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Reply to "Musings on a 'real' PS3 supercap mod. Update - successful bench test."

Separately, there have been OGR threads bemoaning the apparent change of behavior between PS2 and PS3 when track power is suddenly interrupted/lost.  Apparently when power is suddenly lost, PS3 engines (not sure if a few, some, all) might come to an immediate and jerking halt whereas PS2 engines coast/glide to a smooth stop.

If the issue is one of demoting the effect of intermittent or momentary interruptions to track power due to dirty track, going over a turnout frog, crossover track section, whatever then here's another idea.  When you do the math (which gets annoying tedious), you might find that the best bang for the buck is to figure out a way to increase the energy stored in the flywheel.  Most engines have enough clearance on the brass flywheel to add, say, a half-dollar coin (or whatever heavy metal disc).  The amount of rotational energy (momentum) of even a small disc is remarkably huge - again when you do the math.  That is, using a supercap is of course electrical energy storage...which then gets inefficiently converted to mechanical energy via any voltage boosting circuitry, and the relatively large energy loss when converting electrical energy to mechanical energy using a DC-can motor as virtually all O-gauge engines use.  Much better to store energy is "native" form which would be in a flywheel...assuming space is available of course!

 

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