Dilemma HO layout plan

PEIR Nov 17, 2014

  1. MarkInLA

    MarkInLA TrainBoard Member

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    Yes " there are more interesting and more realistic ways to add operating challenge than through artificial tricked out puzzles ". Sure, a 4% grade, a main line as default yard drill-track, turning a loco that is 2' longer than turntable bridge, double heading non-consisted steam (2 seperate engineers/2 throttles as real steam Ops had to be done ). Hmmm, what else ? Oh, if DCC , a head on collision ! A switchback in a yard is not an "artificial tricked out puzzle.". It's an actual 1:1 puzzle; not abundant, but never the less exists in railroading throughout the world ...Tracks are not installed first, then industries built next to them. Buildings (except for modern day industrial parks) are/were built, many times, years before a rail line was ever in the vicinity using truckers or dreys, horse and wagon, servicing them, to/ from distant rail line. Now we have companies, usually near rivers (no DWP yet), scattered with dirt roads all around. RR approaches owners/executives and offers to add a line in to them. Same for others. 5 out of 7 buy in. town grows. Problems crop up as to reaching each; a switch here, a diamond here, a wye switch there, sharpest curve there, 2 parallel .25 mile spurs there, etc., and at different times due to new or defunct buildings. 6th Company 3 yrs later changes its mind. All of this at times dictating the only possible track configuration, a switchback ... Hope you locate the special Model Railroader issue that " which I guess you didn't take time to read ", either.
     
    Last edited by a moderator: Nov 23, 2014
  2. PEIR

    PEIR TrainBoard Member

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    I had some modifications done to my plan. There is only one customer who "may" have to have a car pulled to switch out another customer. I know some of you don't like switchbacks but I left one to see how it goes. If it proves to be a pain in the butt I will close the flour distributor and leave the track open for the frozen food distributor.

    I do appreciate the insight and comments so please keep them coming.
     

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  3. MarkInLA

    MarkInLA TrainBoard Member

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    Good call Peir...The hassle for the 1:1 can be a fun strategy for the modeler. Yup, don't like it, take it out...The switchbacks are so close to the main yard that you can use it to put cars in order and do a runaround to put engine so it's not trapped in the spurs. Some cars will need to be drawn from the spur first and brought to the yard to be picked up by the through train on the main. I noticed you now have a through main to edges. Correct. You can use a cassette or other means to add or remove cars/engines from scene here...I know you are probably tired of making changes to the track plan. But, it would be perfect if you removed the 2 switches at the bottom left curve start, above 'SD30A and SD30B. They are not needed and are fouling what would be a clean main through to west edge. By doing this you still retain connection to the yard and main looks more like a main, unfouled by an extra 2 redundant switches. You can add a stub end spur running east by using the RH switch of the two by installing it between SD36 and SD27. You'd of course have to mess with the curvature where they were removed from to have clearance above the main. You can tweek main a bit south to help this. But this is up to you. You don't have to. Time to get the show on the 'road' ....
     
    Last edited by a moderator: Nov 23, 2014
  4. PEIR

    PEIR TrainBoard Member

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    Thanks again for the suggestions Mark. I actually started laying track yesterday following the last revision and finished this afternoon. I still need to wire it and build a few mock up buildings to give it a torture test for me and the layout. If it doesn't pan out the track gang will be back in to rework it.
     
  5. friscobob

    friscobob Staff Member TrainBoard Supporter

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    Personally, I'm not crazy about switchbacks, either, but I know of two such example here in Muskogee, OK. BNSF uses it to switch out Stone Container, using part of an old Frisco connector between it's former O&CC and the adjacent MKT main. Also, UP switches out DalTile south of town off the former Midland Valley main by running south to the switch, then shoving cars in for setout. The picked-up cars (two-bay covered hoppers) are then pulled out to the main, then shoved back up to Shopton Yard, the former MV yard, where the engine can run around the cut & take it back to the main yard (former Katy) north of downtown.

    So you see, there are exceptions to the dictum of "no switchbacks", but naturally the railroad may have to resort to this maneuver due to track arrangements, line abandonments, etc. Naturally, I wouldn't go ape-crazy with switchbacks. The line running back to the propane dealer looks just fine, but time and switching will indeed tell if there are interference issues.

    You mentioned Alcos- would they be switchers or the RS-series (RS2 and up)?
     
  6. cuyama

    cuyama TrainBoard Member

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    mistaken post
     
    Last edited by a moderator: Nov 27, 2014
  7. MarkInLA

    MarkInLA TrainBoard Member

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    I know PEIR is the OP of this thread. But I just came upon it again today, some 4-ish years later, and wish to give a belated thank you to those who gave sidebar attention toward me, within the thread..Mark
     
  8. txronharris

    txronharris TrainBoard Member

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    I think if the railroad fits your space and operationally is what you want, then you're on the right track, so to speak.

    I understand the comments about switchbacks, but they're not overly used and in this case, they help to make you layout work.

    Here are my suggestions: Make sure you have a mainline that simulates the connection to the outside world that was mentioned earlier. Also, from my experience and suggestions from others, having the same amount of industries from both ends of the layout might be something to consider so you have balanced traffic movements. Maybe also consider a removable staging cassette so traffic can travel on and off the layout.

    I personally don't like the idea of multiple industries on the same track (like where your co-op is) because you may have to move a car to get to the other one, but that could be a switching move and depending on what you're after for operations that might be a good thing.

    Hope some of that helped. I'm no expert at all about all of this, but maybe there's something there you can use.
     

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