEDs show whether this was successful or
not.
Force Signal Red
For SIGM10 signal cells, override the signal to
red state.
Normal Signal Operation
For SIGM10 signal cells, release the signal to
automatic control.
Set Reverse Running Zone W-E For SIGM10 reverse running zone cells, set the
direction of the zone to the state shown. If the
button is pressed for more than 2 seconds, the
zone is set to locked in that direction and cannot
be set automatically.
Set Reverse Running Zone E-W See above.
Step Signal Aspect
for SE8c signal cells, step the aspect shown to the
next possible state on each press.
Other Pushbuttons:
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6.2.2
Typical programming of pushbuttons
For guidance, typically the cells for a DTM30 will need their pushbuttons configured
in particular ways. It is suggested that users begin with this configuration, and adopt
others as experience grows.
Cell Type
Point Cell
Sensor Cell
SIGM10 Signal Cell
SIGM10 Rev Zone Cell
SE8c signal Cell
Interlock Cell
Copy Cell
Board mode Cell
Pushbuttons Defined
Typically, one pushbutton is set to Change Point.
Normally, no pushbuttons are used
Normally, no pushbuttons are used.
Pushbuttons are not always needed.
Pushbutton are not usually needed.
Normally, one pushbutton is used to request and release the
interlock. This is set to Change Interlock.
No buttons are needed.
No buttons are needed.
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Cell Type
Point Cell
Pushbuttons Defined
If it is desired to have two buttons (one for Closed, one for
Thrown) then two buttons need to be defined; these should
be set to Set Point Closed or Set Point Thrown.
Sensor Cell
Exceptionally, if a message needs to be sent to a PC
program, a button can be assigned to send sensor
messages but this is rare.
SIGM10 Signal Cell
A button can be added to set the signal manually to red, in
which case a second button is needed to release it to normal
operation.
SIGM10 Rev Zone Cell Two pushbuttons can be used to control the running
direction: one should be programmed to Set Reverse
Running Zone W-E and the other to Set Reverse
Running Zone E-W
SE8c signal Cell
One pushbutton can be used to step between the various
aspects. This is programmed to Step SE8c Signal Aspect
Where buttons are not needed by the above functions, the unused buttons can be
assigned to any of the other pushbutton button types listed above. Commonly, route
buttons will be used in this way wherever spaces are available.
List of Points
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From, To Buttons
Cascade
Route number
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To
pin
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
SK5
Function
Cell 1 pushbutton A
Cell 2 pushbutton A
Cell 3 pushbutton A
Cell 4 pushbutton A
Cell 5 pushbutton A
Cell 6 pushbutton A
Cell 7 pushbutton A
Cell 8 pushbutton A
Cell 9 pushbutton A
Cell 10 pushbutton A
Cell 11 pushbutton A
Cell 12 pushbutton A
Cell 13 pushbutton A
Cell 14 pushbutton A
Cell 15 pushbutton A
No connection
No connection
From
pin
1
3
5
7
9
11
13
15
17
19
21
23
25
27
29
31
33
To
pin
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
SK6
Function
Cell 16 pushbutton A
Cell 1 pushbutton B
Cell 2 pushbutton B
Cell 3 pushbutton B
Cell 4 pushbutton B
Cell 5 pushbutton B
Cell 6 pushbutton B
Cell 7 pushbutton B
Cell 8 pushbutton B
Cell 9 pushbutton B
Cell 10 pushbutton B
Cell 11 pushbutton B
Cell 12 pushbutton B
Not used
Cell 14 pushbutton B
No connection
No connection
LED Outputs
The LED outputs are employed as follows:
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Signal
Function
LEDxA,
Each LED output provides two pins: LEDxA and LEDxB. The LED should be
LEDxB
connected between these two signals and ground.
Pin Number
Function
Pin Number
Function
SK3 pin 1
Do not connect
SK3 pin 2
Do not connect
SK3 pin 3
LED1A (for o/p 1)
SK3 pin 4
LED1B
SK3 pin 5
LED2A
SK3 pin 6
LED2B
SK3 pin 7
LED3A
SK3 pin 8
LED3B
SK3 pin 9
LED4A
SK3 pin 10
LED4B
SK3 pin 11
LED5A
SK3 pin 12
LED5B
SK3 pin 13
LED6A
SK3 pin 14
LED6B
SK3 pin 15
LED7A
SK3 pin 16
LED7B
SK3 pin 17
LED8A
SK3 pin 18
LED8B
SK3 pin 19
Do not connect
SK3 pin 20
Do not connect
Pin Number
SK4 pin 1
SK4 pin 3
SK4 pin 5
SK4 pin 7
SK4 pin 9
SK4 pin 11
SK4 pin 13
SK4 pin 15
SK4 pin 17
SK4 pin 19
Function
Do not connect
LED9A (for o/p 9)
LED10A
LED11A
LED12A
LED13A
LED14A
LED15A
LED16A
Do not connect
Pin Number
SK4 pin 2
SK4 pin 4
SK4 pin 6
SK4 pin 8
SK4 pin 10
SK4 pin 12
SK4 pin 14
SK4 pin 16
SK4 pin 18
SK4 pin 20
Function
Do not connect
LED9B
LED10B
LED11B
LED12B
LED13B
LED14B
LED15B
LED16B
Do not connect
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Connector
Cells
PL1
PL2
PL3
PL4
PL5
PL6
PL7
PL8
PL9
PL10
1, 2
3, 4
5, 6
7, 8
9, 10
11, 12
13, 14
15, 16
17, 18
19, 20
Note pin 1 is adjacent to an unused square pad on the board in each case, i.e. nearest
to the top edge of the board.
