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Olympic Brainstorming: 6x9 N

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  • Member since
    December 2008
  • From: San Francisco Bay Area
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Posted by mcfunkeymonkey on Friday, April 3, 2009 1:12 PM

Thought I left enough space for Peco #4 (4") in some places & Atlas custom (4"3/4) in others.  I see a couple places where I could use wyes (into engine service yard) or curved turnouts (top left into logging camp).

But I understand the importance of space (especially for turnouts), & working on the xtrakcad plans.  Thanks for the reminders!
--Mark

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Posted by cuyama on Friday, April 3, 2009 12:07 PM

mcfunkeymonkey

I'm hoping the crudeness of the drawing makes it seem more packed than it is (and it is n-scale), but more likely than not I'm trying to pack too much in.

Unfotunately it won't fit as drawn, a common problem for hand-drawn plans without the use of proper templates.. You've not allowed sufficient space for turnouts, especially around curves.

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Posted by BerkshireSteam on Friday, April 3, 2009 10:09 AM

I find alot of the logging layouts had the grades around a 2% high end, maybe a little over. 2% grade would be .5 inch verticle increase over a 25 inch distance. Now here’s a neat trick, I had my Atlas Trainmain GP9 pull three 40 foot and a single 50 foot box car up an elevation that rose about 2 inches in 48 inch length. That’s about a 4.2% grade. It barely made it up, but it had no problems with just teh 40 footers. Then I set it up for a 1́2 inch rise over 48 inches, a 1.04% grade, and it made it to the top with 4 40 foot boxs, a 50 foot box, PS2 covered hopper, and a trio of 10 000 gallon beer can tank cars. It started to slip a little at the top but it made it. I also learned from this NOT to put an grade change directly after the curve. Only half the cars where through the 45 degree 11R curve and the engine stalled. My n scale stuff is for sale for the right price by the by. And just for prosperities sake I will try to inform. Grade change is grade change. It’s not like you have to scale a grade change down to HO or N or whatever. Prototype world a 1% grade is a 1 foot rise over a 100 foot distance. 1% grade is also a 1 inch rise over a 100 inch distance, or rather a 1/4 inch rise every 25 inches. 3/8 inch rise over 25 inches is 1.5%, 1/2 inch rise over 25 inches is 2% grade, and 9/16 inch rise over 25 inches is 2.25% grade. I think the biggest I’ve seen in any scale was like 2.3 or 2.4, and it was on an HO scale logging scenery. But they do make those beautiful Shay’s in N scale, they cost the same as a decent used car.

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Posted by vsmith on Friday, April 3, 2009 9:34 AM

I suggest obtaining a track planning program (some are free) and laying this out where you can use real size track templates. I have reservations as to how this plan would lay out with actual track pieces. Particularly in respects to switches, cross overs, and passing sidings. Not knocking the plan, just think you need to see how it lays out with real pieces. When I planned my 1st layout on paper, then when to lay it out I found what I thought I had drawn fairly accuratly was in reality very off, I have been using Autocadd ever since to plan my last 2 track plans plus several others for friends and enemies. Whats drawn end up 99% dead accurate to what gets layed out in real peices. Its a real time and sanity saver.

   Have fun with your trains

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Posted by mcfunkeymonkey on Friday, April 3, 2009 8:50 AM

I'm hoping the crudeness of the drawing makes it seem more packed than it is (and it is n-scale), but more likely than not I'm trying to pack too much in.

I see a couple of different operations:
--an SP&S frieght starts at the hidden staging at left, comes up the penninsula northeastbound along the back and curves through the tunnel on the right into the yard.  While some frieght is for the port right here, there are metal & food supplies for Sequim / Port Angeles & the logging camp that need sorting and delivery.  Certain Port Townsend goods / services (like beer) get mixed in and off that consist goes westbound, dropping off stuff for the town of Irondale on the way.  The train can do as many circuts on the smaller loop as needed before pulling into Sequim / Port Angeles yard, where cars will be sorted for local delivery there as well as a short job created to deliver supplies to the logging camp.

--loaded logging cars, originating at the camp in the middle of the left section, get pulled into Sequim / Port Angeles and processed (if I put the wood mill there) or pulled into Port Townsend to be processed then shipped, with some wood going down to Olympia & Portland via the SP&S, and a little getting shipped via carfloat over to Seattle / Vancouver.

--ore cars (from hidden staging or from dock) go to Irondale Iron works, get processed, then come back to docks for shipping (the siding at front of dock has the crane on rails for metal loading / unloading) or add to train back down peninsula. An occasional car of processed metal needs to go to the blacksmith's shop up at Sequim / Port Angeles, and to the Logging Camp.

--Passenger service from Port Townsend, through Irondale to Sequim / Port Angeles, through Logging Camp town down through penninsula (tunnel / hidden staging) then back up peninsula (far side of middle section) into Port Townsend.

That's the basic stuff I had in my head.  Workable or too much?

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Posted by GraniteRailroader on Friday, April 3, 2009 1:50 AM

 Now that you've posted a larger plan, it really seems like you've tried to pack way too much into such a space.

You've got a lot of "stuff" crammed in everywhere, and I just can't see how a train would operate from one portion to another. Does every track have a purpose? There's a lot of "extra" that I just don't understand the need for.

 

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Posted by mcfunkeymonkey on Thursday, April 2, 2009 11:54 PM

There's empty space / bedroom to the left, so that 3x5 section is jutting out.  It can't go all the way 6' cause there's a bathroom wall at the "bottom" of the plan.  So actually the widest reach would be to the right, with 30".  I got long monkey arms.

