All, I have an engine that displays the incorrect engine # for a PS 3.0 Steam Locomotive. Planning on reflashing the code for it. Is the engine info displayed in the remote stored in the Sound file, Chain file or some other location. Thanks for everyones insight!
Greg
Problem is, it's multiple places.
The engine in the serial number data file has the displayed name and road number. You the consumer cannot change this using consumer loader. When you add an engine, the remote gets the name info during the 2 way data exchange and then names that engine in the remote. Key point- your remote is where your list of engines is stored- not in the TIU. However, you have the option to rename any engine you want. That does it ONLY in that remote as it's just changing the displayed name VS the previous info it got from the engine during the initial add engine.
As with anything- there is an exception to this. upgrade kits- both PS2 and PS3 have a special chain file set that allows renaming to ALSO get saved in the engine. It's an added feature specific to the upgrade kits. So an upgrade board is blank with no name, when you first add it, and then you edit the name in the remote and that changes both the name displayed in the remote and because of the special firmware- the board saves it too. The problem is, a reset to factory defaults of the board- also wipes this edited name.
Again, bottom line, with consumer loader, you cannot change the name in a factory board. You can in the remote or app edit the displayed name, but that is just in that remote or that instance of the app. The engine- when added to another remote- will send it's original data and display that name in any new add engine sequence.