Still trying to understand DCC Autoreversing

SleeperN06 Mar 13, 2010

  1. virgule

    virgule TrainBoard Member

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    Problems will only occur if both ends of the reversing section get crossed at once.

    In theory, the reversing section need to be at least as long as the total length of the powered units going through. Be it an engine lash-up or a lighted passenger train that draw power from the track.

    In practice, you are best to setup the reversing section to be at least as long as the longest possible train you can have, regardless of engine lash-ups or lighted cars. This is the most failsafe method but it might not be possible to have that much space available where you need it. See picture 1 for a visual of a likely problematic situation. Both ends of the reversing section are marked by a blue push pin. Just replace the red and brown car with an engine or lighted car and I am in trouble. That’s why you’d want the section longer than your longest train.

    Metal wheels can and will trigger the AR units. See picture 2 for a visual. You see the wheel is bridging the rails over the insulated joiner. It is only a problem if the train is longer than the reversing section. Each time a metal wheel cross the gap, the AR unit will detect a short and will do it’s thing (that’s how it can “know” the length of a train, for one). Meanwhile, another set of wheel is crossing the other gap, making the AR unit play ping pong and act all drunk on you :tb-tongue:. Plastic wheels are never a problem to AR units.

    I found a clever workaround for the metal wheel issue. Just paint the top of the rails above the gap with scenic cement (or equivalent) as shown on pictures 3 and 4. It dries completely clear and metal wheels are never an issue again.
     

    Attached Files:

  2. SleeperN06

    SleeperN06 TrainBoard Member

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    That’s Great info, thanks

    I’m still struggling with what I’m going to do yet and I’m also still waiting for my power supply. I was hoping to test things out while putting it together to see how it actually works, but without power, it doesn’t look like it’s going to happen to soon.

    I now have in my possession a PowerCab, two PSX-ARs and one PM42, one DS64 and one PS14 Power Supply. Oh and I also have 6 DCC equipped Locos ready to go and I can’t do a thing with them.
    [​IMG]
    I need to start hooking all this stuff up while I’m waiting, but I keep running into design flaws.

    I originally was planning on plugging the PS14 to the DS64 and then jumping over from AX1(-) and AX2(+) terminals to Pins 3&C on PM42, but according the manual, I’m not allowed to do that. I don’t understand why, but that means I need another PS14 unless I don’t use the PM42 at all.

    Anyway I still got a lot of figuring to do.
     

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