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New to hobby... layout suggestions, please!

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Posted by steinjr on Monday, September 13, 2010 1:13 PM

Motley

Aha, very nice. I like that. The yard is perfect now.

Now..., enough of all the planning talk and go build it already. Cool

 Not saying that this latest design of Denny's has huge challenges, but I still see a couple of points Denny might  still want to consider before he starts building.

 For instance - if Denny wants to be able to reach the main track from inside the pit when adding or removing cars to a train on the main, then maybe he should consider whether he wants to put so much distance between the inside of the pit and the main at the lower right that he can't reach out to the main in this area without ducking in and out of the pit ?

 The switchback to the servicing facility at the lower left end of the yard - any particular reason to make it a switchback, instead of just having a plain spur branch off from the left side of the yard ?

 Look at that long track curving down along the right end of the yard down to the industry with two tracks by the yard throat (entrance).

 How about putting in a crossover between that spur and the yard lead next to it? Making that track do double duty as a runaround and as the approach to the two track industry would allow you to run around cars in that area, and thus not having to tie up two of the yard tracks for runaround moves, increasing yard capacity significantly.

 Some more nitpicking : the crossovers on the main at the right still form S curves. S curves at a crossover can be avoided like this: http://mrsvc.blogspot.com/search?q=crossover

 I see there is an extra siding added along the double track main. It's purpose is what? Where do you intend to access it from?

Smile,
Stein

 

 

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Posted by Motley on Monday, September 13, 2010 9:23 AM

80ktsClamp

 

 Motley:

 

Aha, very nice. I like that. The yard is perfect now.

Now..., enough of all the planning talk and go build it already. Cool

btw, I used to live in ATL, just north of Buckhead. (back when that was the party place).

 

 

I believe some decent partying continues in Buckhead, haha.   We've finally had some semi-fall weather here lately.  Sure has been nice.  I passed through Chicago Midway on Saturday... 59 degrees and holy moley that is a crazy rail yard just south of that airport. 

Thanks for the compliments on the design!  There was something that I wasn't quite happy with as I was envisioning operations around and I've corrected it in this by reversing the feed to the "servicing" spur:

 

Now, do I have to start a new thread on power routing vs insulated turnouts and DC vs DCC?  Geeked

Oh do I miss Hotlanta and all the hot women there. We don't have any here in CO.Crying

I think 8 pages is enough on this one. Easy, just go with an NCE DCC system, they are great for newbies. And just solder track feeders every 6-10 ft. or so, and ones for every diverging track on turnouts. Get the PECO insulfrogs (which I have) they are already good for DCC, and they work great. I have 24 of them on my new layout.

Michael


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Mile-HI-Railroad
Prototype: D&RGW Moffat Line 1989

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Posted by 80ktsClamp on Monday, September 13, 2010 12:34 AM

Motley

Aha, very nice. I like that. The yard is perfect now.

Now..., enough of all the planning talk and go build it already. Cool

btw, I used to live in ATL, just north of Buckhead. (back when that was the party place).

I believe some decent partying continues in Buckhead, haha.   We've finally had some semi-fall weather here lately.  Sure has been nice.  I passed through Chicago Midway on Saturday... 59 degrees and holy moley that is a crazy rail yard just south of that airport. 

Thanks for the compliments on the design!  There was something that I wasn't quite happy with as I was envisioning operations around and I've corrected it in this by reversing the feed to the "servicing" spur:

 

Now, do I have to start a new thread on power routing vs insulated turnouts and DC vs DCC?  Geeked

Hold my beer... ya'll watch this!

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Posted by Motley on Sunday, September 12, 2010 11:18 PM

Aha, very nice. I like that. The yard is perfect now.

Now..., enough of all the planning talk and go build it already. Cool

btw, I used to live in ATL, just north of Buckhead. (back when that was the party place).

Michael


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Mile-HI-Railroad
Prototype: D&RGW Moffat Line 1989

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Posted by 80ktsClamp on Sunday, September 12, 2010 9:55 PM

Here's a better scan along with the board cut modifcation:

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Sunday, September 12, 2010 9:34 PM

Well, you guys got my noodle cooking good.   I didn't draw in any buildings, but it allows one row with a road.  A heavier industry of some sort will be down at the double spur.  Passenger station on the inner bypass on the mainline. 

The wide board that makes the slight indentation running up and down on the left I am probably just going to extend straight down to where it meets the narrower board at the bottom.  Simpler cut and allows me a bit more room for fun. 

