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ATLS1

The document describes an Advanced Traffic Light System (ATLS) that controls traffic and trams at road junctions using several interconnected assets. It provides tutorials on setting up routes and phases in the controller asset to coordinate light sequences for both simple and complex junctions. It also describes optional features like priority routes for trams and a level crossing mode to control rail signals from a distance.

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Vishal Nigam
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0% found this document useful (0 votes)
384 views

ATLS1

The document describes an Advanced Traffic Light System (ATLS) that controls traffic and trams at road junctions using several interconnected assets. It provides tutorials on setting up routes and phases in the controller asset to coordinate light sequences for both simple and complex junctions. It also describes optional features like priority routes for trams and a level crossing mode to control rail signals from a distance.

Uploaded by

Vishal Nigam
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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Advanced Traffic Light System (ATLS) V2.

1 (Feb 2010)
The latest versions of ATLS should work in all versions of Trainz from TRS 2004 to TS 2010 Native. Always use the latest Kuid versions as listed below. (Note; the Slave and Stopper are newly updated to ensure compatibility with TS 2010). If you only want to use ATLS to control train level crossings, see the ATLS LCM Tutorial which is an abridged version of this tutorial. For a basic Flow Chart of the system ************************* Overview The Advanced Traffic Light System comprises several assets designed to control both tram and traffic flow at a road junction. The core assets are 1) A Controller .. (V2.1 kuid2:76656:500010:3) page 2 2) A Traffic Light, (with tram light). (V2 kuid2:76656:500011:2) page 7 3) A Traffic Slave (V2.11 kuid2:76656:500012:4) page 10 4) A Traffic Stopper .. (V2 kuid2:76656:500017:2) Page 12 5) A Tram Stopper (V2.1 kuid2:76656:500013:3) page 16 6) A Stand Alone Tram Signal (x2). (V2 kuid2:76656:500014/15:2) Page 17 7) A Specialized Trigger . (V2.1 kuid2:76656:500016:3) Page 18 (Latest Kuids @ Feb 2010) (The first 4 assets will be found in Objects/(buildings) in Surveyor) (The last 3 assets will be found in Tracks/trackside in Surveyor) The idea is to provide a set of separate assets that will work together to form a versatile system which can cope with both small and large junctions. Being versatile, the assets cannot be just placed quickly but they need to be set up carefully to your individual junction requirements. Things to Understand The ATLS assets are interdependent. In other words they wont do much on their own. The Lights wont work or stop the traffic on their own. The Slave isnt much use if its not connected to a Traffic Stopper, etc. They communicate by radio link. Each Junction requires a different Channel and its the users responsibility to allocate and set each asset to the correct channel for their chosen junction. The first thing you should do with every asset, before you set anything else up is to open the Properties Dialogue Box and set it to the Channel you have designated for the junction you are building. By default, assets are set to Off so they wont do anything. However, if you set the wrong channel, they will interfere with each other. Saving to a map See page 23. All settings will be automatically saved with a session. However if you wish to save to a map, (for use in Scenarios for example), details of how to do that are at the end of these instructions. Getting Started First you need to design your junction and decide how many paths or Routes the cars approaching the junction can take and how many traffic light Phases your junction will need. This can be as simple or as complicated as you wish. There are two examples intended to explain the Route & Phase concept in the CONTROLLER instructions below. Read that first. Once you understand this concept everything else will fall into place. see page 25.

The ATLS CONTROLLER

This is the brain of the system. It sends commands to the other assets. Its the first asset you should set-up but to begin you need to understand the Route & Phase concept. The Route & Phase Concept I have included two example junctions to help illustrate this. First, take this simple crossroads junction below. It has traffic coming from 4 directions. In the real world traffic can go left, right or straight-on but since Trainz traffic will probably only go straight across, we fortunately only have to deal with 4 possible Routes one for each arriving direction. Also, since the Routes run in pairs and stop/go together, this particular junction can be simplified to a total of just 2 Routes. So, let's decide that for this junction, the East/West direction is Route 1 and the North/South direction is Route 2. It doesnt matter how you number them but remember what you decide for when you set up the other assets. The north/south cars need to alternate with the east/west vehicles so there are 2 Phases needed.

