RailPro User Group

RailPro => RailPro Specific Help & Discussion => Topic started by: Dean on July 07, 2016, 10:19:20 AM

Title: Adding an engine
Post by: Dean on July 07, 2016, 10:19:20 AM
I was trying to add an engine to my HC-2. The HC-2 found the new engine, but when I tried to set it up, I got a message that I had reached the limit of engines in use. This is odd as I had just turned the power on to my layout and was not using the HC-2 for anything. I fooled around for a while with no success accessing the new engine.
I finally did a hard reset of the HC-2 using the button on the back. Everything works fine now.
Is it possible I didn't release the previously running engines?
Title: Re: Adding an engine
Post by: Alan on July 07, 2016, 10:45:29 AM
Do you in fact have more than 12 RP equipped locomotives on your layout? If so then it is possible you were unknowingly in control of 12 trains, the limit. The others may have been at idle so you did not notice you had control.

If you have 12 or less locomotives then overload isn't possible. Something funky is going on.
Title: Re: Adding an engine
Post by: G8B4Life on July 07, 2016, 11:12:38 AM
I'll second Alan's assessment.

It took me a while but I found the post about the max number in use message. It appears from the way I read it that loco's can stay in the actively controlled list after powering everything off if one doesn't wait enough time before powering off the HC and the track, even if the speed of the controlled loco's was set correctly at 0% before powering down.

http://rpug.pdc.ca/index.php?topic=213.msg1238#msg1238

- Tim
Title: Re: Adding an engine
Post by: Alan on July 07, 2016, 12:13:53 PM
I accidentally discovered this during testing of my circuit breaker prototype. The HC would hold a loco active even after the breaker powered down the track section. If the speed was above 0% when the breaker tripped the HC would hold the module indefinitely and the loco would return to moving at previous setting when the breaker reset. Only after lengthy breaker-off time or cycling HC power would the HC release the module. Lesson learned - just because track power is removed does not necessarily mean the HC released the module. The 10 second delay at 0% throttle setting in conjunction with 12 max operating modules governs when a module is released. Or simply power cycling the HC.

Tip: If you use block (zone) circuit breakers and one of them trips, make sure to set loco to 0% speed before examining/rectifying cause of short. Otherwise, you may be in for surprise train movement when the breaker is reset.
Title: Re: Adding an engine
Post by: Dean on July 07, 2016, 01:00:02 PM
Thanks for your replies.
The layout had been shut down for at least 18 hours. The HC-2 the same.
The engine I was adding was number 12. The HC-2 let me add it to the roster, but if I tried any thing else, I got the message 'too many engines are active...'
If it happens again, I'll try bringing up all the engines and then delete them from the running roster by making sure the throttle is at 000, and then close the page. Then wait 10 seconds to do the next engine.
Title: Re: Adding an engine
Post by: William Brillinger on July 07, 2016, 01:23:58 PM
Quote
If it happens again, I'll try bringing up all the engines and then delete them from the running roster by making sure the throttle is at 000, and then close the page. Then wait 10 seconds to do the next engine.

I expect the sounds and lights must also be off.
Title: Re: Adding an engine
Post by: nodcc4me on July 07, 2016, 03:06:41 PM
Also, if you have engines in a consist, all of them are counted, not just the active one on the controller.
Title: Re: Adding an engine
Post by: Josephbw on July 08, 2016, 09:33:54 AM
I had the same problem, and asked Tim Ring how to resolve the issue. Here is the post with Tim's answer.

I sent an email to Tim Ring the other day and got a reply this morning in regards to the problem of "Maximum number of locomotives are in use". I received this response this morning.