If you guys are in ATL ever,  I can give a tour of the training center and stuff. Cool   We can't take people down to the real airplanes anymore thanks to our extremist friends and their antics. 

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Sunday, September 12, 2010 6:59 PM

FYI- stein's yard is excellent! 

Stein- is there any way you could patch that into the board framework with the other spurs on the left I had in the most recent drawings? 

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Sunday, September 12, 2010 6:50 PM

Hey all! 

 

Been on a trip, and we all now know that the iPad doesn't like me posting on the trains forums, haha... Paul and Stein's drawings are excellent and I've been working on what I can do with them.  Thanks so much! 

As far as a view block, any view block that isn't a natural ridge line or tree line isn't going to be in my layout... sorry!  Big Smile  Just a small strip of a town is all I was looking for.  You can see it lightly shaded in my original drawings...

Hold my beer... ya'll watch this!

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Posted by Doughless on Saturday, September 11, 2010 12:47 PM

Ditto Motley.

Paul and Stein's drawings are what I was thinking.  Stein also makes a good point about using backdrops/viewblocks.  The OP could place a viewblock just behind the town and gain another scene on the other side, viewed from the outside.  Those buildings are only about 4 to 5 inches deep, which doesn't really provide any more depth than a properly constructed viewblock/backdrop placed just behind the first row of buildings would.  Even less depth probably.  The scene that would be outside the view block does not have a lot of track and could be sceniced like the wide open vista photo the OP posted very early in the thread. 

With Paul and Stein's drawings, hopefully the OP will start to see more possibilities for the layout space.

- Douglas

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Posted by Motley on Saturday, September 11, 2010 10:48 AM

I really like both of those last designs from Paul and Stein. These guys have been helping you alot, I think you owe them a free tour of the cockpit in one of your planes. Wink

Michael


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Posted by steinjr on Saturday, September 11, 2010 7:19 AM

And here is another possible rough sketch of a way of doing a town and a yard along the inside of the loop:

 Of course - it also depends on what kind of town you are envisioning. The houses I have drawn in to give an impression of size are: 4" x 5" small town main street type commercial buildings, a small town freight house and a planing mill - I just picked some random structures from Walthers online catalog. Cars shown are 50-foot cars (olive) and 60-foot cars (dark green).

 Also, be aware that your insistence that you do not want any viewblock down along the spine of the table at the right means that you cannot use Ye Olde partial buildings up against the backdrop/viewblock trick, since your town buildings will be viewable from three directions (from inside the pit, from the aisle along lower edge and from the storage area on the right). Makes it harder to create a perception that the scene is deeper than it really is.

 Anyways - maybe my sketch and Paul's sketch will spark some ideas which will allow you to come up with an idea of your own that fits your vision better.

 Smile,
 Stein

 

 

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Posted by Paulus Jas on Saturday, September 11, 2010 5:48 AM

hi denny

i made a drawing.............it has to be fine tuned, but gives you an impression how it can be done.

I do not think you have much space for a city......but a row of buildings and a road are no problem.

I would serve the city from the yard..........and suggested possible options for an interchange.

Paul

 

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Posted by 80ktsClamp on Friday, September 10, 2010 1:50 AM

Hey Stein...

I just haven't worked out a solution that I like yet for having the yard on the inner loop with the town outside of that with workable servicing.  If you can take what I've got and transfer servicing the town to the outside and moving the yard to the inside, I'd love to see it!

 

Thanks,

Denny

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Friday, September 10, 2010 1:46 AM

If anyone is wondering about the name of this operation.... behold the origin, from homestarrunner.com. 

http://www.ebaumsworld.com/video/watch/786970/

Don't forget the consumate v's!

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Friday, September 10, 2010 1:38 AM

Paulus Jas

I love the ninja jump or duck........I really like to see you doing it often. I would make a choice from where to operate the layout. Adding the yard tracks to the inner track in stead of the outer tracks won't effect your plan much. All switching can be done from the central-pit; avoiding headaches and back-bruises.

My thoughts, your decisions

Paul  

 

I've tried to put the yard on the inner loop... I've got to say it's just not working for me.  Thanks for the input :)  Looks like the base elevation of the lowest structure in the layout is going to be around 40 inches.  I'm 29 years old... I figure I've got a few years left of jumping below stuff and such.  I can't imagine that a 40 inch tall 2.5 foot wide structure is too hard to hop beneath anyways. 

Now then, about my entrance into the pit... take this guy, put a viking helmet on his head, and you have me on a standard day operating Trogdor Burnination Lines: 

Hold my beer... ya'll watch this!

