As a general rule, what are the hostlers duties, what are they responsible for?
Would part of their job include bringing a coal hopper into position for unloading at the coaling tower? Or would that fall to the yard switchers? Who would handle spotting cars on a yards rip track and/or a nearby mow track?
I think it’s obvious that the yard master assigns motive power to a train, but don’t know for sure.
In my case, I usually have two trains pulling out at about the same time during an ops session, one going east, the other west. One has 8 setouts and pickups, the other 7. All trailing point turnouts. The layout has about 85 feet of mainline, dcc… HO scale. Operating this is pretty simple the way I’m doing it now with car cards/waybills. It takes operators about 45 minutes to do the job. At present all “picked up” cars are returned to the yard. I’m looking for ways to add a little more variety and a wee bit more challenge and need some suggestions.
I have 3 passing sidings, 2 of them long enough to hold an entire train and the other only about a third that long. Industries along the way for the east bound are:
1- Coal Mine
2- Freight station (located on a spur)
3- Machine shop (usually gets box or flat cars of tools, machinery)
4-Brick Distributor
5- Barrell Factory
6-Freight Trucking firm
7-Lumber Yard
8- and one I haven’t decided on yet, still named Mystery Industrial
The west bound goes to:
1- siding for team track unloading (stays approx. 1 minute and moves on, doesn’t drop off car)
2- Southern Aggregate (dealer in stone, some coal etc.)
3- Daniel D Oil distributor
4- Plumbing Supply business
5-Ice house
6-Seed/grain wholesaler
7- A&P Food Dist.
No industry is on the mainline, even the team track is on a passing siding.
If you have suggestions for spicin