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Local Switching Operations Steve Prevette PNR Vice President Burnt Hills and Big Flats RR http://users.owt.com/prevette [email protected]

Local Switching Operations Steve Prevette PNR Vice President Burnt Hills and Big Flats RR [email protected]

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Local Switching Operations

Steve Prevette

PNR Vice President

Burnt Hills and Big Flats RR

http://users.owt.com/prevette

[email protected]

Scope

• How to do switching on a model railroad

• Common configurations of sidings

• Considerations for track planning

• Considerations for planning operating sessions

The Challenge

• Operations should be FUN!

• Too simple can be boring

• Too complex can be a headache

• Need to consider what is right for you, and for your operators

• Realism (following prototype practices) can add to the fun

Why do we set out cars?

• Passenger trains can load and unload without setting out or picking up cars.

• Cases of freight cars loading and unloading on the main are rare in the prototype.

• Toy trains have accessories for loading and unloading cattle, pipes, logs, milk cans while in the train.

Loading and Unloading

• Fortunately for model railroads (and unfortunately for the prototype), loading and unloading of most cars takes time.

• We can then have “fun” shifting and switching cars around, a cost the prototype would just as soon do without.

A simple siding

Mainline

Turnout

Siding

A simple siding

Switching a simple siding“Trailing Point”

Mainline

Turnout

Siding

The yellow boxcar is to be delivered to the siding for unloading

Switching a simple siding

Mainline

Turnout

Siding

Pull engine and car to be delivered ahead of turnout

Leave rest of train on mainline

Switching a simple siding

Mainline

Turnout

Set the turnout for the siding, and back car into siding

Switching a simple siding

Mainline

Turnout

Uncouple car, pull engine forward and set turnout back for the main

Switching a simple siding

Mainline

Turnout

Couple up to the rest of the train, and proceed to next assignment.

Switching a simple siding

Mainline

Turnout

What happens if the train is going the other direction?

Mainline

Turnout

Siding

The yellow boxcar is to be delivered to the siding for unloading

?

This is “Facing Point”

Options

• Double end the siding

• Add a run around track

• Only switch this siding when the train is going the proper direction (left to right)

• Push the car ahead of the locomotive from a previous location

A double ended siding

Mainline

Turnout

Siding

Turnout

Double ended siding

• Can be switched from either direction

• May be too easy

• Can’t be used for other purposes (such as holding a train for a meet) without moving spotted cars

• Takes twice as many turnouts, more length, siding must roughly parallel main

Adding a runaround

• The runaround can serve multiple sidings

• The runaround may also be used as a passing siding if there are no industries on it

• If the main must be used as part of the runaround, switching time may be impacted due to need to get clearance from dispatcher.

With a runaround

Mainline

Siding

The yellow boxcar is to be delivered to the siding for unloading

Runaround

With a runaround

Mainline

Siding

Pull train into runaround

Runaround

With a runaround

Mainline

Siding

Uncouple from train, move engine forward onto main

Runaround

With a runaround

Mainline

Siding

Back engine around train on main

Runaround

With a runaround

Mainline

Siding

Back engine around train on main

Runaround

With a runaround

Mainline

Siding

Move forward and couple onto back of train

Runaround

With a runaround

Mainline

Siding

Pull train with car to be delivered back onto the main

Runaround

With a runaround

Mainline

Siding

Push train towards siding

Runaround

With a runaround

Mainline

Siding

Push cars onto siding, and uncouple car to be delivered

Runaround

With a runaround

Mainline

Siding

Pull train with car to be delivered back onto the main

Runaround

With a runaround

Mainline

Siding

Push remainder of train back onto runaround and uncouple

Runaround

With a runaround

Mainline

Siding

Engine runs around remainder of train

Runaround

With a runaround

Mainline

Siding

Engine runs around remainder of train

Runaround

With a runaround

Mainline

Siding

Engine runs around remainder of train

Runaround

With a runaround

Mainline

Siding

Engine couples to remainder of train, and departs

Runaround

With a runaround

Mainline

Siding

Engine couples to remainder of train, and departs

Runaround

More than one car per siding

• Multiple industries per siding?– May make the industry to small (the building is

smaller than the boxcar it is loading)– Does add challenge for switching

• One big industry per siding?– May look more realistic, especially if against a

backdrop– May have multiple “spots”

More than one car per siding

Multiple spots for loading cars

Operations Thoughts

• Through trains are the money makers for the railroad and have priority (I’ve seen that backwards on some op sessions)

• The local can get stuck for a long time as a parade of mainline trains go through town

• It is no fun for the local crew to sit around endlessly waiting for a switching opportunity, only to clear up again five minutes later

Helping out the Local Crew

• Add a separate runaround from the passing siding

• Add a “lap siding”

• Have one or both “tails” of the runaround off of the main

Runaround separate

from Passing Siding

Passing Siding

Main

Run around

Lap Siding

Mainline

A short runaround within a long passing siding shortens switching times and adds flexibility

Runaround

Lap Siding

Mainline

Two long trains may also meet

Runaround

Lap Siding

Mainline

Note – a long passing siding with a crossover is also a lap siding

Runaround

The Switchback

Mainline

Siding

Siding

The length of this tail must be at least one engine plus one car long clear from the turnout

The Switchback

Mainline

Siding #2

The Yellow Car is to be delivered to Siding #2

These cars are to remain here when done

The Switchback

Mainline

Siding #2

First, these cars must be moved out of the way

The Switchback

Mainline

Siding #2

The Switchback

Mainline

Siding #2

The Switchback

Mainline

Siding #2

Shove the two gray cars forward and leave on mainline

The Switchback

Mainline

Siding #2

Shove the two gray cars forward and leave on mainline

The Switchback

Mainline

Siding #2

Backup, uncouple rest of train

The Switchback

Mainline

Siding #2

Pull car to be delivered into tail track

Tail Track

The Switchback

Mainline

Siding #2

Tight Fit!