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Posted by steinjr on Friday, September 10, 2010 1:18 AM

80ktsClamp

Good suggestions, Stein.  I do require a town, which is why the yard is placed where it is! 

 Cross section:

 You: Operatior pit - town - yard - main - outside of layout.Yard has to be worked from outside of layout

 Alternative: Operator pit - yard - town - main - outside of layout.

 Yard and town worked from inside operator pit. If you make the benchwork fairly high (to make duckunders less painful also - mine has it's underside at 52" off the floor and only is uded when entering and leaving the room altogether), you also get the benefit that the view of trains on the main will be partly hidden behind the town (except for glimpses seen between the houses), when seen from the operator pit.

 You now have a design where you can spend most of your time running trains on the inside - only very rarely needing to duck out to handle problems on the main towards the storage area of the room.

 Smile,
 Stein

 

 

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Posted by Paulus Jas on Friday, September 10, 2010 1:10 AM

80ktsClamp

. The duck under can be accomplished either in the bottom section or in the narrow section to the lower left.  Either that or you can do a flying ninja kick over the wide section to make a really awesome entrance.  The choice is up to the user.  Cool

I love the ninja jump or duck........I really like to see you doing it often. I would make a choice from where to operate the layout. Adding the yard tracks to the inner track in stead of the outer tracks won't effect your plan much. All switching can be done from the central-pit; avoiding headaches and back-bruises.

My thoughts, your decisions

Paul  

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Posted by 80ktsClamp on Friday, September 10, 2010 12:18 AM

Ok- two new updates: 

For the first mod, I took the previous S turn suggestion and modded the upper entry to where the mainline keeps going straight and the yard feeder turns into the mainline instead of the earlier configuration.  This should fix the previous issue.  Also I extended the outer most yard line through the... don't know what it's called but let's just call it "yard spread."  Or just turnout... to see what that looks like and if it works. 

 

I don't really like the way the yard is working like this, so I took stein's (and others) advice and nuked the upper yard turnout feed thing (yeah...that!).   This really does enable a lot more room and looks just as good.  Secondly, I added a turnout to shorten the run that the switcher engine will be running out to the outer/primary main from the lower portion of the layout.  I really like this version:

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Thursday, September 9, 2010 9:35 PM

Would there be any problem with moving the turnout a couple feet to the left?  Anything wrong with having one on a bridge? 

That was the original plan but I wasn't sure if you could do that or not.

I've always wanted a viking helmet.  I can look cool and keep from getting a headache. 

Hold my beer... ya'll watch this!

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Posted by Doughless on Thursday, September 9, 2010 8:46 PM

80ktsClamp

  I'll prob end up with a remote power pack system where I can plug in on the outside. 

Or just have a longer cord...

I was thinking along the lines of a hard hat.

BTW, as adjustment for your yard.... the two crossovers that lead from the one mainline to the outside track creates nasty S curves for the trains as they exit the big curves.  Reversing the direction of the crossovers will avoid this potential derailment issue (especially if you are inside the pit when the cars derail and you have limited access to the derailed cars as another train is approaching Big Smile )

- Douglas

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Posted by Doughless on Thursday, September 9, 2010 8:29 PM

80ktsClamp

  I'll prob end up with a remote power pack system where I can plug in on the outside. 

Or just have a longer cord...

I was thinking along the lines of a hard hat.

BTW, as adjustment for your yard.... the two crossovers that lead from the one mainline to the outside track creates nasty S curves for the trains as they exit the big curves.  Reversing the direction of the crossovers will avoid this potential derailment issue (especially if you are inside the pit when the cars derail and you have limited access to the derailed cars as another train is approaching Big Smile )

- Douglas

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Posted by 80ktsClamp on Thursday, September 9, 2010 8:10 PM

To further clarify- I plan on the mainline being occupied by the heavy engines, and the switcher engine to come out, grab cars and place them in the yard or wherever they need to go. 

Reverse process to build the mainline. 

As you can see, I'll be on the outside of the layout a decent amount as well... don't know about jumping in and out frequently being too much of a problem.  I'll prob end up with a remote power pack system where I can plug in on the outside. 

Or just have a longer cord...

Hold my beer... ya'll watch this!

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Posted by 80ktsClamp on Thursday, September 9, 2010 7:53 PM

steinjr

 Are you envisioning turning the long train around - ie having a long train first run clockwise, then cut off the engine, run the engine around the cars to hook onto the other end of the cars and then head out in the opposite direction? 