Setting up Routes & Phases in CONTROLLER Place a CONTROLLER near your junction. Open its Properties Dialogue Box and first select a radio channel to use. By default it is (OFF). If it's your first junction, select Channel 1 by pressing the large '+' box... Then, click the small 'Route' '+' box once and 2 Routes are revealed... and click the small 'Phase' '+' box for 2 phases, (This set-up is the minimum). You should now have 4 red dots. (Do not click on the red SPL. Ignore these for now as they are an advanced optional feature for later.)

Phase One is the first row of vertical dots and Phase Two is the second. To set up Phase One, click on the top left red dot. It will turn green. This means that for Phase One, Route 1 will be on 'Go' and Route 2, (vertically below) will 'Stop'. We need the opposite to happen in Phase Two, so click accordingly. Make a note of the Route numbers you designated to your junction and their direction if appropriate. You will need them when you set up the Lights, Slaves, Stoppers and other ATLS assets. See instructions for those assets next. Once all the assets are set up, the lights will begin to go through their sequence in a Surveyor session, (though there may be some instability until you go into Driver). Also, traffic will not stop in Surveyor Mode. The maximum possible number of Routes in the Controller is 20. The maximum number of Phases is 9. For a more complicated junction example, continue.... Changing the Phase Timing You can change the length of time each phase will last, independently. Just click on 'Press to adjust Phase Timings' and the timings will be revealed. Adjust as required. Minimum is 5 seconds, Maximum is 120 seconds. The default is 20 seconds. Also you can adjust the 'Gap' setting. This is the time the lights will stay red before the next phase turns green, thus allowing traffic to clear a junction before the next 'Route' enters. Minimum is 0 seconds, Maximum is 99 seconds. The default is 2 seconds. Increase this time a little if you have made a large junction. The longer durations may be used if for example you make a long 'road works' section that requires a long time for traffic to clear.

A more Complicated Junction Example The junction below is a left hand drive T junction. The carriageway coming from the south is a double lane approaching the junction, as is the carriageway coming from the west. All exits from the junction are single lane. To make things more complicated, a tram track comes up from the south, turning right across the junction. (It is possible to construct a RHD version of this junction also!)

First, calculate the number of routes. This will require some thought and a piece of paper. It doesn't matter how you number them so long as you remember what you've done for when you set up the other assets. Let's decide the following. Route 1 Eastbound left lane. Will go straight on at the lights. Route 2 Eastbound right lane. Will turn right at the lights. Route 3 Westbound single lane. Will go straight on at the lights. Route 4 Northbound left lane. Will turn left at the lights. Route 5 Northbound right lane. Will turn right at the lights. This leaves the tram route. This could go on its own route and phase and perhaps be allocated Route 6 but since the junction designer decided that trams will have priority at the junction, it will get allocated Route (SPL) so ignore it for now. See ATLS Lights and ATLS Trigger instructions for more details on (SPL) and how to implement it. Now to set the phases. It's probably best to model real traffic lights near you. This junction exists near me, (without the tram) and it has 3 phases. Phase 1 sees Routes 1 & 3 go. (1 on an 'ahead' filter) Phase 2 sees Routes 1 & 2 & 4 go. (4 on a 'left' filter) Phase 3 sees Routes 4 & 5 go. So set that up accordingly in the Controller. See below..

It doesn't matter if its a 'filter' or not for now if its any type of go just turn the button on that phase green. Again, make a note of the Route numbers you designated to your junction and their direction. You will need them when you set up the Lights, Slaves and Stoppers which is your next task. On this junction, you will also need to make a note of which routes require the filter lights and their direction, plus you'll need a Tram-Stopper and two ATLS Triggers. See those assets instructions below. V2.1 Optional Extra Features SPL Control In addition to Routes 1,2,3 etc, a Route SPL, (Special) has been included in the ATLS system. With Route (SPL) implemented, as soon as a tram arrives it will call for all car traffic to be stopped and the tram will be given priority clearance to go. However, on some junction designs, the layout makes it unnecessary to stop all car Routes. If that is the case you may set any or all of the first 10 Routes to Go on an SPL event. If the junction you have designed benefits from it, simply click on the relevant SPL button to turn that Route green. Default is all red! Note that the SPL Route itself is set up in the other ATLS assets in particular, the Trigger.

