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Very very rarely new out of the box trains do this thing at our club with an audio tone and screwy sounding sounds. It doesn’t go away with resetting train or track or tiu or building power as a whole. The resets (feature/factory) don’t solve it either.

it does however go away on its own, making it very hard to debug since it’s rare.



does anyone know the deal with this?




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Last edited by Adrian!
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FWIW, the theory is that sometimes with a bad sound file, the processor attempts to play a specific location in memory storage, and so if say that background sound location was invalid, then you get this tone instead of the sound.  Just trying to give a technical explanation and yep, rare, but I have seen it on a brand new engine. Flashing the sound file solved it every time for me so far.

https://www.youtube.com/watch?v=SHyNWMgZIh4

It comes out of the box, does exactly this no matter what you do.

We reset power to trains, TIU, track power, basically turned the whole building on and off. Tried different remotes, issued feature and factory resets, redid the sound file with the loader program, but no dice on any of that, it still makes that crazy tone.

Then about two hours of running in it makes a big crackling noise and then suddenly the craziness is gone. Once it’s gone it doesn’t seem to happen again even with both train and layout power cycling and resets.

I’ve seen this about a dozen times, only on newer PS3 trains. Normally I just tell people “it’ll go away in its own in time” and so far that’s proving true but I would like to understand it better.

FWIW, the theory is that sometimes with a bad sound file, the processor attempts to play a specific location in memory storage, and so if say that background sound location was invalid, then you get this tone instead of the sound.  Just trying to give a technical explanation and yep, rare, but I have seen it on a brand new engine. Flashing the sound file solved it every time for me so far.

https://www.youtube.com/watch?v=SHyNWMgZIh4

That feels right. Either the sound file itself or the address/counter/pointer in the firmware for the offset the sound file starts at. The only part I don’t get is how this eventually sorts itself out if that’s the case.

Like the address counter slips to a bad address offset and the sound goes crazy but eventually slips back into the correct offset alignment with what’s in flash memory. Except if it’s slipping address counter values, why does it only happen when it’s new?



without the actual firmware code to look at its really hard to say exactly…

Last edited by Adrian!

One thought I had, and since you said it was specific to a TIU, could this be the protocast function kicking in? In other words, that's the one way sound can come from a TIU and get played out of a engine.  The reason I ask is, I've seen what I think is similar but different when a Locosound that does a totally different form of protocast, but I've heard them make sounds when running on a layout with DCS. Again, where a spurious signal makes the engine "think" it switches to protocast sound mode, and what we are hearing is the glitch?

One thought I had, and since you said it was specific to a TIU, could this be the protocast function kicking in? In other words, that's the one way sound can come from a TIU and get played out of a engine.  The reason I ask is, I've seen what I think is similar but different when a Locosound that does a totally different form of protocast, but I've heard them make sounds when running on a layout with DCS. Again, where a spurious signal makes the engine "think" it switches to protocast sound mode, and what we are hearing is the glitch?

I guess thats possible but I think it is unlikely as protocast would be waiting for a microphone input   These sounds are hgh pitched and shrill with mickey mouse thrown in when attempting a whistle or other sound function   It is only with PS3 engines and disappeared after we changed the TIU

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