 Or are you just talking about the switcher occasionally going out with a couple of cars, and coming back in the opposite direction either pulling or pushing a couple of cars after switching an industry up the line somewhere?

 Or are you envisioning running more than one mainline train after all ?  :-)

 Reaching over the main to work the yard is mainly a problem if you get distracted by trains zipping by right under your shirt sleeves while you are trying to concentrate on coupling or uncoupling cars a couple of tracks deep into the yard beyond the main.

 As for getting into a single ended yard with trains arriving at the yard from both directions: engines can go both forward and backward, pulling or pushing cars. In a pinch, you can always use the switcher to help out getting cars onto off a train on the main or onto a train on the main.

 Trains don't need to go through the yard, as long as you can push cars into the yard using either the road engine or your switcher.

 There is couple of other possible variants as well - like taking the road engine off the front of a clockwise bound train and moving into a siding, having the switcher come out and pull a block off the front of the train, take it into the yard, pick up and outbound block, pull out, push onto train, then get out of the way, so the road engine can couple back onto the train.

 Or having the road engine on a counter clockwise run cut off, run around it's cars, couple to cars at the rear of the train, pull them up the line and shove them into the yard, pick up outbound cars from the yard, pull onto the line, shove onto end of train, then run around again to couple to the front of the train to continue the journey.

 If you take a long train into a double ended yard with short tracks, you have blocked the other end of the yard. So now you functionally have two single ended short tracks:

http://i404.photobucket.com/albums/pp124/steinjr_1965/forum2/80kts_yard_single.jpg

 You honestly do not need a double ended yard with short tracks. It's only effect is making switching more boring, and having far less yard capacity :-)

 Smile,
 Stein

 

 

Good suggestions, Stein.  I do require a town, which is why the yard is placed where it is! 

Here is the proposed layout for review:

 

Notice that I placed the yard feed line far in advance of it spreading out on both ends to allow better access as well as a huge amount of room to park a large train on the two mainline tracks without fouling entrances to the yard or town spur. 

The yard could be modified to single access to the inner 3  (from the lower portion) yard tracks.  The inner 2 already have the extensions on there so modding that would be any issue. 

Hold my beer... ya'll watch this!

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Posted by Doughless on Thursday, September 9, 2010 7:48 PM

Denny,

What I was getting at, and I think Paul and Stein are as well, is it appears you will have to move from outside the pit to inside the pit frequently if you plan to, for example, switch the yard and then switch the quarry.   The yard can really only be accessed from outside of the pit.

You may be nimble, but that would still get old quickly.  I think most experienced modelers would try to convince you to avoid having to frequently duck under benchwork as you operate trains.

- Douglas

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Posted by 80ktsClamp on Thursday, September 9, 2010 7:29 PM

Paulus Jas

 80ktsClamp:

 Also- I can't see reaching over the main into the yard as too much of an issue.  It's only 6 inches in... 

 

hi Denny,

depends from where you operate your layout...........i assumed from the central pit. Was not aware you can walk around your layout easily. You've no duck-unders or drop-ins indicated; its hard to guess human traffic

Paul

Hey Paul-  Yeah the area to the right is completely open... only the top and left sections abut walls.  The rest have access from both sides.  The duck under can be accomplished either in the bottom section or in the narrow section to the lower left. 

Either that or you can do a flying ninja kick over the wide section to make a really awesome entrance.  The choice is up to the user.  Cool

Hold my beer... ya'll watch this!

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Posted by steinjr on Thursday, September 9, 2010 4:56 PM

80ktsClamp

As far as which direction the trains will be running- the answer is both which is why I designed the yard the way I did- for access from both directions.  Also- I can't see reaching over the main into the yard as too much of an issue.  It's only 6 inches in... 

 Are you envisioning turning the long train around - ie having a long train first run clockwise, then cut off the engine, run the engine around the cars to hook onto the other end of the cars and then head out in the opposite direction? 

 Or are you just talking about the switcher occasionally going out with a couple of cars, and coming back in the opposite direction either pulling or pushing a couple of cars after switching an industry up the line somewhere?

 Or are you envisioning running more than one mainline train after all ?  :-)

 Reaching over the main to work the yard is mainly a problem if you get distracted by trains zipping by right under your shirt sleeves while you are trying to concentrate on coupling or uncoupling cars a couple of tracks deep into the yard beyond the main.

 As for getting into a single ended yard with trains arriving at the yard from both directions: engines can go both forward and backward, pulling or pushing cars. In a pinch, you can always use the switcher to help out getting cars onto off a train on the main or onto a train on the main.

