As a preparation for speed profiling, we changed the decoder’s CV3 and 4 values for acceleration and deceleration to zero, or as close to zero as possible without visual loco jerk with a speed step change. But of course we like our trains to look like they have a mass and that it takes some effort to get them moving … speeding up slowly, and also braking slowly.
We probably remember from school that F=ma, or a=F/m. A higher mass, or less engine power, leads to a lower acceleration. Traincontroller can take care of this ‘mass simulation’. It controls the train’s acceleration and deceleration by sending out the DCC speed steps carefully spread over time.
This video shows how we can go about.
In the train properties window, on the ‘General’ tab there is an entry for weight. This influences acceleration and deceleration. The higher the weight, the more time it takes to get up to speed or to slow down.
On the ‘Speed’ tab, there is an entry for engine power. This also has an effect on acceleration. To make things even more realistic, at a certain point a heigh mass with (too) little engine power, also influences the maximum speed that can be reached.
Then there are two sliders called ‘acceleration’ and ‘deceleration’. Just play with those and watch the effect until you have something that looks nice to you. By the way, the deceleration is not in use when driving on a schedule. In that case the brake ramp distance, specified with the block sensor, has priority.
It is possible to create ‘train sets’, which is done by allocating wagons to engines. When both the engine and the wagons in the train set have been given a specific weight (their prototypical weights can be used of course), Traincontroller dynamically keeps track of the total train weight. If cars are added, their weight is added and vice versa. The total train weight, combined with the engine power and the acc / dec sliders now influence acceleration, deceleration, and maximum speed.