I have a VO-1000 MTH Diesel PS-3 running on DCS.  It was running fine then this happened.

I would start it up as per normal.  As per normal it starts up with lights and sounds - the problem is when I go to accelerate, it goes from 0 - 10 or more miles per hour.  There is no gradual 1 mph increase and when I hit forward to stop, it immediately stops, it does not brake and stop. 

Smoke was also coming out of stack when smoke was not turned on.

I have tried reset, but "command failed" comes up each time.

I have deleted it from the list and reloaded it, but same problem is there.

Does this seem like a board problem?

Thought I would check the forum before I take it into the shop.

Thx for any help.

Bill Stanley

 

 

Last edited by zipper69
Original Post

I suspect from the description that it will certainly have to be opened up.   Having the speed control fail and having the smoke control fail as well isn't a good sign.

For the Startup/Shutdown issue, it's possible that the Acceleration / Deceleration Rate needs to be adjusted via the Menu Button.

You can get there by:

Menu / Control / ACC RATE (or DEC RATE)

Factory Default for acceleration is 4 MPH/S per second, and 2 MPH/S for Deceleration.

Max setting for both is 25 MPH/S per second...

I run the Factory default on my engines and never really had a need to screw with the ACC or DEC rates, but it's probably worth a look in your case...

Last edited by Pat C...

Since we are on Engine issues.  I have one I'd like to run by you.  I have a 2017 ES44AC Premier class I bought last year.  It runs fine.  Starts fine, idles fine, moves from 0 to 25 fine, then when I go above 25, the PS3 programmed sounds do their thing for a few feet or so and then they just stop.  I'm left with a clattering noise that sounds like a demented radio signal, kind of a popping noise coming from the speaker.  I change the speed back to 20, well, under 25, and the sound comes back.  I noticed the other day if I keep it at 25 or below, it putter along fine, but anything faster and it drops out.  Only engine on the layout that does it. 

Could be a number of things.  I'd start by checking the speaker, maybe at a certain rev level of the sounds, it's vibrating enough to start shorting to the speaker frame.  I've had a number of MTH speakers that have the cone wires very close to the speaker frame, if they touch, you'd get all sorts of nasty noises.  The fact that you can slow down, thus changing the pitch of the prime mover sounds and make it go away, leads me to suspect the speaker.

Question.  Does it do the same thing if you turn the volume WAY down so you can barely hear it and then run it past 25 SMPH?  How about the rest of the operation, smooth running above 25 with the sounds off?

Last edited by gunrunnerjohn

JOHN H

You nailed it.  I just got back from downstairs and that's the first thing I checked.  I had played around with it wondering what would happen if I turned it on.  I guess now myself and anyone else who reads this thread will know, don't use clickety-clack with a diesel engine.  I'm going out on a limb here and wish for anyone to correct me if I am wrong, but this would be a steam engine feature?  If so, why is it even a choice when using a diesel engine?  The pull rope icon isn't a diesel engine feature, so MTH doesn't allow it to be shown on a diesel engine screen.  All you have to do is program the software to wash out any settings that are steam engine specific.  Chuff rate would be another one.

good  catch I know if clickity clack is turn on it will automatically go on at speed above 25 and below 25 will turn it will turn itself off.

Alan

I never heard that feature described as you described it.  FWIW, I never think about this, whenever I have my own engine or I'm returning one to a customer, I turn that stupid feature off.

The problem with the clickity clack is that certain versions of DCS default with it turned on. We as users, may turn it off. Then we do some type of change like an add or a reset, not realizing that DCS turns it right back on!

I've had a similar issue with the smoke generator.  Not constant but at times if I have an engine suffer a power interruption, like when it crosses two switches hooked back to back and hits a dead spot, when I manage to get it fired up again, the smoke generator turns back on.  As for click-clack I've never used it or had it be on by default.  Shows you what happens when you get bored and start experimenting.

Gunrunner

Sorry about the terrible use of description.  Wasn't sure what to use as sound affects.  But based on what I was hearing, it was the engines best guess as to how to emit a sound it wasn't programmed to use.

It's actually supposed to simulate going down the rails and hitting the joints.  However, it doesn't sound like that to me.

FWIW, that should only turn on after like 30 seconds of over 25 SMPH running.

actually FWIW, that should only turn on after like 30 seconds of over 25 SMPH running and also takes 30 seconds to turn off after speed is below 25 to JOHN!

Last edited by Alan Mancus

Well if that's what it's for, my uneven track rails do more for clickity clack sound than clickity clack.  Problem is, at 55 smph, the high pitched wheel to track noise drowns out pretty much everything else the engine will do, and not to mention, in that enclosed room, damages my hearing.

It sounds like you're talking about a PS2 engine with a dead battery!

I've had a similar issue with the smoke generator.  Not constant but at times if I have an engine suffer a power interruption, like when it crosses two switches hooked back to back and hits a dead spot, when I manage to get it fired up again, the smoke generator turns back on. 

The smoke comes on because it comes up in conventional mode.  Joe is right, it's probably a dead battery.

Alan Mancus posted:

actually FWIW, that should only turn on after like 30 seconds of over 25 SMPH running and also takes 30 seconds to turn off after speed is below 25 to JOHN!

On all my PS2 and PS3's clickety clack turns on as you describe: roughly 30 sec at 26 smph and above, but on all engines will come out of click-clack as soon as they reach 25smph; i.e. no delay.

Now that I know what is going on, and that it isn't a steam engine specific feature, I will just leave it alone.  Whatever they mapped out for it to do at the shop, doesn't appear to be happening on the engine when it kicks in.  From experience, and that's all I have, testing and watching and experiencing, once turned on, it sits dormant until the engine speed has been increased beyond 25 smph.  At 27, and you're right on about the time, 30 seconds later my engine sounds dropped out, as if I had turned them off, and this, I have no idea how to describe it.  Watch Hunt for Red October and when Jonesy plays the weird sound he recorded at 10 times speed, the knocking noise you hear on the tape, is as close as I can come to what it sounds like.  Trust me, it doesn't sound anything like a train clacking along a track.  At times it appears to pop.  And as we have agreed, once the speed is dropped to or below 25, all PS3 sounds return to normal.  My observation only, clickety clack didn't turn out the way they programmed it to.  Instead of E stop being a feature you have to turn on using a password, maybe clickety clack needs to be one.

Keystone posted:
Alan Mancus posted:

actually FWIW, that should only turn on after like 30 seconds of over 25 SMPH running and also takes 30 seconds to turn off after speed is below 25 to JOHN!

On all my PS2 and PS3's clickety clack turns on as you describe: roughly 30 sec at 26 smph and above, but on all engines will come out of click-clack as soon as they reach 25smph; i.e. no delay.

Correct, I have no idea what Alan is seeing.

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