Five cars and a caboose whatyathink?

National Mallets Sep 11, 2010

  1. National Mallets

    National Mallets TrainBoard Member

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    This is the typical "what do you think of my trackplan?" thread. In this case, the 'plan is meant to function as a loopy locomotive break-in track, while offering some operation in a tiny space and optionally expansion. I really want to know what y'all think, particularly with regard to scenery. The concept is a branch line in Tennessee or Ohio in N scale. The track schematic (other than the roundy) is the end of the branch. I used Empire Express software for Mac to draw this, and I'm about 92% confident of the geometry. This is designed with Atlas code 55 track components off the shelf. All curves have easements and operation/uncoupling is to be done manually. The right side would be against a wall, with the other sides accessible.

    The switches are all #5 except for the somewhat optional one in the upper right. That would be a #7 or #10 if I really built this plan and wanted to expand it into a wye or loop to serve my micro.

    The track plan as shown is 28" by 48" and uses sectional 10" and 11.25" curves on the left, and 10" sectional curves on the right, all with easements.

    So I really want to know about scenery, because there are some true artists here. Also, it's good to have work checked, and I maybe have flaws in the centerlines. Please have at it! THANK Y'ALL. Ric
     

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    Last edited by a moderator: Sep 11, 2010
  2. ppuinn

    ppuinn Staff Member

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    Nice Plan!

    It looks like the middle ridge will provide a scenic view block to prevent casual observation of the loco and cars on the far side of the layout when standing in the aisle at the top or bottom of the plan.

    FWIW: When I use trees, hills, or buildings to hide locos, cars, or tracks at the back of a shelf or on the far side of a peninsula, I play with the height of the benchwork and view block until casual observers or operators standing comfortably erect by the layout are only able to see trees, smokestacks, or a little bit of building roof tops beyond the view block; but, if they want to, they can lean in a little and see their locos, cars, or turnout alignments on the far side layout. With this track plan, carefully setting the height of the view block will save a lot of walking back and forth, especially when the far turnout of the run-around can be remotely operated as you operate the near side of the layout.

    How do you plan to operate your branch line?
    Option 1: One Town with 3 industries.
    Some people like to have a long run with minimal switching (a high running-to-switching ratio).
    You have all 3 of your industry turnouts (Mine, House, Team) set as trailing points when running counter-clockwise. This track plan is a very efficient arrangement for serving 3 industries at the end of a branch line: operators could run straight from staging to the end of the branch line, perform a single run-around and quickly switch 5 cars out and 5 cars in, then return straight to staging. Operators who like long runs can increase the length of the run by making multiple laps around the loop before and after switching out the town.

    Option 2. Three Towns with 1 industry each:
    Some people like to add a little bit more switching activity (a more balanced running-to-switching ratio).
    If you would like to increase the number of switching moves on this branch line track plan, consider thinking of the 3 industry sidings as being located in separate towns along the branch line instead of all in one town at the opposite end of the line from staging. The towns could be identified as Team, Mine, and House. And the run-around track could be arbitrarily assigned to whichever siding you want to locate "geographically" farthest from the staging track. Operators would have to make at least one lap on the main track between serving any 2 industries. With this scenario, the train runs 3 laps from staging out to the run-around (simulating passing by all 3 industrial sidings), then one lap between switching each industry on the way back to staging, so it will take the operators about twice as long to finish this job as Option 1.

    Option 3. Three towns with 1 industry each Plus an Interchange at the end of the branch line (low running-to-switching ratio):
    If you are interested in adding more operating options with only minor alterations to the track plan and by only adding 1 additional turnout, you may want to consider shifting the right-hand team siding turnout from the main loop to the straight portion of the run-around track where the TownStation label currently is, and place a left- hand turnout on the main loop where the right-hand turnout was. This left-hand turnout would be for an interchange track that disappears around a curve into the trees toward Mine and could hold 4 or 5 cars (but no caboose). The left-hand House siding turnout could be reversed to a right-hand turnout (or just flipped if you want to eliminate the S-curve into the siding and don't mind taking the main through the curved part of the turnout) so the siding extends to the left instead of to the right. These turnout changes will give you 2 trailing point turnouts and 2 facing point turnouts when running either direction around the loop.

    This new track configuration could also be operated as if the industries are spread out all along the branch line in 3 towns instead of all industries in one Town at the end of the line. Operators would start in staging and make at least one lap between serving each industry, and at each industry they would pull all cars bound for the interchange and set out cars from staging. At the interchange, they'd exchange outgoing cars for incoming from the interchange track, and then head back to staging setting out cars from the interchange track at each of the 3 industries and picking up cars headed for staging. When traveling clockwise, it would be necessary to make a run-around to serve the Mine and Team sidings and when returning counter-clockwise to staging, it would be necessary to use the run-around to serve the House siding.

    Option 3 has a very running-to-switching ratio, so, to complete all of the switching movements for a single trip out and back to staging, Option 3 could take up to 3 times as long to complete as Option 2. And, instead of only having 10 cars to move, there could be up to 15.

    You indicated you want to run laps but also be able to do some switching. Making the minor changes in the track plan for Option 3 will not alter the running-to-switching ratio that you would have when following your original concept of 1 town with 3 industrial sidings at the end of a branch line, but the changes can significantly increase the amount of switching activity you can generate during an operating session, if you'd ever like to shift your running-to-switching ratio toward more switching.
     
  3. theskunk

    theskunk TrainBoard Member

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    Frankly, I love the design -- I think you're shooting for 2 towns, but could easily add a third on a small shelf to switch with. I'm actually tempted to put this together (with some wider curves) with unitrack that I have laying around my house.

    Thanks for sharing! And please do update us with the progress, I'd love to see this put together.
     
  4. shortliner

    shortliner TrainBoard Member

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    Very similar, but slightly more switching is "Conrails Hallsville , PA". article MR oct 1995 by Nick Palette ( a friend). It was designed for 6 x 4 in HO. Send me your email addy to chacmool at lineone dot net and I'll send you it
     
  5. National Mallets

    National Mallets TrainBoard Member

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    THANKS!!!

    Many thanks Dave, Skunk, and Jack! I like all three of the operating options, and will allow all this to "ferment" between my ears for a bit. The initial concept is for two towns (Really Small and Other), with Really small being the end of branch, and Other maybe a stop for a mixed train both ways but being switched only on the return trip.

    The scenery concept is something I want to get a better handle on.

    Thanks again! Ric
     

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