 Trains don't need to go through the yard, as long as you can push cars into the yard using either the road engine or your switcher.

 Example A - train is heading in such a way that yard is trailing tracks. Road engine can take a cut of cars forward, back them into yard and leave them there, pick up outbound cars, pull forward, back onto rest of train and continue:

 

Example B - train is headed in such a way that yard is facing spurs. Send out the switcher to couple onto the last cars of the train, cut off from rest of train, pull forward, back into yard. Pick up outbound cars, pull forward, back onto train, couple to rest of train, uncouple switcher. Brake test and off the train goes, continuing in the counterclockwise direction:

There is couple of other possible variants as well - like taking the road engine off the front of a clockwise bound train and moving into a siding, having the switcher come out and pull a block off the front of the train, take it into the yard, pick up and outbound block, pull out, push onto train, then get out of the way, so the road engine can couple back onto the train.

 Or having the road engine on a counter clockwise run cut off, run around it's cars, couple to cars at the rear of the train, pull them up the line and shove them into the yard, pick up outbound cars from the yard, pull onto the line, shove onto end of train, then run around again to couple to the front of the train to continue the journey.

 If you take a long train into a double ended yard with short tracks, you have blocked the other end of the yard. So now you functionally have two single ended short tracks:

 You honestly do not need a double ended yard with short tracks. It's only effect is making switching more boring, and having far less yard capacity :-)

 Smile,
 Stein

 

 

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Posted by Paulus Jas on Thursday, September 9, 2010 4:42 PM

80ktsClamp

 Also- I can't see reaching over the main into the yard as too much of an issue.  It's only 6 inches in... 

hi Denny,

depends from where you operate your layout...........i assumed from the central pit. Was not aware you can walk around your layout easily. You've no duck-unders or drop-ins indicated; its hard to guess human traffic.

Paul

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Posted by 80ktsClamp on Thursday, September 9, 2010 4:09 PM

Taking a quick break from yard work here... 

As far as which direction the trains will be running- the answer is both which is why I designed the yard the way I did- for access from both directions.  Also- I can't see reaching over the main into the yard as too much of an issue.  It's only 6 inches in... 

Also, the double main goes around most of the layout to allow one train to be going one direction, wait for the other to clear the hill/tunnel and then start its trek while the other waits for it to clear (or if it's short enough both could run at the same time). 

Anyways... back out to slave away! 

 

-Denny

Hold my beer... ya'll watch this!

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Posted by steinjr on Thursday, September 9, 2010 1:09 PM

Doughless

Consider how much you plan to have switching activity in the yard.  If your'e going to have a lot, you should consider flipping the yard so it is located near the operating pit rather than having it on the outside of you loop and accessed by the equipment storage area.  You don't want to be ducking in and out of the operating pit to switch cars on the left side of the layout, then also needing to switch cars in the yard.

 I agree - I was thinking the same thing when replying to Paul's post earlier today - best place for a yard that he will be fiddling with more is where Denny has the town now.

 Rough concept sketch - ignore details of crossovers etc:

 You will have access to the main along the back (far right) from the open part of the storage area anyways, if need be.

 Smile,
 Stein

 

 

 

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Posted by steinjr on Thursday, September 9, 2010 1:04 PM

superbe

stein

In newbe speak when I refer to  crossovers I am referring to a pair of turnouts installed opposite each other  with one on each main enabling a train to move from one main to the other. With two crossovers the trains can move back and forth from one main to the other
 
By reverse loop i'm referring to a loop that turns back into the track the train approached from thus reversing direction. IMO the reverse loop would have to be on the inside if you have a double main. The loop has to be big enough to contain a whole train as it is isolated from the main.   
The crossovers and reverse loops don't both have to be installed but do for maximum maunuvering of the trains. This involves atleast 6 turnouts and without switch motors and direction indicators it will drive the op nuts because a lot of the time one or more turnouts wont be thrown properly. Don't ask me how I know. I an installing these now.


 Now I understand. Main problem with reversing loops (or for that matter - just a 180 degree turnback curve without connecting back to the same track) is the radius and access. No problem putting on on the right side of the layout, where there is access all around. But along the left wall it pretty much dictates a pop-up for access.

 I would have used turnback curves in N scale, though - where you can do a decent turnback curve with decent radius for larger engines on benchwork no deeper than 30" or so, vs about 5 feet of depth in H0 scale.


Your proficiency in English astounds me.

 Thank you.

 Smile,
 Stein

 

 

 

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