Hi Joe,

I am sure there is nothing wrong with either HC.  You get a 'Max. locos in use' when your HC is actively controlling more than 12 locos.  Although you can have dozens of locos loaded in the HC you can only control up to 12 at a time with a single HC.  The HC automatically removes unused locos form the actively controlled list. However, to get the HC to automatically remove an unused loco it has to be at speed 0.0% for more than 10 seconds before you turn off the HC and the track power.  If you don't do this the loco can stay active in the HC active loco list and can eventually give you a 'Max. locos in use'.  To start from scratch you can press the reset button on the back of the HC that is reporting this (that will clear the locos in use list).  Then be sure before you turn the layout off to set all speeds to 0.0% and wait over 10 seconds before powering off the HC and layout.


Please let us know your results because we are very interested in happy customers.

Thank you for contacting Ring Engineering!


So apparently there is a 12 loco limit in a consist. There are a lot of gotcha's that should be included in the manual, and this is one of them. I will send a positive report back to Tim, and also a suggestion for a manual update. BTW, I did what was suggested and it works like a charm.  :) I have also been running the 3 unit consist together pulling 30 cars plus 2 dummy engines and a caboose around my test loop whenever I'm down in the basement where I can keep and eye on it. It does seem to be smoothing out and they are playing together much better now.

Joe


Good Luck
Title: Re: Adding an engine
Post by: William Brillinger on July 08, 2016, 10:30:59 AM
Quote
So apparently there is a 12 loco limit in a consist

I need to find the reference to it, but recently I read that there is a limit of 8 locomotives in a real world MU setup.
So I guess 12 is actually generous :)
Title: Re: Adding an engine
Post by: G8B4Life on July 08, 2016, 11:50:28 AM
It will be interesting if you can find that reference Bill, The only thing I ever found on the maximum number of MU'd loco's was all hearsay that it was individual railroads that implemented different numbers of maximum MU'd loco's and speculation on the reason for the maximum number. The only thing I've ever read in any official capacity was a standard that stated the minimum number of MU'd loco's that the cabling must support.

- Tim
Title: Re: Adding an engine
Post by: Alan on July 08, 2016, 12:12:06 PM
I would think eventually coupler strength becomes the limiting factor. Imagine what the drawbar force must be like on the last loco's rear coupler in an 8 unit lashup.
Title: Re: Adding an engine
Post by: William Brillinger on July 08, 2016, 01:00:06 PM
I believe I have confused another conversation. I take back my statement about the max number of locomotives that can be mu'd in the real world. I believe it was a "limit" imposed by policy on the railroad in question.
Title: Re: Adding an engine
Post by: Dean on July 09, 2016, 06:51:18 PM
The consisting of RailPro is unbelievable.  I put three engines at the front of the train and two more towards the end of the train, all powered. There is no lurching, stalling, or dragging. Every engine runs extremely smooth. Beats anything DCC.
Title: Re: Adding an engine
Post by: Alan on July 09, 2016, 07:31:48 PM
Welcome to the dark side.
Title: Re: Adding an engine
Post by: Dean on July 11, 2016, 10:37:18 PM
It seems like you must individually remove each engine in a consist in the HC-1 to stay below the 12 engine engine limit. When switching from one consist to another, you can get the warning that you have reached the 12 engine limit.
You don't have to break the consist up. But you must do the zero speed / ten second wait for each engine in the consist.
Hopefully this will be addressed in a future update.
Title: Re: Adding an engine
Post by: William Brillinger on July 11, 2016, 10:46:39 PM
Does "Set all speeds to zero" also set the speed of locos under the control of another throttle to zero too?
If not, it may be a handy shortcut.
Title: Re: Adding an engine
Post by: G8B4Life on July 12, 2016, 07:07:19 AM
Quote
Does "Set all speeds to zero" also set the speed of locos under the control of another throttle to zero too?

No, "Set all speeds to zero" will inform other HC's that you pressed the button, but it's up to the persons running the other HC's to stop their trains themselves. The other HC's must also be detected and stored in your HC for this to work.

I can see the reason for that logic (your the one that's lost track of what your doing with running too many trains at once so why stop everyone else) but it also works as a disadvantage too (like a cornfield meet with someone else whose not paying attention); the Stop- Power off feature might get used for that last one but if you power the layout with something else other than a PWR-75 or PWR-56 then that won't work.

