Controlling the movement of trains has a couple of facets. One is the "Procedures Manual" we talked about earlier, which describes what each of the trains does and how they interact in terms of Distribution of cars (through trains setting-off and picking-up blocks of cars that in turn are switched to- and from industries by local jobs, for example).The other facet is the order in which trains run and how they interact on the layout. In earlier times, this was defined to some extent by the employee timetable, describing the times trains reached various stations along the way. This is inherently time-related, as this is the way trains were kept form interacting in an unorganized fashion (i.e., crashing into each other!)In more modern times, all or nearly all trains on the real railroad run as "extras", without a specific set of timetable instructions. This is true even if they run at about the same time each day.On the smaller model railroad, it can still be important to manage the order in which the trains run. A traditional formal timetable can be used, but it demands timekeeping and is probably more trouble than it is worth to begin ops. I've successfully used sequence timetables in developing a number of ops sessions and I think it's a great way to organize and control a few trains and operators as you are beginning operations (or even in the longer term).The sequence timetable describes movements on the layout in terms of their relationship to one another. When a particular job is complete or reaches some defined point in its work, another job begins. This sequence can be over-ridden if necessary because a particular job is taking longer than expected, but provides a good starting point for operations.Here's an example of a sequence timetable. This one happens to also indicate where each of four crew members is to go as they reach various stages in the operation. This also suggests places for trains to meet and pass, etc. A sequence timetable is also described in the Model Railroad Ops clinic referenced in my first post.I think sequence timetables are a great way to get started. These can be developed on a computer (I used MS Excel for the example) or just some pencil notes. For many layouts, you don't really ever need anything more formal, unless it's fun for you.Communications and Control is just another tool to help make operations more realistic and fun. It should not be a status symbol. Timetable and Train Order operation is the "flavor of the month" and many people read a lot about it in the commercial press. It's true that TT&TO can be fun and challenging, but it is almost a hobby in itself. It requires a lot of set up and training and most small layouts are really not laid out in a fashion that makes TT&TO practical.My advice? Start small, start simple. Operate early and often for design feedback, fun, and motivation. Add complexity over time to the desired level of formality and challenge. Operations should not be a contest or a status symbol. It is a great way to bring more fun and variety to your model railroading experience.Questions or comments?Regards,Byron
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Chip
Building the Rock Ridge Railroad with the slowest construction crew west of the Pecos.
QUOTE: Originally posted by SpaceMouse Harold and I (and now others) are having a discussion of what constitutes staging on page 3 of the 4x8 post.
QUOTE: Originally posted by SpaceMouse Harold and I (and now others) are having a discussion of what constitutes staging on page 3 of the 4x8 post. I'd love to hear your point of view. http://www.trains.com/community/forum/topic.asp?page=3&TOPIC_ID=46916
QUOTE: Originally posted by SpaceMouse Naturally, when it came time to make up operations. I was given the passenger trains. So basically I ended up with a sheet of paper that said basically, "Go to Station A wait a minute got to Station B." I digress. When doing passenger train operations there seems to be two main types of work: moving passengers and providing the type and quantity of cars needed for the moving of pasengers. So I'm wondering how this works on the layout. Car cards don't seem appropirate. For instance you have Train A from Chicago to Detroit meeting Train B from Cleveland to Chicago dropping a mail car and a coach to be taken to Detroit. How does that work?
QUOTE: Originally posted by SpaceMouse What I don't understand is the logic that goes behind building trains.
QUOTE: A guy at my club has specific trains built up, they are always the same, same cars each time. But I don't understand how these cars can cirlce around a 30 x 30 double deck layout and them get back to the way they are supposed to for his pre-made trains. My feeling is you can.
QUOTE: Rather I see thse cars being brought in more or less randomly and the yard goat making up logical trains as he can.
QUOTE: What makes more sense is to look at each of the industries on the layout, determine their needs and capabilities, then t make up waybills to fill those needs. Then the yard makes up trains to fill those needs.
QUOTE: That is for the club layout. I suppose I should do that for the 4x8 layout, but I don't have a yard. I suppose the staging I'm going to build could be the off-stage yard and I could build the trains via 0-5-0. by
QUOTE: What am I missing?
QUOTE: Originally posted by SpaceMouse YOu mostly did answer the question. The guy at my club pretty much is trying to set up things so that a car goes through 2 or 4 moves and the same cars go in the same train at the same time every 2nd or 4th op session. I don't see how that can work.
QUOTE: In fact, what was explained to me is that you have 4 moves on each waybill and that in each op session all the 1s are accomplished and in the next op session all the 2s are accomplished. But I can think of a bunch of senarios where a car may not make its destination during that op session and so very shortly, you are just making the moves that are facing you on the car card.