Level Crossing Mode As an offshoot from the original ATLS function, there is now a setting called Level Crossing Mode or LCM. This is specifically intended to control the opening and closing of level/grade crossings from a distance. It will also open bridges, or indeed any asset that is normally triggered by a close approaching train. In conjunction with the Traffic Slave and Trigger it opens the way for new assets to be designed for more versatile level crossings. With some preparation it will also control existing assets. As far as the Controller is concerned, setting up LCM is easy. Just assign a Channel to control a particular level crossing and select Route -1. This will put the Controller into Level Crossing Mode and its sole function will then be to pass information from the V2 Triggers, (set to SPL) to the V2 Traffic Slave, (set to LCM). See the relevant instructions for Traffic Slave and Trigger for more information. Also, see the Controlled Level Crossing Tutorial for details of how to lay the assets to a crossing on a map.

The ATLS MULTI-LIGHT

This 'Traffic Light' is the visual part of the kit seen in Driver. It will not stop traffic or trams on its own but needs to be used in conjunction with the ATLS Traffic-Slave, Traffic-Stopper and Tram-Stopper. The Light receives commands sent out by 'radio link' from the CONTROLLER to set its lights to the correct aspect. It needs to be set-up and placed on your map in accordance with the Route & Phase choices you have set in its associated Controller. You can place as many lights as you wish. Make sure your system had downloaded all the coronas for this asset or it will not light. They are all on the DLS. Setting up the ATLS MULTI-LIGHT Starting with 'Route 1', place a light in any appropriate position, (so that traffic coming from Route 1 can see it). Open its Properties Dialogue Box and select the same Channel for this junction that you chose when you set up the CONTROLLER, by pressing the large '+' box. Now you need to allocate 'Route 1' to the light. In the simple crossroads example, you will probably only use the main light. Set that to Route 1. It will now follow the red/green phases you set in Controller for Route 1. You can place as many lights allocated to Route 1 as you like. Then do the same for Routes 2/3 etc. and set the correct Channel number for each asset.

For more complicated junctions, including the use of a Tram Light, filters and (SPL) mode, see lower.

Extras There are various 'extras' to choose to change the appearance of your light.

This button toggles between British style lights, (which hold a red-amber phase before turning green).... and US/AUZ style lights, (which go straight from red to green) Note - whatever you select here will affect all ATLS lights globally on your map.

This button lets you select whether the 'main-green' light is a round light or an arrow light, (3 directions). V2 also has U Turn light options. A white box will appear when using lights other than all round. If this box is ticked, the amber and red lights will follow the green light shape. Click it to tick it.

The four silhouette buttons allow you to add a base, a rear repeater head, a decorative sensor or to make the light-head free floating so you can place it on a 3rd party gantry etc.. Adding Filter Lights and/or a tram Light. This asset is capable of displaying up to 2 filter lights and a tram light. They will appear automatically as you allocate a Route number to them. In the more complex 'T' Junction example, a left filter has been allocated to Route 4. The Tram Light could have been given a normal 'Route' number, in which case it would take its turn with the traffic. However in this particular case, the junction designer decided that trams will have priority at this junction, so it gets allocated Route (SPL). See below.

Route (SPL) Special. So that trams do not have to wait at traffic junctions, an (SPL) Route has been included. With Route (SPL), as soon as a tram arrives it will call for all traffic to be stopped and to be given clearance to go. At worst it will have to wait for the current traffic light phase to end, at best it won't need to stop at all. In order for Route (SPL) to work, in addition to using a Tram-Stopper you must also include at least two ATLS Triggers on the track, one for approach, the other for departure. These triggers need to be set-up, so see the ATLS Trigger instructions. (See instructions about the optional Signal Guard Trigger for normal Routes there too.) Other Lights There are a small number of ATLS LIGHT variants, including a double light and some USA style lights, some by 3rd parties. Search ATLS on the DLS. (Make sure the TRS 04 box is ticked!)

