Going to be making the switch from ancient Bachmann EZ Track to shiny new Kato Unitrack. Ditching the #4 turnouts for #6s too! I've been playing with Anyrail trying to figure out what I want to do (or do first). I'm one of those weirdos who gets a lot of enjoyment out of shuffling cars on an Inglenook Sidings layout. Maximum train length will be 4 cars going off-layout and into the real world if I stick with the Inglenook style, or switching out a possible six cars if I go for option 3. Of course if you've got another idea or suggestions to improve any of the three shown, let me know!
Do you have a diagram or drawing of your layout? I'd like to incorporate a team track/transload spur coming off the runaround track headed to the left, but I can't for the life of me find the right combination of straights and curves to complete the connections. The pain of sectional track I guess.
I like the start you have. What about moving the mainline up a bit, making the elevator thinner (more like a flat), and moving your other siding down to the front of the layout? Just trying to think of other ways to skin a pig. Sent from my iPhone using Tapatalk
I picked Other because I would try to combine #1 and #3. If I could not combine the two of them then it would be #3 I have many Inglenook's on my layout. Gary
Three. But I do wish to point out a pet peeve. That is having track paralleling the benchwork front, with buildings behind/beyond.
Can I add that maybe angling the mainline from back to front would give you more visual appeal and interest? Boxcab makes a good point above. Sent from my iPhone using Tapatalk
I wouldn't worry so much about the main paralleling the benchwork. Mine does that, I model a short line that is almost perfectly straight for 36 miles. In a lot of places the roads we drive parallel the tracks, so that is a visually normal perspective. Often industries parallel the road and the tracks. It's the most cost effective way to build.
Inspired by the Bucyrus Railcar Repair shop in the latest issue of Trains, I tried playing around with a few variations. The largest is my attempt to get close to the original within reason. The second shrinks and simplifies a bit, and the third is one that will fit my current space. I envision an off-scene runaround for locomotives hauling bad order cars, allowing them to push the cars onto the layout from the right edge. They will then be held in the storage yard before being pulled by the shop switcher and pushed where they need to go. After I closed out of Anyrail I did have a brain spasm - add a small sheet metal building where the shop switcher could be held. Could be a rescued Alco HH600 all the way up to an MP15AC. So I patched in a switch and track for that on the fourth. Since this is all #4 turnouts we're talking short switchers and smaller cars to keep it on the rails. Completely different from what I've been thinking about but sometimes the designing is the fun part.
I voted #3, but I might suggest at looking to put some non-parallel angles in going back to the mill/industry from the 'mainline'.
I like #4. It reminds me of the car repair facility I saw in ft worth. Lots of track/storage/buildings where work is done. The shed for the loco is a nice touch. You can also maybe put a small office there and refuel your loco so it makes sense. You have enough room to pull cars out or push them in a couple at a time so operationally, I think it will work. Looks like you've got a good start. Sent from my iPhone using Tapatalk