Modelers, I need help. I realized my last plan was all big swirly curves, just to get a folded dogbone into this tiny, wacky space. There was no room for switching. I’m just learning about switching operations – had no clue about runarounds, drill tracks, team tracks, etc. I studied Turtle Creek and the Virginian as some of you suggested (thanks) and after watching some operations videos, I’ve scrapped the first plan and started over. I’ve tried to do less here, and it’s mostly working, but I’m stuck.
First, here’s what’s going okay:
- I replaced my too-clever dogbone mainline with a simple boring oval (in red here); I gotta have continuous run, if only to be able to have the longer freights come in from “somewhere else” to drop a cut of cars, or to back a passenger train into the station in the yard. Mainline radius on the north curve is 24", about 26" on the south curve. I know that passenger cars won’t look great but hopefully they won’t derail.
2) An extension to the loop (green here) runs west out of the yard under the town, reconnecting to the mainline north of the town. Radius here is 18" so only freights can duck out this way.
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A siding is in blue at the top of the mainline. This is where non-local trains will drop a cut of cars.
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The yard (also in blue) is not a must have, but the shape of that lower edge just screams to be filled with parallel stub tracks, so I get a small yard without even trying.
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The branch (in orange) took a long time to figure out. I wanted to get up out of the oval into the “town” extension at lower left, but I didn’t want it to look like a ramp, so I finally decided to go outside, which works well topographically and also because I can come out of the yard and onto the Priest River branch without fouling the main.