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Phase 3.0 - Wiring the cabinet


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#101 TheSUCKCrew

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Posted 20 June 2012 - 08:47 AM

Looks very pretty. Quite a lot of electronics you got there. Maybe a bit of an overkill for a knexcoaster, haha.



#102 Maxlaam

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Posted 20 June 2012 - 09:01 AM

Maybe a bit of an overkill for a knexcoaster, haha.


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NO.

For the rest, thanks :P

Seems like I have something funky going on with my E-stop. Gotta look into that...


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#103 Maxlaam

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Posted 21 June 2012 - 03:19 PM

Seems like I have something funky going on with my E-stop. Gotta look into that...


Sorted that out. Obviously I'm always the problem... :/

Anyway, I spent last night to code the first part of Phase 3.0 then today I got back to it, and now I'm testing small parts and finishing up.

Here is the boot and initialisation process of Phase 3.0

https://www.facebook...v=2293203546446

The initialisation isn't the way I wanted it to be, mainly because Super Mouse doesn't allow for an easy "auto-train-detect-set-up". This is because the lift can accept multiple coaches at any given time and so does the station. So it's the same as with XenoX now, you have to make sure the coaches are in the right place before you fire her up :)


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#104 TheSUCKCrew

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Posted 21 June 2012 - 03:31 PM

That will probably always be a problem, you have no real information on where the cars are, you can only assume that they are on a block because they passed a sensor right before that block.

That initialisation looks really cool, I'm thinking about giving my next ride a display too.



#105 Maxlaam

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Posted 21 June 2012 - 05:28 PM

That will probably always be a problem, you have no real information on where the cars are, you can only assume that they are on a block because they passed a sensor right before that block.


Not on the boot no, unless you have some kind of non-volatile memory. There are methods to detect your trains though. Balrog uses it, but that's up to Gump to explain.


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#106 Jogumpie

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Posted 25 June 2012 - 03:11 PM

Not on the boot no, unless you have some kind of non-volatile memory. There are methods to detect your trains though. Balrog uses it, but that's up to Gump to explain.

I'll explain that once it is up and running. :)


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