The ATLS TRAFFIC-SLAVE

This Traffic Slave is the asset that receives commands sent out by 'radio link' from the Controller and energises the traffic Stopper. It needs to be set-up and placed on your map in accordance with the Route & Phase choices you have set in its associated Controller. Setting up the ATLS TRAFFIC-SLAVE Begin with Route 1 and place the Traffic Slave near to a section of Route 1 roadway where you want the traffic to stop for the lights as cars approach the junction. Open the Traffic Slaves Properties Dialogue Box and select the same Channel for this junction that you chose when you set up the CONTROLLER by pressing the large '+' box. Now you need to allocate 'Route 1' to the Traffic Slave using the smaller + & - boxes. The Slave is now ready to be connected to a Traffic Stopper via a short piece of any invisible rail track in Surveyor. Then do the same for Route 2/3 etc.. Don't forget to set the correct Channel number each time.

Level Crossing Mode, (LCM)

Some people used V1 ATLS to control level crossings, allowing crossings to open far in advance of approaching trains. In version 1 however, it was rather fiddly and probably involved waiting for phases to finish. Version 2 ATLS has a setting called Level Crossing Mode or LCM, specifically designed for this purpose. In conjunction with the V2 Controller and V2 Trigger it opens the way for new assets to be designed for more versatile level crossings. With some preparation it will also control existing assets. To use with an existing level crossing, connect a Traffic Slave to your chosen crossing via a section of invisible track. Overlay the original train track as shown in the Controlled Level Crossing Tutorial at www.boatztrainz.co.uk. The level crossing will now operate when the Traffic Slave activates it, not when a train approaches it. To set the Slave to Level Crossing Mode, after setting the Channel to the one you have allocated for that crossing, select Route -1. Note in order for the Slave to receive the correct radio signals, you must also have allocated a Controller to the same channel and set that to LCM, AND added appropriate Triggers to the track. See Controller and Trigger instructions.

In addition in V2 you may also set a timed delay in seconds before the Slave will clear, (after receiving instruction from the Controller). This is useful for example if you have a slow barrier that takes time to rise. By adding some extra seconds, the animation will have time to complete before the Slave releases traffic across.

The ATLS TRAFFIC-STOPPER (V2 is TS 2010 compatible)

This 'Traffic Stopper' is the asset that actually stops the traffic after being 'energised' by the Traffic-Slave. It does not require any set-up as it takes its instruction directly from the Traffic-Slave connected to it. It is in effect an invisible level crossing. Its correct placement is critical. Placing the ATLS TRAFFIC-STOPPER Begin with a section of road you have designated Route 1. Break the roadway just beyond where you want the traffic to stop for the lights and cut in the Traffic Stopper, just as you would a level crossing. Connect a short piece of any invisible rail track from the Traffic-Slave that you have designated Route 1 and attach it to either end of the Traffic-Stopper rail section. Then do the same for Route 2/3 etc.. Examples In the simple crossroads example, you can get away with just two Traffic Stoppers for the whole junction. Place them in the middle at right angles to each other, one for each direction, (Route) and traffic should stop in the correct place. See 'important tips' below.

This next example has a tram track on one axis which makes the road wider, so just placing one Traffic-Stopper will mean the cars stop too close to the tram lines. To make them stop further out, place two Stoppers, both controlled from the same Slave. Route 2 which does not have parallel tram lines here, only needs one Stopper.

In this 3rd example, you just need to place the stoppers in line with each Route. It can get complicated but just be methodical.

Important Tips Consider using invisible roads for the centre of the junctions. It looks better than the middle dotted lines crossing over. The Stopper will adopt the road that you attach to it. Remember that traffic will not stop if a spline point is too close to the Stopper. (This is just a Trainz-ism for any level crossing). If traffic won't stop where you expect it to, you may have a spline point too close. Move it further away by trial and error. This has the annoying effect that you may have to place the invisible road further away than looks good on your layout. I am therefore intending to produce some dotted and yellow lines to match to AJS's roads to fill the gap. Watch the DLS.

You can use the 'not-stopping' phenomenon to your advantage. When constructing your junctions it may be that you place a Stopper in a road but you only want one direction of traffic to stop. This can be done by adjusting the distance of the nearest spline point as indicated below. As I said before, the critical point is found by trial and error.

