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SteamPreservation.Com |
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#21
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Quote:
Peace. Coyote
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A Last edited by GrandpaCoyote; 04-14-2006 at 11:03 PM. |
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#22
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Yes thank you for the tip, I will try and keep it in mind and hope I have accomplished this in the new plan. Will try and post it later today. Thank you for your tip! Peace. Coyote
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A |
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#23
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Byron, Great advice it was all taken to heart and worked on. I have added some staging, tried to place my crossovers to make more sense and gotten rid of the switchbacks completely! Your article helped greatly, as has your web page in general. I am hoping for some interesting operations on the layout, my desire and interest in operations is slowly growing. I will hopefully be posting the current version of the plan today/tonight and look forward to hearing what you think of it. As always thank you for your input and advice. Peace. Coyote
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A Last edited by GrandpaCoyote; 04-14-2006 at 11:05 PM. |
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#24
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I agree with you it did need some work, I think I have made some vast improvements and will look forward to seeing what you think about the new plan. I will post it up later tonight. Your suggestion of a scrap yard stuck with me and kept turning over in my head so I have added one to the new plan. Thank you for your input. Peace. Coyote
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A |
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#25
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Bob, I'd love to hear anything you can throw my way. I had thought of a double decker but had no idea how to pull it off in the space I have, (i.e. Getting trains from one level to another) as I don't think I could really put a helix into the space and not eat up a ton of space. But I do love the idea, so yes please tell me what your ideas are. Looking forward to hearing them and thanks for the input. Peace. Coyote
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A |
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#26
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First let me say thank you for the advice. Yes, I have rounded off the corners in the plans now with arounded backdrop in each corner. The layout will have a backdrop and yes it will will cover the window. The average elevation of the layout is planned at just at 50" high. There is a lift out piece 2' x 9" that will allow entrace into the main section of the layout. I have worked out a pretty finaly version of th plan and will be posting it later today/tonight. I hope you will take a look at it and give me any feedback you might have on it. I appreciate the help I get from you guys, you catch so much that Inever would have. Peace. Coyote
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A |
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#27
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Here we are gang, this is what I have been able to put together with the help of many others, most notably Texas Zephyr, who I take my hat off to.
Here is the basic information (hope I didn’t miss anything) – Locale: Northern Arizona alongside route 66. (Currently in a fictional town I am calling Gila) Period: 1954. Layout Height: Starting at 50". Turnouts: #6 on Mainline #5 on yards and industry spurs #6 ˝ Curved on Staging, #7 ˝ Curved on corner crossovers and #8 on parallel crossover. Curve Radii: 28" outside mainline, 26" inside mainline, general, some curves much broader in other areas. Industries: Concrete Plant (2-B - 3-B), Scrap Yard (11-C - 12-D), Misc. Manufacturing (8-C 9-C), Fuel Oil Supplier (11-B), Stock pen (11-J), and possibly a Mill, Gravel Plant or Asphalt Plant. (12-K&L) [In case the image won't enlarge you can see it at: http://mysite.verizon.net/coyote97/s.../Bedplan5c.jpg Peace. Coyote P.S. I have no idea why its posting so large I apologize to all for that. (figured it out and I'm fixing it so this won't flood folk's screens)
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A Last edited by GrandpaCoyote; 04-16-2006 at 12:11 AM. |
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#28
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I like the overall idea. Nice save with the staging.
There are still some things to solve. You can get from one loop to the other but not back. That could be solved when you solve the other problem of needing runarounds at all the major switching areas. I took one look at the plan and said...."Nice!" |
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#29
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Chip, Thank you a lot. You and TZ have been been right alongside me during most of this and I'm glad to hear from you. As for the crossover situation that is my fault, when I took the picture of the plan I had the Turnout Routing set to Off and it makes it hard to see the crossovers at the curves to either side of the Wye. I have included a new picture below with the Turnout Routing set On and hope it makes better sense now. [In case the image won't enlarge you can see it at: http://mysite.verizon.net/coyote97/s.../BedPlan5d.jpg ] "Needing runarounds at all major switching areas" - Could you elaborate some on that, I'm not sure I'm following you. Looking forward to hearing back from you. Peace. Coyote P.S. I still have no idea why the picture is posting so large I apologize to all again.(I figured that out and edited to fix.)
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Coyote Diabolus fecit, ut id facerem! Get Your Kicks on Route 66 NARA Member #120 NMRA Member #135892 0A Last edited by GrandpaCoyote; 04-16-2006 at 12:13 AM. |
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#30
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If your trains run in a counter-clockwise direction you can switch every industry but one (the one in the upper left). But I'm assuming you want to be able to run trains in both directions.
In order to switch forward-facing industries, you have to get the car you want to place at the head of the train. That means that the engine must run around to the back of the train to push it in. You therefore need a way for the engine to do so--the runaround. |
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