Edit Turnout
Turnouts
Layout Editor supports six different types of turnouts (track switches): right- handed
(
RH), left-handed (
LH), wye (
WYE), double
crossover (
Double Xover), right-handed single crossover (
RH
Xover), and left-handed single crossover (
LH Xover). The other two
types of turnouts sometimes used on model railroad layouts, double slip and three-way, can be
drawn using two LH or RH turnouts. Double slip turnouts, for example, are easily represented
by two LH and/or RH turnouts drawn with their throats connected by a short track segment.
Once a turnout has been created, its type cannot be changed. Changing the type of a turnout
requires removing and recreating the turnout.
Linking Turnout Drawings to Actual Turnouts
Turnout drawings in a track diagram are drawn using solid lines for both continuing and
diverging legs until the turnout drawings are linked to turnouts in the Turnout Table. Once
linked to actual turnouts, turnout drawings show the "known states" of the turnouts they
represent. This feature can be turned off by unchecking
Allow Turnout
Animation in the Options menu. After linking, you can toggle each turnout on your
layout by clicking on the center point of its drawing (provided
Allow Layout
Control is checked in the Options menu, and your DCC system supports computer
control of turnouts). The ability to toggle by clicking can be turned off by checking
Disabled in the turnout's popup menu.
You can link each turnout drawing with an actual turnout (internal or hardware) in the
Turnout Table as turnout drawings are created, by entering its Turnout Table name (either
system name or user name) in the Turnout: Name field (top row of the tool
bar) before clicking to create that turnout. Alternatively, you can create your turnout
drawings first, then select Edit... in each turnout's popup menu to open an
Edit Turnout dialog that allows entry of the turnout name.
It is also possible to link in a second turnout to operate at the same time as the one
specified for this turnout. Where the turnout is a Xover, a second turnout address can be
specified, so that if the Xover is controlled by two different DCC turnout addresses both
turnouts will be throw.
Where the turnout is either a LH, RH or WYE, and two physical turnouts are controlled by the
same DCC address you can add one turnout to the panel using the real address and the second
turnout using an "Internal" turnout, you can then link the two together so that if one
turnout is thrown the other will follow.
Setting a Turnout's Block
Optionally, you can designate which
Block a turnout is in either by entering
a block name in the
Block: Name field of the tool bar prior to creating each
turnout drawing, or by entering a block name in the Edit Turnout dialog at a later time. The
Edit Turnout dialog also allows a Create/Edit Block dialog to be requested, where information
for the turnout's block may be entered or changed. Blocks are discussed more fully on the
help page of the Create/Edit Block dialog.
Continuing Route Turnout State
When a side track branches from a mainline track at an RH or LH turnout, the mainline
normally continues through the turnout by following the straight-through track leg (the
closed path). Sometimes, however, the mainline follows the diverging leg (the thrown path).
To allow entry of this information, the Edit Turnout dialog contains an entry called
Continuing Route Turnout State. Continuing Route Turnout State defaults to
Closed when a turnout drawing is created. You should change it to Thrown if the mainline
track follows the Thrown path through the turnout. For a WYE turnout, you should always check
to see if its Continuing Route Turnout State is set correctly to reflect the path of the
mainline. To test if Continuing Route Turnout State is correctly set, check the state of the
turnout in the Turnout Table when the turnout is set to clear the mainline. The Turnout Table
state should match the Continuing Route Turnout State chosen in the Edit Turnout dialog.
Defining mainline track is optional; if you are not defining mainline track this item can be
ignored.
Crossover Turnouts
Crossover turnouts differ from other turnouts in several important ways. Like other turnouts,
crossovers have two states--crossed and straight. To change a crossover's state, however,
requires two or four track switches to change in unison. This may be accomplished using one
to four switch machines. Normally a crossover is assigned a single turnout entry in the
turnout table, but it may have several if its switch machines are controlled by different
stationary decoders. (You can use two JMRI Routes controlled by the same internal turnout to
make multiple switch machines work together. In this case, enter the internal turnout as the
turnout linked to the crossover turnout drawing.) With crossovers, the crossover tracks are
always considered side track, and any mainline track entering the turnout, leaves on the same
straight as it entered. So there is no Continuing Route Turnout State entry in a crossover's
Edit dialog.
If you are defining blocks through crossovers, note that crossovers have four connecting
points, each of which may be connected to a different track block. So parts of a crossover
may be in one, two, three, or four separate blocks. The Edit Turnout dialog for a crossover
allows the entry of up to four blocks, each linked to one of the four connection points. The
first block entered must be the Block field and serves as the default block
for the crossover. Block 1's connection point is highlighted in blue when a track segment is
connected, otherwise if the turnout has not been rotated it is the top left hand point. If
any of Block 2, Block 3, or Block 4
entries are blank, the default block is used. Block connection points are numbered 1, 2, 3
and 4, proceeding from the upper left connection point in a clockwise direction.