LEDs should ideally be connected as per the instructions in sections 3 and 5.
However, the cell output drive the LED anodes and the LED cathodes are all
connected to the ground pins. However, for point cells with existing wiring with
back to back diodes, the existing wiring should be OK.
Pushbuttons
The pushbuttons will be reassigned as follows:
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From
pin
1
3
5
7
9
11
13
15
17
19
21
23
25
27
29
31
33
To
pin
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
SK5
Function
Cell 1 pushbutton A
Cell 2 pushbutton A
Cell 3 pushbutton A
Cell 4 pushbutton A
Cell 5 pushbutton A
Cell 6 pushbutton A
Cell 7 pushbutton A
Cell 8 pushbutton A
Cell 9 pushbutton A
Cell 10 pushbutton A
Cell 11 pushbutton A
Cell 12 pushbutton A
Cell 13 pushbutton A
Cell 14 pushbutton A
Cell 15 pushbutton A
Cell 16 pushbutton A
Cell 17 pushbutton A
From
pin
1
3
5
7
9
11
13
15
17
19
21
23
25
27
29
31
33
To
pin
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
SK6
Function
Cell 18 pushbutton A
Cell 19 pushbutton A
Cell 20 pushbutton A
Cell 1 pushbutton B
Cell 2 pushbutton B
Cell 3 pushbutton B
Cell 4 pushbutton B
Cell 5 pushbutton B
Cell 6 pushbutton B
Cell 7 pushbutton B
Cell 8 pushbutton B
Cell 9 pushbutton B
Cell 10 pushbutton B
Cell 11 pushbutton B
Cell 12 pushbutton B
Not used
Cell 14 pushbutton B
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route
LED1
LED2
LED3
State 4:
Left = THROWN
Right = THROWN
LED4
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State 1:
Left = CLOSED
Right = CLOSED
LED1
LED2
LED3
LED4
route
only
With a single accessory decoder driving both point motors, states 1 & 4 are the only
two options. There are two other states the single slip can enter, but they offer no
more useful options for a train to take:
State 2:
Left = CLOSED
Right = THROWN
Straight
available.
through
route
State 3:
Left = THROWN
Right = CLOSED
Diagonal route only available.
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3. A simple route covering as short a distance as possible that blocks all possible
paths on a particular junction area is created in TrainController RUT1. It is
important that this route conflicts with all normal routes out though that piece of
track.
4. An operation is assigned to the TrainController sensor SEN1 to set the route
RUT1 when SEN1 becomes occupied. A second action is assigned to the sensor
SEN1 to releaser the route when the unoccupied message is received.
5. An operation is assigned to RUT1 to set a virtual switch SW1 (one that does not
exist on the layout) to Thrown when the route RUT1 is set. Another switch
message is created in the operation of RUT1 when the route is un-set to set SW1
to closed.
6. The Interlock cell looks for the specific switch address SW1 programmed for that
cell.
7. Two LEDs (LED1 & LED2) are wired to the display output for BUT1 that will
show red/green.
The sequence of events works like this.
1. The operator requests control of the yard by pressing BUT1. The DTM30 starts
flashing LED1 green to indicate a request to lock the section has been sent. The
DTM30 sends a sensor message SEN1.
2. TrainController receives the message and sets the occupancy of the Sensor SEN1
to occupied. This triggers an action within TrainController to set route RU1.
3. If there are no other routes set in TrainController that conflict with RU1, it is set.
This then triggers another internal action in TrainController to send a switch
message SW1 Thrown out over LocoNet. The DTM30 waits for 10 seconds to
receive the switch command SW1.
4. If the DTM30 sees switch message SW1 Thrown, it sets the state of LED1 to
permanent green.
8. If the DTM30 does not see a SW1 Thrown message within 10 seconds, it sends
the SEN1 unoccupied message to release the request within TrainController.
If LED1 is green, the operator has total control of the protected area of track and can
make as many movements as necessary without the worry of a computer controlled
train coming through at any moment.
When the operator has finished his work, he flicks the button BUT1 off and this
triggers the following sequence of events.
1. The operator requests release of the yard by pressing BUT1. The DTM30 sets the
state of LED2 to flashing red. The DTM30 sends an free (unoccupied) sensor
message SEN1.
2. TrainController receives the message and sets the state of sensor linked to SEN1
to unoccupied. This triggers an internal operation to release the route RUT1.
DTM30 Super Tower Master User Manual
CML Electronics Limited
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3. When the route RUT1 is released it triggers an operation to send the switch
command SW1 Closed.
4. When the DTM30 sees the SW1 Closed message it sets the state of LED2 to
permanent red. 8. If the DTM30 does not see a SW1 Closed message within 10
seconds, it sends the SEN1 occupied message to reassert the lock on the block of
track.
If LED2 is red, TrainController has control of that section of the layout; If LED1 is
green, the local panel has control. If either is flashing, the interaction is still taking
place.
The configuration is designed to be resilient. If at any state the two systems become
out of sync, the throwing of the switch BUT1 a second time will ensure that both
become in sync again.
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