The Switchback

Mainline

Siding #2

Push car into siding

The Switchback

Mainline

Siding #2Uncouple, return to tail

The Switchback

Mainline

Siding #2Return to Main

The Switchback

Mainline

Siding #2

Now to return the gray cars

The Switchback

Mainline

Siding #2

Now to return the gray cars

The Switchback

Mainline

Siding #2

Pull back the gray cars

The Switchback

Mainline

Siding #2

Now to return the gray cars

The Switchback

Mainline

Siding #2

Almost Done!

The Switchback

Mainline

Siding #2

Go back, get rest of train

The Switchback

Mainline

Siding #2

Go back, get rest of train

The Switchback

Mainline

Siding #2

Done, and ready to leave town

The Switchback

Mainline

Siding #2

Problem!

Mainline

Siding #2

The Yellow Car is to be delivered to Siding #2

If we had to pick up the blue car, we’d be in trouble

Solution 1

Mainline

Siding #2

We’d either need a longer tail track

Solution 1

Mainline

Siding #2

Longer tail track

Solution 2

Mainline

Siding #2

Or another siding to remove the blue car to before setting out the yellow car

Switchback Advantages

• A switchback can work well for a set of industry flats on the backdrop

Sidney Switchback

Siding

Main

Lead

Sidney Yard

Amphenol

AUna-Lam UMead M

Team T

North to Norwich, Oswego, Utica and Syracuse NY

YELLOW

South toBurnt Hillsand Delhi

Eagle

Shipping E

D

SIDNEYOSWEGO124.72

SCRANTON94.66

S4: D&H SetoutS3

S2S1

Other Tacks

GX

N

Sidney Switchback

Room for engine and two 40 foot carsTwo D&H

Staging Tracks under buildings

Caution

• A switchback or two can be fun – but a little bit goes a long ways

• If every town is a switching puzzle, it can get tedious

• Switching a large number of cars to a simple track layout can still be fun!

The Timesaver

• Was timed rather than counting moves

• Five cars and one switch engine

• Engine moved at fixed speed, controlled with a center off toggle

• Two cars were started connected to the switcher which needed to be delivered, and two cars were designated as pick ups

Comments on the Timesaver

• It makes for a nice, small layout if you only have a desktop worth of space

• Some folks build them into larger layouts, but you’d really never see the prototype do something like that

• The track pattern could be used as a reasonable town on a layout if the runaround is extended to a train length

Switching Puzzle Thoughts

• If you are going to have a “puzzle” town, do give the local room to work, completely off the mainline

• Consider the lap siding, or a separate runaround for busy towns

• Consider putting “puzzle” town at the end of a branch

Sibley Main Big FlatsBH & BF Capouse Branch

Sibley Siding Cayuga Jct.E-L Interchange

Southto Lehigh Valley Hampden YdCoxton Yard North

to Mayfield

McCormick's CoalErie Lackawannato Taylor Yard

WHITE

H1

Del

awar

e B

reak

er

D1

D2

GE

C

General Electric lead

BIG FLATS OSWEGO219.26

COXTON11.28

H2

Big Flats – only six spots,but keeps crews busy

General Electric

E-L Interchange

Delaware Breaker

McCormick’s Coal Lead

Runaround

Mainline

Switching on both Main and Passing Siding

• This town will be tough to switch, especially if lots of through traffic to clear up for.

An Easier Alternative

• Sidings on mainline side near one end of town and are in the same direction. Can do some switching completely from the passing siding

Burnt Hills

Team

Strategies for the Operator

• Upon arrival in town, segregate setouts into trailing and facing point setouts

• Try to minimize the number of runarounds performed – setout and pickup the trailing points first.

• Run around the facing point setouts• Finish setouts and pickups• Run around pickups and organize train to leave

town

Op Session Considerations – Large Layout

• Limit number of cars for industrial switching to ½ the capacity of the sidings

• Schedule open time for locals to do switching.

• At busy towns add additional capacity for car sorting, runarounds and leads separate from the main

Op Session Considerations – Small Layout

• With smaller crew sizes and less main line, you may want some difficult switching in order to prolong the time a train runs

• The Timesaver is a traditional puzzle, but is geared towards short tracks and small industries

• A single large industry may be more realistic and offer more switching opportunities.

Op Session Considerations – Chokepoint Towns

• Have a train in each direction service the town, only doing trailing point setouts

• Station a switching crew and have through trains setout and pickup cuts of cars

• Minimize interference from other trains

• Only have a minimum number of cars designated for pickup

Conclusion

• Operations can be fun!

• Some forethought in track planning can keep it fun.

• Sometimes simpler is better, not every town has to be a switching puzzle

• Visit operating sessions to get ideas

• Keep practicing