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I'm reinstalling 4.30 after a complete system wipe.  Currently I have about 12 MTH locomotives sitting on various tracks around the layout.  If I power up all the tracks after the reset can I just keep doing "ADD MTH ENGINE" again and again with them all on powered tracks, or do I need to take them all off and add one at a time, take it off, and go through it for all 12?  Big PIA to take those ABBAs off and on again .... and some of the tracks are hard to reach.

So, can I get a clean add with method 1, leaving them all on the powered tracks?

Last edited by Kerrigan
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The problem will be more one of inadequate power than inadequate DCS signal. A dozen PS2 engines, some with multi-units, can drain a lot of juice. Not to mention, any lighted passenger cars of cabooses.

 

I regularly add engines with 3 or 4 on the tracks at once, however, many will swear that you must use a programming track with only one engine powered-up at a time. In any case, i imagine that 12 is probably at least 6 too many.

Originally Posted by Kerrigan:

I'm reinstalling 4.30 after a complete system wipe.  Currently I have about 12 MTH locomotives sitting on various tracks around the layout.  If I power up all the tracks after the reset can I just keep doing "ADD MTH ENGINE" again and again with them all on powered tracks, or do I need to take them all off and add one at a time, take it off, and go through it for all 12?  Big PIA to take those ABBAs off and on again .... and some of the tracks are hard to reach.

So, can I get a clean add with method 1, leaving them all on the powered tracks?

Absolutely Not. You may get 3 or 4 added then  trouble begins, Engine already added may add again now with a new ID. You may get a engine added with just a ID number that doesn't work.   ETC. I posted a hint on another thread about adding engine to tiu #1 with no other engines or tiu powered and checking to make sure the ID sticks.  I can  understand not wanting to hand lift a engine to a programming track but if you don't you're asking for trouble. A programming track can be any track with a good dcs signal One engine at a time though.

Gregg,

You may get 3 or 4 added then  trouble begins, Engine already added may add again now with a new ID. You may get a engine added with just a ID number that doesn't work.

I must disagree. In my experience, that isn't the way it works at all. If you're having issues of that type, I'd suspect that you have something else going on.

 

If I recall correctly, you went back to DCS 3.1 for quite some time due to not wanting to deal with he "speed-scrolling" bug that was introduced in Super mode (only) under DCS 4.10 and that stayed around in 4.20. Possibly under DCS 3.1 is where you found a lot of multipel-engine add problems.

 

Regardless, that bug (and several others) were corrected in DCS 4.30 and the engine-add process is reasonably rock-solid, even with multiple engines on the track. The only real fly in the ointment with multiple-engine ads is a lack of power.

Last edited by Barry Broskowitz

Yes I remember the scrolling issues we had in super mode for about 3 or more years. Funny thing the beta  testers  didn't catch it.. Bottom line... I don't believe you. You can't even add  2 new engines with the same ID with out some type of error without a programming track.  

 

 3 remotes and 12 engines would mean 36 perfect adds.. It ain't going to happen.

 

 

Gregg,

 3 remotes and 12 engines would mean 36 perfect adds.. It ain't going to happen.

So, I'm making this up? Yeah, right!

Yes I remember the scrolling issues we had in super mode for about 3 or more years. Funny thing the beta  testers  didn't catch it

On the contrary. We reported it, however, most people were not as torqued-off about as were you, it only happened in Super mode, it would have been a bear to correct, and Quickset Speed was a very viable workaround. Consequently, it wasn't addresses at that time.

 3 remotes and 12 engines would mean 36 perfect adds.. It ain't going to happen.

I have 5 remotes and 3 TIUs and 99 engines in each remote. I multi-add engines all the time.

 

You're certainly entitled to your own opinions, however, I'd very much appreciate it if you wouldn't poison the well for others.

 Poising the well !!! I don't think so.    perhaps we'll hear the end results.

 

Yes you may have 99 engines but how many are powered when you go to  add?

 

I guess I don't understand why you wouldn't want to  use a programming track when it's so easy to use??? it eliminates  99 % of  errors that might occur.

 

 catch you later.... gregg

 

 

 

 

 

 

 

Gregg,

you may have 99 engines but how many are powered when you go to  add?

Typically, 1 or 2, and the one I'm adding is just about always sitting on a mainline, not a siding.

I guess I don't understand why you wouldn't want to  use a programming track when it's so easy to use??? it eliminates  99 % of  errors that might occur.

I don't even have a programming track, unless you count the test bench siding in the work room. It has it's own TIU and non-layout remote. There's no way I'm going to add an engine over there and then carry it into the layout room to add it to the other 4 layout DCS-engine (as opposed to TMCC/Legacy engine) remotes.

 

Particularly since there's no need to do so.

 

I'm not going to get into the discussion of whether adding can be done with multiple locos powered, or whether a separate programming track is needed.  On my toggled/blocked layout, I do it my way and have no problem.

 

But I do have a suggestion, Kerrigan.  Load them all into one remote.  Then set the soft keys to the configuration you want, and all the locos' settings, and then use the loader program saving/restoring/cloning capability to make all remotes identical.

