Quote:I now have Green spots in 6 consecutive buttons in route order representing 6 "switches" [points - apologies for lack of clarity in my previous thread] on line A1.
Hi Graham, your phrasing is giving me cause to wonder if there is a misunderstanding about what is the route. Apologies if I am being a bit basic.
The "A line" (not the "A1 line") is just a reference on the screen and contains 8 routes (by default named A1,A2...A8 - although those names can be changed). The line itself is NOT a route containing up to 8 objects (turnout/signal/function). There is no link/chaining between routes (on the same line or else where) unless you specifically create it!
While it is valid to have only one item (Turnout/Signal/Function) within each route, as you suggest you have done with the "6 consecutive" buttons, it is more common (dare I say expected) that all the items you want to daisy chain are WITHIN the route (e.g. you could put the 6 points of a fiddle yard in one route so that pressing one button will cause 6 devices to fire in sequence to the desired state)
Please confirm that you are intending to set up 6 routes with 1 switch/point in each and are not wanting a single route containing 6 switches/points
Quote:
Do I need to be concerned about the Advanced Settings facility "Erweiterte Einstellungen für Fahrstraße" where there is an option/need to copy the identity of the button number on each individual switch? i.e. Auslöser on the left and Bedingung on the right. Apologies for asking this question, but I need to put it to rest as there doesn't appear to be any reference in the instruction book.
Absolutely not - Personally I recommend steering clear of this option until it is enhanced to be practical. FYI refer to
Review of Memory Conditioning FeatureQuote:
I also notice that the "S" icon inside each 'on screen' button in line A1 is not broken - on a number of isolated occasions in the past, this break has enabled me to get a signal from the Memory screen to activate a 'switch' - but no Daisy Chain effect even though 2 consecutive buttons had a break in the S.
Again, as above, each button represents a route the ICON has the following meaning
->

This is an empty undefined route container , i.e. contains no turnout/signal/function objects
->

This route contains objects but
at least one is not in the desired state
->

This route contains objects and
ALL of them are in the desired state
->

This route contains objects and has been activated and is in the process of setting all object to the desired state. This is transient and will last only long enough for the CS2 to send commands to each of the objects in the route - on completion the yellow dot will change to green.
For example if a route contained only one item (Signal #3) with a desired state of GO(Green) and the signal was in that state, then the icon would have a green dot. As it would after you pressed the button to activate the route and set it to that state. Now if , say on the keyboard, you changed the state of Signal #3 to Stop(Red) the route would be compromised and the icon for the route would have a split "S"
Note: A point worth making that relates to your observation is that once a route has gone green and set the objects to the desired state - pressing it again will do NOTHING- i.e. if you manually change a turnout to the "wrong" state. The Route has no knowledge of this and thinks that everything is where it should be and does NOT fire again. Only when "it thinks" the Route is split will it react to an activation.
Warning: And as a sanity check, be aware that there are still bugs in the Route edit function (@3.0.1) I have found these "appear" after a number of edit where you are building up a route but get something wrong (e.g. red instead of green) and do a number of re-edits on the same item. If you suspect this I can only suggest noting down the route objects, delete them all back an empty route (and save that) then build the route again with as few re-edits as possible.