The ATLS TRAM-STOPPER

This 'Tram Stopper' does the job of both the Traffic Slave and the Traffic-Stopper, only for trams. It is basically a specialized invisible signal which receives commands sent out by 'radio link' from the Controller to control tram traffic at an ATLS junction. It is required if you are using the tram signal indicator on the ATLS Traffic Light asset. A Tram stopper is not required if you are using a Stand Alone Tram Signal. Setting up the ATLS TRAM-STOPPER Place the Tram-Stopper on the track just beyond the traffic light that you want the tram to stop at. Open the Tram-Stopper's Properties Dialogue Box and select the same Channel for this junction that you chose when you set up the CONTROLLER by pressing the large '+' box. Now you need to allocate whatever Route you have decided to use for the tram to the Tram-Stopper using the smaller '+' & '-' boxes. If you are using 'Route (SPL)' then you will also need to place 2 Tram triggers on the track. If you are using a normal Route (1 to 20), you may also wish to place an optional Signal Guard trigger. See instructions for the Trigger asset.

The ATLS STAND-ALONE TRAM-SIGNAL

This 'Stand Alone Signal' is basically a specialized signal which receives commands sent out by 'radio link' from the Controller to control tram traffic at an ATLS junction. If switched to (OFF) it will act like a standard Trainz '2 aspect' signal. It is intended to be used in an ATLS junction where the traffic light tramhead is not appropriate. A Tram stopper is not required if you are using a Stand Alone Tram Signal. Setting up the ATLS TRAM-SIGNAL Place the Signal on the track where you want the tram to stop. Open the signal's Properties Dialogue Box and select the same Channel for this junction that you chose when you set up the CONTROLLER by pressing the large '+' box. Now you need to allocate whatever Route you have decided to use for the tram to the Signal using the smaller '+' & '-' boxes. If you are using 'Route (SPL)' you will also need to place 2 Tram triggers on the track. If you are using a normal Route (1 to 20), you may also wish to place an optional Signal Guard trigger. See instructions for the Trigger asset.

The ATLS TRAM-TRIGGER

This 'Tram Trigger' is a specialized version of the green Auran Trigger. It (probably) does everything that does, plus it sends out a message by 'radio link' to the ATLS Controller to tell it that a tram has arrived. In an ATLS set up, the Tram Trigger has two uses. Its Primary use is to monitor trams approaching on Route (SPL). A Tram Trigger is ESSENTIAL if you have set a tram route to (SPL). Its Secondary use is to act as a 'Signal Guard'. This is optional but it is recommended as it reduces the possibility of Trams running red lights. PRIMARY USE Route (SPL) Special. Route (SPL) was created so that trams do not have to wait at traffic junctions. As soon as a tram arrives it will call for all traffic to be stopped and to be given clearance to go. At worst it will have to wait for the current traffic light phase to end, at best it won't need to stop at all. For Version 2 SPL mode can also be used to control Level Crossings, LCM Mode! (For more dedicated information on LCM see the LCM Tutorial at www.boatztrainz.co.uk) Trigger Placement (Primary) There are 3 ways to place Triggers for Primary use. All 3 Methods will result in control of either trams at a junction, (SPL mode) or if selected in the Controller and Slave, Level Crossing Mode. Trigger placement is the same for both uses. Method 1 (Old Version 1 method) TWO triggers are required per Route. Place one Trigger on the track so trams will pass it just before the junction. Then place another Trigger that trams will pass just after the junction. The earlier you place the arrival trigger the sooner the Controller will start to give priority. The radius of the Trigger can be set in the normal Surveyor way. Open each trigger's Properties Dialogue Box in turn and select the same Channel for this junction that you chose when you set up the CONTROLLER by pressing the large '+' box. Now make sure the Route is set to (SPL). Its the default so it should already be but if not, select it. (SPL is between (OFF) and Route 1). Now you just need to set whether the Trigger is monitoring the tram Arriving or Leaving. This obviously depends on the direction your tram will be taking and which Trigger you are setting up. Select accordingly and thats it.

Method 2 (1 or 2 Way Running - Basic) TWO triggers are required per Route. This is the new default method which allows for train or trams to approach in either direction. As in Method 1, SPL is the default route setting. Just place 2 triggers per track, one either side of the crossing/junction at the point where you want the tram/train to trigger events, make sure its set to SPL and set its Channel to the one chosen for this crossing/junction. There is no need to do anything else. The arriving and leaving function is now automatic. The tram/train coming from afar will hit the first trigger, (whichever side of the crossing it is) and trigger the event. When it leaves the trigger on the opposite side of the crossing/junction it will cancel events. This is all computed by the Controller on the same channel. Just place the triggers and set the Channel Trigger Job done. See Limitations!

