Bob,
I agree that more cars is a cushion, especially when you’re running 714s![:O]
On the other hand, I’d bet if I run one or two cars between the units I’d get the same results.
That said, there’s one or both of speed matching or track issues that must be at the root of Rich’s unhappy F units. The speed matching is obvious, sort of, (I haven’t read Rich’s other thread, but the speed curve is critical, too, in such things), but track sometimes isn’t.
I recently resolved a problem that had me looking at both multiple pieces of motive power/rolling stock and multiple track locations over a 12’ section of dual gauge track around a curve. I got a bunch of smoother running equipment out of it. Didn’t think it was the track at first, but I fixed several issues at several spots, too. Still getting the same results[:(!][U]
And on the standard gauge, too. No excuses![sigh][|(]
Eventually, I found it when the F units started heading off. It was a piece of track that was a spiral transition, both vertical and horizontal curvature, just as finished the curve and went into a facing point turnout. It was mostly a problem in one direction, too, which ended up being another clue. The combination of my pretty well tuned equipment, the third rail, generally good track and a gentle curve allowed cars to derail there, or at least position themselves to derail, then jump the curve anywhere between right there and the next town, 12 feet and 180 degrees away. Some slight settling or further drying of the subroadbed caused just enough of a shift that the problem only slowly started affecting ops.
All the light stuff was like pinballs, they could land almost anywhere. Those heavy ol’ F units – all powered BTW – landed pretty much right where they went off the track. It still took some minor surveying work to get the exact problem in sight. So maybe adding weight will help more closely identify where the track issues are…
Very myster