QUOTE: Originally posted by SpaceMouse Could you address the theory behind building trains for a 4 x 8 layout? Passenger Though Freights Way Freights Consists
QUOTE: And for another topic. Schedules and Fast Time.
QUOTE: Originally posted by SpaceMouse So the specific question is how would I design a strategy or schedule of trains to service the community you see and a mining town up top.
edit:typos
QUOTE: Originally posted by cuyama <start philosophic dissertation> Some people use the older concept of routing all cars from one industry on the visible layout to another on the visible layout. I personally find that this limits realism. If the industries are really so close together, wouldn’t the industries just use trucks or wagons? Occasionally there are movements like this on the real railroad, so a few are OK. <end philosophic dissertation>
QUOTE: Originally posted by DerekO Anyone you know ever built John Armstrong's Pennsylvania & Potomoc? Or has anyone done a scenery layout for this? I'm a newbie in the hobby and really like the look of this layout for a 4'x8' that I can start simple with and then evolve to his final plan.
QUOTE: Originally posted by conford The layout [aka the Grand Rapids Terminal Ry] is a 2 foot wide shelf, about 46 feet long, in the shape of a J. Has live staging at each end and represents part of the PRR branch between Fort Wayne and Mackinaw City, with connections to the C&O and the NYC. Focal points of the layout include Hughart Yard, Union Station and the industrial West Side.
QUOTE: At this point, I have completed train descriptions and charted their daily movements (a time/space graph as in Bruce Chubb's book). Now I am writing up the car cards and the waybills [CCWB]. <snip> While I plan to stick with the CCWB scheme, it is quite a chore writing the waybills, making sure things are balanced, identifying realistinc routings and destinations. <snip> But it is a chore and I am making much use of the references that I have accumulated over the years (Moody's Industrial Manual, CT 1000, C&O Industry guide, the Walthers book America's Driving Force, among others) as I identify suitable shippers and consignees for the little cards.
QUOTE: Originally posted by cuyama Others disagree, but I personally think it's more engaging to have that informaiton on the waybills in the long run, so I think your work now will pay off. However, in the short term, I wouldn't hesitate to add a few more generic waybills that have less information just to get things running if you are finding that going slowly.
QUOTE: In many cases, real railroads moved many cars between the same destinations, so simply duplicating some waybills would be quite realistic.
QUOTE: I'd encourage you to start early and operate a few times, even without the full complement of car cards and waybills. That should be fun and will give you some useful feedback on your ops concept.
BRJN wrote:QUOTE: Originally posted by cuyama <start philosophic dissertation> Some people use the older concept of routing all cars from one industry on the visible layout to another on the visible layout. I personally find that this limits realism. If the industries are really so close together, wouldn’t the industries just use trucks or wagons? Occasionally there are movements like this on the real railroad, so a few are OK. <end philosophic dissertation> I have one reefer that moves packing house - grocers warehouse - brewery - grocers warehouse. And never gets new ice. (Ewww.) But as operations it works and the kids haven't called me on it.
Have they finally caught on yet with the ICE? =) Thank you for that little tidbit of humor. I got a good laugh out of that because I used to run reefer and it was a stressful job.
I read this thread over a pot of coffee searching for answers possibly to my current operations planning for Falls Valley and wanted to ask a question regarding numbers of loads and empties.
"How does one generate a number of loads, empties matching required cargo that is listed on a worksheet as required by a industry?"
Example: Falls Valley Feed and Seed.
Monday it wants to ship out Bagged Salt, Bagged Lime and Bagged Charcoal for that day's work. Do I say it ships one load each or several loads?
I guess I am trying to learn how to "Generate" empties and loads as if the Industry might want or ship one load one day and several later in the work week.
I do have the switchlist for that town with other industries served by that particular local partially completed. Im just at a loss how to handle the 6 or so spots at the feed mill. There is freight coming into the mill as well that is already covered on another train.
Is there a computer program that randomly selects numbers of a load or another method?
Safety Valve wrote: I read this thread over a pot of coffee searching for answers possibly to my current operations planning for Falls Valley and wanted to ask a question regarding numbers of loads and empties. "How does one generate a number of loads, empties matching required cargo that is listed on a worksheet as required by a industry?" Example: Falls Valley Feed and Seed. Monday it wants to ship out Bagged Salt, Bagged Lime and Bagged Charcoal for that day's work. Do I say it ships one load each or several loads? I guess I am trying to learn how to "Generate" empties and loads as if the Industry might want or ship one load one day and several later in the work week.
It's a little hard to say because there are some variables that you haven't discussed. Is this car-card-and-waybill? If so, it's easy to vary the relative number of loads to- or from a particular destination by simply writing more cycles for the more common car movements. Statistically, this will generally work out, although any particular session will be somewhat unpredictable.