Method 3 (2 Way Running 4 Trigger System) FOUR triggers are required per Route. This is an alternative way of doing things, only an advantage if you are running trains or trams in both directions on the same track. If trains only ever run in one direction per track, just use the BASIC version above or even the old Arriving/Leaving system. The reason for 4 Triggers is that if you are running trains in both directions, you probably want the crossing event to trigger a long way before the junction. but you will want the crossing to re-set quickly after the train has gone If you only have 2 triggers that cant be done, with 4 it can! First, place 2 triggers per track a long way, either side of the crossing where you want the train to ACTIVATE the crossing. Then place another 2 triggers per track, again either side of, but near to the crossing where you want the event to cancel as the train leaves. Set the Trigger to 4 Trigger System, then as before just set the Channel to the correct one for this crossing , make sure its on SPL and all will happen automatically, taken care of by the associated Controller. (See Limitations)

Limitations 1) There is only one Route (SPL) on each channel. 2) Method 1 - If you decide to use the old Arriving/Leaving system, (Method 1), then the rail track can only have trams running on it from a single direction. i.e., Two Way Running on the same track is not possible. 3) Method 2 or 3 - If you use Method 2 or Method 3 then Two Way Running is OK. BUT be careful how you place trains/trams when you build your map or save a session. See 4 & 5 below. 4) THERE MUST NOT BE ANY TRAINS PLACED IN-BETWEEN TRIGGERS AT THE START OF A SESSION. Ensure all trains approach a crossing/junction from afar when the session begins or the Triggers will have an identity crisis. They wont know whether the train is coming or going literally! 5) This will also be an issue if you save a session as you cannot start with trains inside triggers. If you save sessions a lot, it may be better to stay with the old, Arriving and Leaving Trigger system as that will cope with trains/trams starting midway. but it wont be bi-directional! 6) Dont mix and match Triggers on the same Channel until you fully understand the system. If you do, only mix and match Method 2 with Method 3. For these Methods, your train route should always cross 4 Triggers per Channel. M2 Triggers represent a factor of 2. M3 Triggers represent a factor of 1. Add them up and make 4! ATLS Driver Commands may be used instead of Triggers but always make the combination add up to 4! (V2.1 on only!) 7) The system is NOT designed to run a train to the crossing or junction, then stop it and reverse it! Once a tram or train hits the first Trigger it must complete the journey through the crossing, passing both Triggers (or all 4 if you're using the 4 Trigger System). Failing to complete the sequence in order will cause unpredictable results, particularly with bi-directional methods. Its permissible to have a turnout but extra Triggers must be placed so the train can complete the correct sequence whatever path it takes.

SECONDARY USE Signal Guard Routes 1 to 20 If a Tram-Stopper or Tram-Signal is set to a normal Route number then an approaching tram will take its turn with the rest of the traffic to cross the junction (and probably obey the traffic lights along with the rest of the traffic travelling in the same direction or Route). The problem is, if the signal turns to 'stop' just as the tram arrives at speed, the tram may either stop in the middle of the junction or run the red light. This will cause the usual re-set in Trainz AI Autopilot. To avoid, (or at least reduce) this you can place a Trigger in 'Signal Guard' mode. Then, if a tram is very near to the signal when it turns to 'stop', it will ignore it and continue across the junction. Trigger Placement (Secondary) ONE trigger is required per Route. Place the Trigger a little way in front of the Signal or Tram Stopper you want to guard as shown. Note There are two Routes in this example.

Then, set the Trigger to the same Channel Number and Route Number that the Signal/Tram Stopper you are intending to guard is set to. The Trigger will automatically turn into 'Signal Guard' mode as you select the Route. Thats it.

Train Priority Selection Triggers can be set to react to specific trains if Train Priority is set on those trains. See Aurans Trainz Manual for an explanation of Train Priority. Just click on the arrows to set your choices. If in doubt, leave all 3 ticked.