- Tim
Title: Re: Adding an engine
Post by: Dean on July 12, 2016, 09:21:19 AM
Does "Set all speeds to zero" also set the speed of locos under the control of another throttle to zero too?
If not, it may be a handy shortcut.

I'll give that a try. Thanks.
Title: Re: Adding an engine
Post by: Dean on July 20, 2016, 11:08:04 PM
Maybe I'm missing something but I still cannot run more than two consist without problems. Not all at once, but one after another. I tried calling up every engine in a consist individually, making sure the throttle was at 00, then waiting and then going to the next engine. No help. That method doesn't make any sense. I would think all the engines in a consist would get the same speed signal, at the same time, otherwise you would have a very poor running consist. If one engine gets a speed signal of 00, then they all would.
I tried the semi E -Stop button that sends 00 to all engines and that didn't help either.
I parked one consist on a yard lead and remove power from that track. Now there were only nine engines with RailPro decoders in them that had power. I cycled power to the HC-2 and tried running one of the remaining consist. No help. I then used the reset button to get the remaining consist running.
I might be missing something in the procedure to release the engines, but when there are only 9 RailPro decoders on the layout, and i still get the too many engines warning, then I'm really confused.
Thoughts?

Thanks. 
Title: Re: Adding an engine
Post by: nodcc4me on July 21, 2016, 07:12:30 AM
I'm thinking that the engines you parked were still in the controller. Did you wait 10 seconds before shutting down the track power in that section?
Title: Re: Adding an engine
Post by: William Brillinger on July 21, 2016, 07:21:08 AM
Is the software on the HC and the LM's all up to date?
Title: Re: Adding an engine
Post by: Josephbw on July 21, 2016, 12:19:11 PM
In addition to setting the throttle to 0, you also need to turn off the engine and douse the lights and anything else that is activated, then wait the 10 seconds before resumption of another consist.

Joe
Title: Re: Adding an engine
Post by: Dean on July 21, 2016, 12:26:35 PM
I'm thinking that the engines you parked were still in the controller. Did you wait 10 seconds before shutting down the track power in that section?
I tried counting 1-chimpanzee, 2- chimpanzee, etc. but maybe it was still too fast.
Title: Re: Adding an engine
Post by: Dean on July 21, 2016, 12:29:10 PM
Is the software on the HC and the LM's all up to date?
I just downloaded the latest software for the HC-2 and the LM-2s. I'll upgrade as soon as I can.
Title: Re: Adding an engine
Post by: Dean on July 21, 2016, 12:32:11 PM
In addition to setting the throttle to 0, you also need to turn off the engine and douse the lights and anything else that is activated, then wait the 10 seconds before resumption of another consist.

Joe
I would have thought that removing power to the track would accomplish all that. How do you turn off the engine?
Title: Re: Adding an engine
Post by: nodcc4me on July 21, 2016, 01:01:39 PM
Set the speed to zero, turn off sounds and lights. Don't shut down the power for about 10 seconds.
Title: Re: Adding an engine
Post by: William Brillinger on July 21, 2016, 01:56:08 PM
Quote
How do you turn off the engine?

I think the intention here was to "turn off the prime mover sound".
Title: Re: Adding an engine
Post by: Josephbw on July 22, 2016, 10:05:44 AM
Quote
How do you turn off the engine?

I think the intention here was to "turn off the prime mover sound".

That's what I meant, I guess I could have phrased it better. Basically just turn off everything that you had activated from your HC, then wait the 10 seconds.

Joe
Title: Re: Adding an engine
Post by: Dean on August 01, 2016, 10:10:59 PM
I finally got the HC-2 and all the LM-2 parts upgraded to the latest software. Now everything is working as expected. I stop the consist, shut off all the lights, wait ten seconds and then move to the main page. I can then select another consist without issue.

I also changed from counting Chimpanzees to Mississippi's.   :D
Title: Re: Adding an engine
Post by: William Brillinger on August 01, 2016, 10:22:26 PM
YAY!!