Or are you saying that you want to run a particualr kind of a session called "Monday" and other sessions called other days of the week and you want the work done for each to be different?
It also depends on whether you have staging (the "somewhere else") mentioned earlier in this thread or must make all the movements "on scene".
Generally, a "feed and seed" would not be shipping out those commodities, rather shipping them in from distant locations. The farmers would come and get those materials in their trucks or wagons from the feed and seed.
More information might help me understand better what you are trying to do and better answer your question.
Regards,
Byron
Let's see.
Yard makes up a local for the town. The yard master might get the call by the industry within the town saying "I need X number of empties today" or perhaps "I have these loads to ship today"
The number of cars might vary a little bit from day to day M-F during the work week. I dont know what is generally done to generate random numbers to assign to the loads/empties for that day's train.
Safety Valve wrote:Yard makes up a local for the town. The yard master might get the call by the industry within the town saying "I need X number of empties today" or perhaps "I have these loads to ship today"
For most people using car-cards-and-waybills, this happens automatically. The destinations on the waybills create the car movement. After each car reaches a destination on the 4-cycle waybill, it's cycled to the next position, which calls for a different movement. So the waybills simulate the requirements of the various shippers. Works great on layouts big and small.
Example, after a car arrives at the feed and seed mill with a load of fertilizer, the waybill is turned before the next session. This next waybill destination might be routing the empty to the lumber mill to be loaded with cut lumber. At the following session, the next waybill cycle directs this load of lumber off the layout to staging (if you have it) with the lumber. after it reaches staging, one more waybill cycle before the next session creates a load of fertilizer for the feed and seed and the cycle repeats. Each of the waybill cycles represents a shipper requirement.
It's not nearly as repetitive as that in actual use, because there are times when cars end the session in a yard, not yet to their next desitnation. These waybills are not cycled, so the car continues on the same path at the next session. So it is can be a number of sessions before the same movement re-occurs. Some people swap waybills around between cars every so often on very small layouts so unique looking cars don't reappear too often at the same industries.
Safety Valve wrote:The number of cars might vary a little bit from day to day M-F during the work week. I dont know what is generally done to generate random numbers to assign to the loads/empties for that day's train.
With car cards and waybills, this happens automatically. If you have created more waybill cycles for one destination vs. another, more cars move there each session. You actually don't want completely random numbers, just variation. Smaller industries should, in general, receive fewer cars each session than larger industries. This is easy with CC&WB.
Then each train is built of the cars with work for it that "day" (session). Typically some trains are through trains that only set-out and pick-up blocks of cars, they don't switch individual industries. Other trains are locals that take these blocks of cars, organize them for delivery, then switch out each industry. Again, the waybill destinations determine which cars go with which trains at which sessions. On a very small layout, you might have only one local train each session, but it could still build blocks of cars for an imaginary through train to pick up "overnight".
There is quite a detialed discussion of car-card-and-waybill earlier in this thread that may be helpful.
There are other methods to generate car movement, but IMHO none are as easy to use nor as widely understood as CC&WB.
regards,
Thanks for a wonderful "Meat and Potatoes" thread and reply to my questions.
I have hammered out a Feed and Seed Schedule which I think works. I am not trying to be true to prototype TOO much but wanted to have a reasonable amount of traffic supporting this Feed and Seed.
The inbounds:
SacksGrain Doors (Wood and Paper)Drums mty *See noteBaler TwineFence PostsBarbed and electric fence wireFasteners all kinds (Includes nuts, bolts, screws, nails and washers)Portable fuel cans all kinds (Jerrycans?)Small chain and cabling on reelsPalletsSmall equiptment batteries " " Parts and tiresGrease and Lube suppliesFusesHitches all kindsTools smallWelding supplies
For clarity I consider one inbound a boxcar load for the month. I am planning 4 cycle bills for ops and think that week to week the number of inbounds per operating session will vary slightly. Since I only have 6 spots at the feed and seed I plan a side track to hold excess cars.
*Note, I am considering tank cars of Anhydrous Ammonia delivering to small storage tanks for local farmers to use but this material is a modern era commodity and not a steam era? Some clarification will be helpful.
The Feed and Seed is next to a small storage building and a older elevator. There is a bigger Elevator nearby that handles bulk shipments and a scale. I was thinking I can have the Feed and Seed "Bag" products up to 120 pounds for shipment out to smaller towns using some of the bulk inbounds from the big elevator to generate some outbounds besides empties.
Any advice or pointers will be appreciated, I have been wrestling with this particular industry for some time and it has been a snarled knot in my ops plan for Falls Valley for some time =)