I also redrew the layout with color (see above).

Thanks again for all the ideas!

--Mark

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    March 2007
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Posted by wm3798 on Thursday, April 2, 2009 10:58 PM

 I would rethink the left side in particular.  It'll be impossible to reach across that 6' table to work on anything.

I try to keep my table widths to 36" unless I can reach them from both sides.

Lee

Route of the Alpha Jets  www.wmrywesternlines.net

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Posted by GraniteRailroader on Thursday, April 2, 2009 9:08 PM

 Could you post a larger photo? I'm having a hard time seeing the design.

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Olympic Brainstorming: 6x9 N
Posted by mcfunkeymonkey on Thursday, April 2, 2009 6:56 PM

Hello, all!
After working on a 1x4 module for a while and reading moocho books & forum postings, I'd like to throw out my idea for a 6x9 n-scale layout.
NAME:  Sourdough & Sequim Rail Road
LOCATION:  Olympic Peninsula, 1920s-1960s
(The Layout is handdrawn with pencil, so sorry if there's visibility probs.  I'm still getting the hang of xtrakcad) (updated with color: blue = mainline, green = passing & depots, red = spurs, sidings & yards)

 

GIVENS: 
--Benchwork shape is pretty set: this is a nook in the masterbedroom, so it's limited by full window along wall to left (bedroom opens up to left, though, so left section is an peninsula), walls on top & right, bathroom door behind & wife all around, as well the center is going to have a 1.5'-2' deep, 4' wide removable desk that fits below the benchwork (at 30" or 32") for a laptop, workbench & grading papers. (I'm guessing track "0" at 40'-44", so room for stuff underneath).  I can play with the shape of the left section, but it can't extend more than the 5' it does.
--Thick lines show sections (needs to be semi-portable), will build all framework this summer while wife & kids are in Japan, but will build left-side Sourdough Mt / Logging / Port Angeles section first, so probably won't get to right side Port Townsend section for a year or so.
--Atlas Code 80 flextrack, & still debating between Peco & Atlas Custom turnouts ($$ is main issue).  Currently using Caboose handthrows on 1x4 module, but like the idea of Peco "snap" with finger.  Probably use Peco on mainline & Atlas on yard / spurs.
--DCC (NCE Powercab looks good)
--Long mainline for continuous running (distance, meditiation & kids love it)
--fictional interchange with SP&S under far left depot (accessed by side)
--I'm sure I'm forgetting others

DRUTHERS:
--The left side section is basically the "Drago & East Ridge" or "Nescher & South Valley" from MR Jan. 1961 (I first saw it in HO Primer by Linn Wescott 20 years ago, then again in MR Sept. 1995, & it's worked its way into me head pretty hard).  I've adopted it to N, and instead of halving the HO plans to a cut 2 x 4, I've allowed for a 3 x 5, which should give more wiggle room for turns & elevations.
--Love logging!  The center of the left section is logging operation / camp.  Just realized I don't have a mill on the map.  I could move the Brewery in Sequim/Port Angeles and stick it there, or replace the frieght in top middle of Port Townsend.  Hmmm..
--Really like the Irondale Iron & Steel works:

Check out those cool kilns!  And check out these groovy ore docks:

I'd like to keep that in the upper right between the removable mountain (for access to the main & yardlead) and the lavender fields.  But can move!  I don't think I'll model the docks, but if the carfloat idea doesn't work, then maybe the above will.
--I dig docks! The Port Townsend docks include the Union Wharf, metal, coal & cannery, as well as a car float to seattle / vancouver.  I'll work out the size / track thing of the carfloat later (there's been a lot of forums on that), but 4-6 cars is totally fine with me.
--Need a yard (got arrival & departure plus one on end for ice / runaround) but it doesn't have to be really long.  I'm guessing the longest consist will be about 4-6 cars plus caboose.
--Small passenger service stopping at the 4 depots around the mainline.
--Don't need the turntable, but kinda looking forward to scratchbuilding one, and I though it "worked" connecting the engine service with the yard.
--Since most buildings / industries are from the 1890s - 1930s, I'll be able to run both steam and / or desiel, and the period will shift between early & later 1900 depending on the motive power.

Questions / issues:
--I've read Armstrong's Realistic Operations a few times, but since still a novice, am wondering if this layout "works"?  I can imaging most opertations in my head, but any suggestions?
--Grade issue:  From the back of the left section to the yard at the front of it, the elevation changes from 0" to 2".  Given that's about 44", that comes out to be a 4.5% grade!  I started the grade in the tunnel and pushed the yard a wee bit, and that gave a 1.75" rise over about 48", or a 3.6% grade.  Too steep?
--Curved crossing: on bottom right corner, the yard lead / exit to the carfloat as it crosses the mainline.  I'm guessing I'll have to handlay that.  Kinda exited about that too, but not if it's going to be a headache with derailments.
--I penciled things pretty spaced out, allowing myself as much wiggle room as possible.  Some curves looked kinked but I can smooth those out, without loss of plan, when I do this on xtrakcad (I hope!).  And I tried not to crowd it too much (but there's always something else that'd be cool to have!)  Does anyone see any potential roadbocks, bottlenecks or paininthenecks?

I hope this makes sense & thanks for all your imput!
Don't worry about sparing feelings: not only have I read many postings here, but I'm a high school teacher, so I'm all about constructive criticism!
Mainly I'm looking for a combo of mainline, switching and sections so that I can build & operate (really operatate) over many years (and son & daughter can too as they get older).

Thanks again!
--Mark

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