Recently made a design for a Turnaround section

Going in the corner of my layout, when It get’s built. The idea was to allow thrains to double back on a diffenent track. and turn around larger than average steamers, circus trains, etc., and also let them follow around normally. Using the RTS 7 prgram which I know is kinda lousy, I have this. And I will get joints to line up in RL.

I’m planning on putting switches, so a train can jump over to the next track, and pass it’s caboose if the length allows. But I’d like to get poiunters, good news, and bad news before I go and do this. Also, do they make a wide enough Y switch?

The colored patterns are routes for 2 trains to follow for turning around. (obviously not at the same time.

These are reverse loops, so you will need to wire the big circle appropriately.

On the left side, you do have a couple of S-curves. These are sometimes frowned upon, as they can lead to problems with longer cars and longer trains.

One, you may have some access problems depending on where the aisles are.

Two, it might be wise to check to see if the loops are long enough to hold the longest train you desire to run.

Have fun

To minimize the risk in an “S” curve, put a straight section that is longer than your longest car between the two curved sections.

FW:

This should solve the operation problem you mentioned. Keeping in mind the suggestions above to avoid reverse curves and allow for access, and also the problem of making this operationally necessary trackwork look somewhat realistic, I worked up my own version in RTS 5.0:

Curves are 18" except for the outer track, which is 22". Switches are #4, the wyes are standard Custom-Line #3, the crossovers are #6. These appear to be the curves and switch numbers you are using, except for the #6 crossovers - but there was room for the four #6 switches needed, and with no extra cost in money or space, I figured that they were fine, and minimize any S-curve troubles in the crossovers. I realize these curves are sharp, but if you are using small equipment this won’t be a problem. I also had short equipment in mind when adding the straight sections to eliminate S-curves - for longer equipment, per NMRA recommendations, increase the radii, switch numbers, and straight sections as needed.

Now for my scenic suggestions - I have varied

[quote user=“Autobus Prime”]

FW:

This should solve the operation problem you mentioned. Keeping in mind the suggestions above to avoid reverse curves and allow for access, and also the problem of making this operationally necessary trackwork look somewhat realistic, I worked up my own version in RTS 5.0:

Curves are 18" except for the outer track, which is 22". Switches are #4, the wyes are standard Custom-Line #3, the crossovers are #6. These appear to be the curves and switch numbers you are using, except for the #6 crossovers - but there was room for the four #6 switches needed, and with no extra cost in money or space, I figured that they were fine, and minimize any S-curve troubles in the crossovers. I realize these curves are sharp, but if you are using small equipment this won’t be a problem. I also had short equipment in mind when adding the straight sections to eliminate S-curves - for longer equipment, per NMRA recommendations, increase the radii, switch numbers, and straight sections as needed.

Now f

Fw:

Yes indeed. Actually, what started me on them was that the Street Speed Team cars are almost HO scale.

I’ll try to send you the .ral file.

Yeah, those Minicons can do any number of things and are working into my layout too.