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Recently made a design for a Turnaround section

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  • Member since
    June 2007
  • From: Indiana
  • 3,549 posts
Posted by Flashwave on Thursday, October 18, 2007 5:09 PM

 Autobus Prime wrote:
 Flashwave wrote:


Autobus, you wouldn't be a fellow Transfan, would you?


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.

-Morgan

  • Member since
    May 2005
  • From: The mystic shores of Lake Eerie
  • 1,329 posts
Posted by Autobus Prime on Wednesday, October 17, 2007 4:38 PM
 Flashwave wrote:


Autobus, you wouldn't be a fellow Transfan, would you?


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.
 Currently president of: a slowly upgrading trainset fleet o'doom.
  • Member since
    June 2007
  • From: Indiana
  • 3,549 posts
Posted by Flashwave on Tuesday, October 16, 2007 2:57 PM
 Autobus Prime wrote:
 Flashwave wrote:

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.



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 one side of the loop to avoid some of the stiff, tinplate look such trackwork can have. A cut is used to camouflage the wye here; you could also use a tunnel, but a densely forested low hill lets the track stay accessible, while hiding the train effectively -- and also gives you a nice place to build some timber cribbing.

The other side has a dummy or usable switch added, to serve as a bogus or genuine simulated interchange track or branch line, which justifies the existence of the wye.

I've also suggested that the loop is a sort of old line (or branch if you imaginatively cut out one leg when using it), which has remained in service to bring carloads of vacationers to the glistening, questionable waters of Lake Toka-Sika-Wassa-Tadumpa, famed for its fantastic feisty fish which are safe to eat in reasonable quantities of two or three a year. Lovely cabins provide a relaxing vista of graceful trees and smoke-belching, cinder-raining trains. Track on the loop should be top-quality, but finished to appear rougher, older, and less maintained than the main line - perhaps even grown with weeds where they won't interfere with couplers or wheels.



I have the RTS 5.0 file available if you want a copy.

Further edit: You will notice that I have inserted short straight sections between the curve and diverging switches, even though no S-curve exists there. These are preferable, when possible, because centrifugal force tends to shift wheels against the outside rail, where they are well-poised to pick at switch points. If it's absolutely necessary to curve track right into a switch, and problems are found, they can be eliminated with a short 'housetop' guardrail against the inside rail, just ahead of the switch points, so the problem isn't as bad as an S-curve -- but it's still something to avoid if possible.

 That works well. I should be able to use the 5.0 on the 7, So yeah. A file would be useful. Since I'm diong a general southwestern, I could always play the Tehachapi Loop. (Joke)

Curves were all 22s though

Accesibility: the center, or in Autobus's the lake, should be able to liftout. And this is going near a bed, so accesibility should be pretty good.

Thank you for your help.

PS: Autobus, you wouldn't be a fellow Transfan, would you?

-Morgan

  • Member since
    May 2005
  • From: The mystic shores of Lake Eerie
  • 1,329 posts
Posted by Autobus Prime on Tuesday, October 16, 2007 11:21 AM
 Flashwave wrote:

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.



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 one side of the loop to avoid some of the stiff, tinplate look such trackwork can have. A cut is used to camouflage the wye here; you could also use a tunnel, but a densely forested low hill lets the track stay accessible, while hiding the train effectively -- and also gives you a nice place to build some timber cribbing.

The other side has a dummy or usable switch added, to serve as a bogus or genuine simulated interchange track or branch line, which justifies the existence of the wye.

I've also suggested that the loop is a sort of old line (or branch if you imaginatively cut out one leg when using it), which has remained in service to bring carloads of vacationers to the glistening, questionable waters of Lake Toka-Sika-Wassa-Tadumpa, famed for its fantastic feisty fish which are safe to eat in reasonable quantities of two or three a year. Lovely cabins provide a relaxing vista of graceful trees and smoke-belching, cinder-raining trains. Track on the loop should be top-quality, but finished to appear rougher, older, and less maintained than the main line - perhaps even grown with weeds where they won't interfere with couplers or wheels.



I have the RTS 5.0 file available if you want a copy.

Further edit: You will notice that I have inserted short straight sections between the curve and diverging switches, even though no S-curve exists there. These are preferable, when possible, because centrifugal force tends to shift wheels against the outside rail, where they are well-poised to pick at switch points. If it's absolutely necessary to curve track right into a switch, and problems are found, they can be eliminated with a short 'housetop' guardrail against the inside rail, just ahead of the switch points, so the problem isn't as bad as an S-curve -- but it's still something to avoid if possible.
 Currently president of: a slowly upgrading trainset fleet o'doom.
  • Member since
    September 2007
  • From: Charlotte, NC
  • 6,099 posts
Posted by Phoebe Vet on Tuesday, October 16, 2007 9:12 AM
To minimize the risk in an "S" curve, put a straight section that is longer than your longest car between the two curved sections.

Dave

Lackawanna Route of the Phoebe Snow

  • Member since
    February 2005
  • 627 posts
Posted by exPalaceDog on Tuesday, October 16, 2007 9:03 AM

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

 

  • Member since
    December 2004
  • From: Bedford, MA, USA
  • 21,481 posts
Posted by MisterBeasley on Tuesday, October 16, 2007 7:05 AM

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.

It takes an iron man to play with a toy iron horse. 

  • Member since
    June 2007
  • From: Indiana
  • 3,549 posts
Recently made a design for a Turnaround section
Posted by Flashwave on Monday, October 15, 2007 7:57 PM

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.

-Morgan

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