ATLS DRIVER COMMANDS. (Advanced users) In some cases you may wish to trigger the Controller at a specific time in your Session which may be different to the time a train actually arrives. For this reason ATLS Driver Commands are available in the three Trigger Methods. These may be inserted into your trains Driver Command List and used INSTEAD of a similar Trigger. If you use a Driver Command then you must count it as a Trigger when adding up to 4, if necessary removing an already placed Trigger from your map. (Note, from V2.1, you can make Triggers invisible to trains of different Priorities if you wish. This may help!). ATLS INVERSE SLAVE An ATLS Inverse Slave now exists that is on when the normal Slave is off. This is at the request of advanced users. I think its safe to say that if you dont know how or where to use this, you probably wont want to. But if you should suddenly realise a need, its KUID is kuid2:76656:500019:1. Use with caution!

SAVING TO THE MAP (if required)


All the settings you make in the ATLS will be saved to a Soup, so if you are running a Session that's all you need to do. In most cases you may name an asset to your choice and it will have no impact on its working, settings still being saved to a Soup. However, if you are saving purely for identification purposes, then you must avoid using the Control Characters. These characters are [ ] ( ). If you want to save the settings you have made to a map, (if you are a Scenario script writer for example), then this may be done by saving the name of the asset as follows, using those Control Characters. Open the Properties Dialogue Box of the ATLS asset you want to save and set it up as required. Then, look in the top left corner and you will see something like 'ATLS1[65,E,O]'. This is an encoded representation of all the settings you have made to the asset. If you save the name of this asset EXACTLY as shown, the settings will be retained and recovered when you re-load the map. They will also work in a Scenario. Its important to keep the format exactly, including the square brackets and commas or it will either just not work, or may cause errors. On occasions you may encounter the 'That Name Is Already In Use' message. If you do, don't save it but add '(A)' to the name you are saving. So you will save: 'ATLS 1[65,E,O](A)'. Use the letter (B), (C) etc., for subsequent clashes. The brackets are important. If you want to change the 'saved name' or delete it, its always best to save the map and re-load afterwards. Otherwise errors may occur. Remember, you don't need to save if you are just running normal Sessions. (Special warning for the Controller asset. The generated name in this asset will get very long if you have lots of Routes and Phases. Note also that the Phase Timing durations are 'rounded' when saving to a map.) Important See Known Issues below.

(c) Boat 2008/2009/2010 These assets may be used for personal use only. They may be modified and reissued on the Auran DLS as FreeWare but please credit the author. Both scripts and assets may not be sold for financial gain in any way without the author's permission. The items are used at final user's own risk and on the understanding that the author will not be held responsible for any damage to software or hardware, howsoever caused.

Version 2 Additional Features


Bi-Directional Triggers The Triggers used for both SPL mode and LCM, (below) are now cable of detecting trams or trains in either direction. The computing for this is done in conjunction with the V2 Controller. Level Crossing Mode This is a simplified set-up to allow easier, direct control of level crossings. Requires V2 Controller, V2 Slave and V2 Trigger. New Coronas New U-Turn Coronas added in 2 directions. Also ability to make all light colours follow the filter shapes of arrow or U-Turn. Therefore 12 new coronas added. Lights Slight make-over of the look of the ATLS multi light.

Version 2 Script updates, fixes and issues


Tendency for traffic lights to go through a red/amber phase while waiting on red corrected. This should have only occurred in Surveyor but it sometimes happened in Driver too. Session start-up to adopt correct phases quickly, improved. Possibility for stand-alone tram lights to freeze program in certain circumstances fixed. Clash of Trigger script if using both Trigger Guard Mode and SPL on same channel fixed. Reduced number of Router messages now used. Many script changes for the new features. V1 assets will not work with V2 assets and vice versa. The whole set should be updated together but the Controller, Trigger and Slave are the most crucial. All latest assets now compatible to TS 2010 Native Know Issues. There was an error in the original V2 Controller script on Line 149 which caused LCM to fail if the Controller was saved to a map, as required for Scenario Working. Line 149 should read void ModuleInitHandler(Message msg) { See http://forums.auran.com/trainz/showpost.php?p=409108&postcount=118. This error has been corrected for Controller Version 2.1 and above.

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