(I don't know how to straighten out the upload.)
The top photo is from a Kalmbach book, which I really liked. I started that version a long time ago, but needed to put it all away for a while.
The second (feel free to admire the artwork – I don’t own a camera) is what it morphed into so it would accommodate the desired industries and a tunnel (“requested” by SWMBO).
Givens and druthers:
- I am not modeling. I am playing (am I alone here?) and having fun. While I admire the skills and dedication of the so-called rivet counters, this layout will never meet those standards.
- I have no particular road in mind and actually prefer demos (have two, looking for another and one lease) engines. Period is debatable – anything from 50s to today. It is not important to me. (Please forgive me.)
- HO
- Diesel only – steam doesn’t attract me.
- 4x10 plywood. If another layout is ever decided upon, it will be against a wall, probably dog bone or similar. This works for now, especially as right now I have no idea what I would change it to. The best part of all this is that most items can be reused, so, there are some costs that don’t need to be incurred again.
- Lone wolf (single MRC power pack for running plus a cheap one for AC power)
- DC with one block, which doesn’t get any easier. (DCC is really cool, but for running a single engine, not worth the additional cost.)
- I realize now that the tunnel is at the wrong end, but it is not going to move. But feel free to point it out again. ;-) Quite a learning curve when one knows nothing at the start.
- My main goal was an Inglenook puzzle (the yard) and a “victory lap”. I added the industries to provide switching activity.
- As it stands, the tunnel is part of the run-around (the yard lead being the other half). The opposite end is 10 -20 miles of track selectively compressed to about two feet, so one does not simply use the oval as the run around.
- 18 radius; sectional track; Atlas custom and snap switches w/ under table switch machines.
- Hands-free is the goal with Kadee couplers and delayed uncoupling working its magic. Occasionally, a whole half hour will go by with nothing hanging up on a switch, no derailments and no couplers being uncooperative.
Operation at present:
5 industry spots two cars each:
Meat packing plant
Stock pen
Icehouse
Tannery (the box was marked pickle factory, but what does the manufacturer know)
Team track (at least what I am calling a team track)
Yard holds 8 cars
Interchange holds 6 cars
I laid out a matrix to plan out the switching (four cycles using Micromark’s card system) and 24 cars (2 x 5 plus 8 plus 6) works. Some simply cycle from interchange to yard. (This will require further planning. As I said, I am learning.)
One cycle is desired to be 5 runs of 5 cars. Yes, that totals 25 and the current spots total 24. I may make another spot on the packing plant spur, away from the dock.
Turntable will currently hold 9 engines (8 owned at present).
Four cycles of road engines will be:
East
East w/ caboose
West
West w/ caboose
(After running a few cycles in one direction, reversing it gives a nice variation)
Switch engines will rotate also.
Suggestions welcome with respect to:
-additional operational possibilities
-what to put in the middle. I am thinking Polly Tischen’s Manure and Fertilizer Supply with ready materials from the stock pens. How does one model a compost pile?
-Anything else that would add to the fun.
Thanks for reading and for any suggestions, polite or otherwise. I will compile a list of what I have learned by trial and error for another post.
The top photo is from a Kalmbach book, which I really liked. I started that version a long time ago, but needed to put it all away for a while.
The second (feel free to admire the artwork – I don’t own a camera) is what it morphed into so it would accommodate the desired industries and a tunnel (“requested” by SWMBO).
Givens and druthers:
- I am not modeling. I am playing (am I alone here?) and having fun. While I admire the skills and dedication of the so-called rivet counters, this layout will never meet those standards.
- I have no particular road in mind and actually prefer demos (have two, looking for another and one lease) engines. Period is debatable – anything from 50s to today. It is not important to me. (Please forgive me.)
- HO
- Diesel only – steam doesn’t attract me.
- 4x10 plywood. If another layout is ever decided upon, it will be against a wall, probably dog bone or similar. This works for now, especially as right now I have no idea what I would change it to. The best part of all this is that most items can be reused, so, there are some costs that don’t need to be incurred again.
- Lone wolf (single MRC power pack for running plus a cheap one for AC power)
- DC with one block, which doesn’t get any easier. (DCC is really cool, but for running a single engine, not worth the additional cost.)
- I realize now that the tunnel is at the wrong end, but it is not going to move. But feel free to point it out again. ;-) Quite a learning curve when one knows nothing at the start.
- My main goal was an Inglenook puzzle (the yard) and a “victory lap”. I added the industries to provide switching activity.
- As it stands, the tunnel is part of the run-around (the yard lead being the other half). The opposite end is 10 -20 miles of track selectively compressed to about two feet, so one does not simply use the oval as the run around.
- 18 radius; sectional track; Atlas custom and snap switches w/ under table switch machines.
- Hands-free is the goal with Kadee couplers and delayed uncoupling working its magic. Occasionally, a whole half hour will go by with nothing hanging up on a switch, no derailments and no couplers being uncooperative.
Operation at present:
5 industry spots two cars each:
Meat packing plant
Stock pen
Icehouse
Tannery (the box was marked pickle factory, but what does the manufacturer know)
Team track (at least what I am calling a team track)
Yard holds 8 cars
Interchange holds 6 cars
I laid out a matrix to plan out the switching (four cycles using Micromark’s card system) and 24 cars (2 x 5 plus 8 plus 6) works. Some simply cycle from interchange to yard. (This will require further planning. As I said, I am learning.)
One cycle is desired to be 5 runs of 5 cars. Yes, that totals 25 and the current spots total 24. I may make another spot on the packing plant spur, away from the dock.
Turntable will currently hold 9 engines (8 owned at present).
Four cycles of road engines will be:
East
East w/ caboose
West
West w/ caboose
(After running a few cycles in one direction, reversing it gives a nice variation)
Switch engines will rotate also.
Suggestions welcome with respect to:
-additional operational possibilities
-what to put in the middle. I am thinking Polly Tischen’s Manure and Fertilizer Supply with ready materials from the stock pens. How does one model a compost pile?
-Anything else that would add to the fun.
Thanks for reading and for any suggestions, polite or otherwise. I will compile a list of what I have learned by trial and error for another post.
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