Holy cow batman, that looks awesome! I'm referring to the latest pics of the race track. That is killer looking!
...would really appreciate any help!
I guess I'm on my own here then. ~200 more views and zero comments
Have I somehow pissed folk off?...... Even when I try and answer a Q it doesn't seem to elicit any response.
May be time to move on. Guess I'll try the guys on the Yahoo LDsig.
Cheers,
Ian
I wish I had the expertise to even begin to help.
I did try opening the zip file and Windows wouldn't let me, not sure what the problem is. I've had some trouble with getting runarounds to connect too, but eventually I'm able to get them done. I usually have to start at the turnout curves and work toward the center to see what the problem is.
... I had a look at your latest track plan
- main line seems to be Y shaped, with a very short common stem, some weird crossovers and a not functional runaround (since there is no room for an engine on the right end of it).
No indication of how the thing is supposed to work as a whole.
What exactly are you expecting people to do for you?
Smile,
Stein
Then Xtrak "intervened"!..... I *cannot* make the runaround track "implied" in Gold Hill connect! [The double xover, while not connected here is a real Shinohara part on 2" centers and "about" that long btw.]
I've had some trouble with getting runarounds to connect too, but eventually I'm able to get them done. I usually have to start at the turnout curves and work toward the center to see what the problem is.
By putting the middle town on the narrow part up along the top wall, you are forced to do a switchback configuration.
Using a double crossover here also seems pretty weird.
It is also possible that a change of footprint would make your life easier - e.g. just going to a donut-shaped layout with a duckunder or liftout, instead of trying to force track plans into the table shape you have now.
I don't know what parameter you are using, but I was able to do this with the ATL83HO parameter.
....the #6 double crossover in the Walthers code 83 library (wlthho83.xtp). About 20" long, 2" center.
let's do a TT, but that really wants to be on one end of the main, and this space doesn't lend itself thereto - Tried in the middle and that doesn't "work" for me either really. However.....
...I guess that's "wrong" 'cos the the train goes in one way and comes out the other(?) Which got me thinking eek - I originally abandoned trying to put the TT up there due to lack of space for the stuff that generally goes with them. But - How about a "hidden" TT? - The loco gets turned and has to move the caboose (at least) to rebuild the train before then continuing...... This would overcome the "switchback problem" and add some possibly cool switching moves - Would also add a "delay" to the journey......
*Maybe* I can encroach in front of the patio door (non opening side, above the dog door) - This could even bring me back to a suggestion Rico made on page 1!.....
steinjr said:Here is e.g. a rough sketch for a possible city at the top of the line/on the shelf along the upper wall
Personally, I don't believe a TT needs to be any more than just that.....
....
The point is to do whatever you need too.
Mmm - I think the core design issues seems to be that you haven't quite made up your mind about whether you are making an model train layout for operations,
...The Y shaped layout idea creates a pretty messy solution, operational wise.
On this pike, any thru traffic has to turn it's engine (and possibly the entire train) when passing thru "point B"...... Prototypical? - Of course not, but it will delay the thru train and, I'm hoping, add some switching moves if desired. [I'm not trying to argue btw, just questioning why you say "messy?]
Well, "messy" is probably the wrong word. "Pointless" is perhaps a better word.
By placing the midway point on the narrow shelf, and having to leave room for the slot cars, your midway town tends to become a one trick pony - it is where you reverse direction.
You not only reverse directions, but you also use some double crossovers that would have looked at home on a busy double track mainline or in the throat of a busy big city station, but not at a small town midway along a single track line.
At Gold Hill, you also have added a runaround, where the rightmost turnout is located in such a way that it cannot actually be used as a runaround - there is no room to the right of the rightmost turnout for the engine to do a runaround movement.
But the thing is that you already have two other towns where the train will reverse directions - making it reverse directions in the midpoint town too does not really add any more variety to operations. It is just more of the same.
So it comes back to what you really want to model. If the main reason for your change was that you wanted to model a bigger part of Virginia City, including a turntable and engine facilities, maybe you should reconsider whether modeling three towns in a row is the right focus for your layout?
Maybe you should model just Virginia City (and represent the rest of the line with staging), also leaving more room for the slot cars? You can do a lot of interesting switching in Virginia City alone.
If the main reason for Gold Hill is to create more work along the way, so the train doesn't get to it's end point (on the layout) so fast, it would be better to model Gold Hill the way it was, according to the web page you linked to - basically trestle - mainline - short double ended siding with spurs off both ends - spur from siding to the combined freight house and depot:
Creates a need for the engine to run around cars if it is heading towards the right. Cars can also be spotted on the two short spurs off the end of the runaround/double ended siding - from the prototype pics, it looks like the short spur closest to the depot/freight house spur was used for unloading lumber supplies in the olden days.
Or any number of other approaches - the core is figuring out what you want to model - how to fit it into the room then follows.