- 1 Purpose
- 2 Setting Routes
- 3 Manipulating Numbers
- 4 Other Actions
- 5 Operating using the keyboard
The Number Entry controls are designed to allow the dispatcher to set routes using a numeric keypad. The advantage is that commonly set routes can be set very quickly without having to press any buttons on the panel itself. Additionally, the Number Entry system has the ability to save and recall numbers like a pocket calculator, further reducing time needed to set a route.
In addition to setting routes, switches, signals, tracks and level crossings can be manipulated also.
Each operation performed with the Number Entry begins with entering a number using the keypad labelled A. For setting routes, a 6-digit number must be entered. The 3-digit number of the origin track must be entered first, followed by the 3-digit track of the destination track. If setting a route from track "123" to track "987" then the full number that is entered is "123987". The number that has been entered is visible in the main number display (B).
Choosing Type and Direction of Route
Direction is important! The buttons on the left side of the Number Entry panel (D and E) are used when setting routes that go from right to left. Conversely, routes going from left to right are set using the buttons on the right (F and G).
Next, you need to decide whether you want the number to stay or disappear once the command has been sent. Sometimes it is advantageous to keep the number, but this is an option used at the discretion of the dispatcher. If you want to 'keep' the number, use the buttons labelled "Ohne Löschung" (D and F). Conversely, deleting the number after the action is achieved using buttons next to "Mit Löschung" (E and G).
Once the full number has been entered using the keypad, and you know the direction, and whether you want to keep or delete the number, the type of route must be selected. When setting a shunt route, the RT button must be pressed. There are 3 train route buttons: ZT 1, ZT 2, ZT 3.
|ZT 1||Train route|
|ZT 2||Train route without overlap (where allowed)|
|ZT 3||Train route with alternate overlap (where allowed)|
Executing the Command
Once the type of route has been chosen, press ATK to send the command to the interlocking system. If the selected route exists and can be set, the route will be set.
Notice that there are six memory display boxes or "registers" above the main display. These six registers are labelled C0, C1, ... C5. Important: Different signal box installations may have more or less than 6 registers. In theory, there is no limit on the number of registers.
Adding a Number to Registers
Add a number to the registers by pressing WsT together with ATK. When a value is added to the registers, it is inserted at the top (C5) and "falls" downwards until it either reaches C0 or it encounters a register with a value below it. This allows "stacking" of values.
Retrieving a Number from a Register
Remove a number from a register by pressing RüT together with the button next to the register being retrieved.
Deleting a Number from a Register
Delete (clear) a number in a register by pressing LGT together with the button next to the register being cleared. If there are numbers above the cleared register, they will fall downwards to occupy the cleared register.
Some layouts have register groups directly on the panel. Select a group by entering the number of the group, followed by the / key. The group will become selected and "active". All the other normal register operations work as you would expect.
To return to using the default registers on the number entry panel, enter 0, followed by the / key.
It is possible, although less common, to interact with signals, switches, tracks, and level crossings via the Number Entry control. Manipulation of these items requires a 3-digit code, followed by pressing a group button (i.e. WGT, SBET, HaGT, etc.) together with ATK.
Tracks and Signals
The example shown at right shows a track labelled "030". To the left and right of this, are two signals. Entering "030" indicates that we want to do something with either this track, and/or the signals to the left and right of it.
Some signal panels don't have a GSpT or the button is inactive. In such panels, the locking of a light aspect signal will turn the annunciator under the track label red. If it is a track with two signals on each side of the track label, if one is manually locked, the annunciator will turn red.
Unlike tracks and signals, switches must be selected using their switch number. Switch numbers are labelled above or below the switch. If performing actions with double or single slip switches, ignore the "AB" or "CD" portion of the switch name. For example, switch "121AB" is controlled on the Number Entry control using the 3-digit code "121". Which switch is operated depends on the current switch selection (KWT).
Level crossings being controlled by the Number Entry control are "selected" using their 3-digit number. For example, at right, there are two level crossings, "021" and "022".
Operating using the keyboard
With a little practice you will find that it is easier and faster to operate the Number Entry panel by using the keyboard.
|Left Arrow / Right Arrow||Train route (ZT 1)|
|Shift + Left Arrow / Right Arrow||Shunt route (RT)|
|Ctrl + Left Arrow / Right Arrow||Train route without overlap route (ZT 2)|
|Alt + Left Arrow / Right Arrow||Train route with alternative overlap route (ZT 3)|
|* (Keypad)||Move number from memory|
|/ (Keypad)||Move number to memory|
|. (Keypad)||Clear numbers|
|1,2,3, … 8, 9, 0 (Keypad)||Number Entry: panel box numbers|
|Arrow Down||Cover signal (ZD)|
|Arrow Up||FfrT (Set Route To Track Without OLE Button)|
The following table gives an overview of the standard shortcuts for each function (please refer to the Group Buttons pages for the meaning of each function):
|Alt + A||Alt + B||Alt + C||Alt + D||Alt + E||Alt + F||Alt + G||Alt + H||Alt + K||Alt + M||Alt + N||Alt + O||Alt + P||Alt + Q||Alt + R||Alt + S||Alt + T||Alt + U||Alt + V||Alt + W||Alt + X||Alt + Z|