I don't have a programming track, I also don't have as large a number engines as some here have, but I have added every engine in my system right from the layout without taking anything off the track. With the exception of 2 or 3 being added at the same time when the layout first became operational, each engine was added one at a time over a period of a few days/weeks as I got them out to add to the layout. The previously added engines remained on the track, nothing was removed, remote was not connected by handset/TIU cable. 

 

I have about 15 or so MTH engines total (1 PS2, the rest PS3 & Rev L TIU), 8 or 9 of the PS3's have been added as described, the rest are not currently on the layout and have not been added to the DCS system due to lack of space. I have now added switches to all sidings and spurs so everything from here forward can/will be added with only 2-3 engines live on the layout since power remains off to everything that is not on the main lines. Thinking about adding switches to the two mains as well? So far no problems adding anything and no problems with power, signal or DCS operation. Engines have been added using both DCS 4.20 and also with 4.30 after upgrading sometime late last winter.

 

I'm no DCS expert, these are only my own experiences adding engines over the last year or so after finally getting a more permanent layout.

Ooops, that's just what happened.  The #61 turbine got added twice with different engine numbers ... then an F unit set did the same thing. 
I deleted out the dual enteries, let the batteries charge up on everything overnight, then put 2-3 engines at a time on the engine terminal siding powered by TIU 1, channel 1 and they added in okay ... I think ...
Going to take the advice of loading up one remote correctly, adjusting the engine ID numbers until it's all 1,2,3,4 ...etc, then back it up to the PC, and clone it down to the other remote(s).
It's all working a lot better since I wiped it all clean, re-downloaded all the software from MTH fresh, and reinstalled it.
The one "lost" engine turned out to have a very low battery.  I think a lot of these problems have been made worse by some low engine batteries.
Seriously considering changing all engines over to a BRC .... the ones I have thus far have ceased to have any problems a-tall.
 
Originally Posted by Gregg:
Originally Posted by Kerrigan:

I'm reinstalling 4.30 after a complete system wipe.  Currently I have about 12 MTH locomotives sitting on various tracks around the layout.  If I power up all the tracks after the reset can I just keep doing "ADD MTH ENGINE" again and again with them all on powered tracks, or do I need to take them all off and add one at a time, take it off, and go through it for all 12?  Big PIA to take those ABBAs off and on again .... and some of the tracks are hard to reach.

So, can I get a clean add with method 1, leaving them all on the powered tracks?

Absolutely Not. You may get 3 or 4 added then  trouble begins, Engine already added may add again now with a new ID. You may get a engine added with just a ID number that doesn't work.   ETC. I posted a hint on another thread about adding engine to tiu #1 with no other engines or tiu powered and checking to make sure the ID sticks.  I can  understand not wanting to hand lift a engine to a programming track but if you don't you're asking for trouble. A programming track can be any track with a good dcs signal One engine at a time though.

 

Last edited by Kerrigan

Kerrigan,

The #61 turbine got added twice with different engine numbers ... then an F unit set did the same thing. 

One possibility is an issue due to a combination of two factors:

  • Low DCS signal strength where the engine to be added is sitting. Adding DCS engines may require very high DCS signal strength (9-10) in order to be successful
  • Not enough power to accommodate all of the engines that are sitting on powered tracks on the TIU channel where the engine is attempting to be added.

The result of this "perfect storm" is that DCS will get garbled information as regards what engine to add and will then use the current engine's name with the previously added engine's DCS ID#.

 

Other manifestations of this issue may be adding an engine successfully, however, with a blank engine name and all soft keys defaulting to "MTC". This one can also occur even when only a single engine is being added, if DCS signal strength is insufficient to fully execute the ADD command.

 

Hey Kerrigan... Did you get them all added back?  I do like RJR suggestion of cloning a remote, We have 7 or 8 remotes and would save a little time  .

As I,ve  mentioned lots of times  we add to tiu #1 only using what we call a programming track, It can be any track as long as the engine being added is the only one receiving power. Everything else dead...

 

We line up the remotes and start adding making sure each remote adds  the engine  with the correct name and same id. .  After the first add we make sure the ID sticks with the engine by powering down the layout and start up again..   This still doesn't mean the battery is up to par, The engines could still with the ID created when the battery was good.  It's when you go to change a setting or edit the address the dead or weak battery comes into  play .

 

 

Gregg, to me, the chief benefit of cloning isn't to save time, but to have all the softkeys for all locos the same on all remotes.  Secondary benefit is that if, sor some reason, you want to do a reset of the remote, everything can be reloaded fast.  BUT, it is critical to save the contents while the main remote is working fine.  If something were to get garbled so as to require a reset (which is rare), you're too late to do a save.

Originally Posted by RJR:

Gregg, to me, the chief benefit of cloning isn't to save time, but to have all the softkeys for all locos the same on all remotes.  Secondary benefit is that if, sor some reason, you want to do a reset of the remote, everything can be reloaded fast.  BUT, it is critical to save the contents while the main remote is working fine.  If something were to get garbled so as to require a reset (which is rare), you're too late to do a save.

Yep good point(s)

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