Button Card Planning Guide
Table of contents
Table of contents
Introduction
Buttons on a model railroad layout provide direct, intentional operator input, enabling manual control, overrides, and interaction with automated systems.
In the LCC Fusion Project, button inputs are implemented using the Button Card, which detects button presses and releases and generates LCC events. These events are consumed by other nodes to control turnouts, signals, lighting, sound, automation sequences, or safety functions.
Buttons define when an operator intervenes; logic, signaling, and automation define how the system responds. The Button Card reports button state changes via events only and never encodes behavior.
Planning Context
Button planning begins when you decide where human interaction is required and why. Each button should exist for a clear operational purpose, such as initiating an action, overriding automation, acknowledging a condition, or triggering a predefined sequence.
Planning involves determining:
- Which actions should be manual versus automated
- Where operators naturally expect controls to be located
- How buttons interact with existing logic and automation
- How many buttons are needed and how they are grouped per card
Uses
The table below lists common planning use cases that drive the need for this card. Each entry represents a reason to introduce this capability into a layout design.
| Button Use | Description |
|---|---|
| Start/Stop Trains | Use buttons to manually start or stop trains on various tracks. |
| Change Train Directions | Allow operators to change the direction of a train’s travel. |
| Activate Sound Effects | Trigger sound effects like train whistles, station announcements, or ambient noises. |
| Control Lighting Effects | Turn on or off specific lighting elements, or change lighting scenarios (e.g., day to night). |
| Operate Turnouts | Switch rail turnouts to direct trains to different tracks |
| Animate Scenery | Activate moving parts in the scenery, such as opening bridge, rotating windmill, or animated figures. |
| Control Level Crossings | Operate gates and signals at level crossings manually. |
| Activate Special Effects | Trigger special effects like smoke from chimneys, fire scenes, or water effects. |
| Emergency Stop | A safety feature to immediately stop all trains and moving parts in case of an issue. |
| Cycle Through Scenes | Change between different scenes or layouts, for modular train setups. |
| Activate Display Lights | Control additional lighting for display purposes, not part of the layout’s operational lighting. |
| Launch Automated Sequences | Start a sequence of events, like a complete train journey with multiple actions. |