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Model Railroading Operations 101: Part 1 Basic Switching Moves

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'Fun Running' (sometimes called ''round and round') is running a ... Cat Mountain & Santa Fe, HO. A typical freight train. Locomotive. Caboose. Freight Cars ... – PowerPoint PPT presentation

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Title: Model Railroading Operations 101: Part 1 Basic Switching Moves


1
Model RailroadingOperations 101Part 1 Basic
Switching Moves
  • Tom Crosthwait
  • President, Mogollon Southwestern RR
  • Fred Bock, MMR,
  • Chief Dispatcher, MSw

2
What is operations?
  • Fun Running (sometimes called round and
    round) is running a locomotive and cars over a
    layout for the fun of watching the trains go.
  • Most model railroaders, even expert model
    builders, are fun runners (source Kalmbach
    Pub. Co.).
  • Operations is simulating (in miniature) the
    day-to-day activities of real railroads --
    picking up freight, assembling trains, delivering
    cars to consignees, sorting arriving freight cars
    by their future destinations, returning empty
    cars.

3
Famous model railroad operators
  • Frank Ellison 1940s 50s
  • Delta Lines, O-scale
  • John Allen 1950s 60s
  • Gorre Daphited, HO / HOn3
  • Whit Towers 1950s 1980s
  • Alturas Lone Pine, HO scale
  • W. Allen McClelland 1960s - present
  • Virginia Ohio, HO scale
  • Bruce Chubb 1950s present
  • Sunset Valley Lines, HO scale
  • Gil Freitag 1960s present
  • Stony Creek Western, HO/HOn3
  • David Barrow 1960s present
  • Cat Mountain Santa Fe, HO

4
A typical freight train
Marker Lamps
  • A train
  • Has a locomotive at the front end.
  • May have 0, 1 or more cars behind.
  • Displays markers at the end of the train
  • Historically marker lamps were on the caboose
  • Today a FRED is mounted on the last car.

(flashing rear-end-device)
5
What is a Spur?
  • A spur is a track where cars are set out
  • and left for a while
  • for either loading or unloading of freight.

6
Spurs
Trailing Point Spur (the turnout points
are behind the locomotive)
Facing Point Spur (the turnout points are in
front of the locomotive)
7
Spurs
(car will be set-out here)
Facing Point Switchback Spur (the turnout points
connected to the mainline are in front of the
locomotive a car will be dropped off from behind
the locomotive)
8
Spurs
(car will be set-out here)
Trailing Point Switchback Spur (the turnout
points connected to the mainline are in front of
the locomotive a car will be dropped off from
the front of the locomotive)
9
Spurs
Double-Ended Spur (There is a set of turnout
points behind and ahead of the locomotive.) (Norm
ally used for setting-out cars to be unloaded or
loaded)
Repeat
10
Spurs and Sidings
(This train has taken the siding to meet an
oncoming train).
Rule S-89
This is a passing siding.
This is a double-ended spur.
(The freight car is being unloaded)
Note This is a meet between two trains.
11
Spurs and Sidings
(This slower train has taken the siding so that
it may be passed by a faster train behind).
This is a passing siding.
Rule S-89
This is a double-ended spur.
Note This is a pass between two trains.
12
Spurs and Sidings
  • A spur is a track on which cars are left for
    loading, unloading, or (sometimes) storage.
  • A siding is a track which is used by one train to
    meet or pass another.
  • Normally, cars to be loaded or unloaded are NOT
    left on sidings . . . sidings are kept clear.
  • An empty double-ended spur may be used as a
    temporary or emergency passing siding.

Repeat
13
Hand Signals for Switching
  • With modern DCC sound systems, the noise in an
    operating session is high.
  • Some operators have hearing problems.
  • Implication its better to use hand signals
    between conductor-brakeman and engineer than to
    try to talk above the noise of locomotives and
    other operators.

Rule 7 Hand signals must be given
sufficiently in advance to permit compliance. . .
14
Common Hand Signals
Model Railroading
Rule 8
  • Back-up (reverse)
  • Slowly (inching)
  • Controlled stop
  • Stop
  • You are coupled up
  • Go forward
  • OK
  • Highball (leave town)
  • - beckon toward self with circular motion.
  • - fingers come together
  • - hands come together
  • - hold closed hand up.
  • - make closed fist, shake once.
  • - move open palm, fingers closed, up and down
    away from you.
  • - thumbs-up /or/ circle
  • - pull imaginary steam whistle twice (Toot
    Toot)

15
Using the MSws throttles
  • Keep the antenna vertical.
  • Dont touch the antenna.
  • Hold the case in your left hand
  • . . . at least 1 from your body.
  • Rotate the speed control knob with your right
    hand. use two hands
  • Rotate GENTLY it breaks.
  • Dont MASH down on the keys be
    GENTLE they break.
  • Turn Throttle OFF when done.

16
USE TWO (2) HANDS!
  • Rotate the speed control knob with your right
    hand.
  • Hold the throttle case in your left hand

17
Turnouts Ground Throws
Main route usually straight
Diverging route usually curved
HAND SIGNAL Throw Turnout -- Tap top of
head with hand several times
point at
turnout to be thrown.
18
Turnouts Ground Throws
Main route usually straight
Diverging route usually curved
Rule 104 Train crews are responsible for the
position of turnouts used by them and members of
their crew, except when control is
remote. Turnouts must be properly lined (to the
main track) after having been used.
19
Uncoupling HO Kadees
  • Electro-magnetic above or under the ties
  • Safest for uncoupling on mainline or passing
    sidings
  • Permanent magnet above or under the ties.
  • Works OK for most spurs single or double-ended
  • Manual using an uncoupling pic between
    knuckles.
  • Any place you can easily reach with one hand
  • Manual using a pic to separate glad hands with
    slack between couplers.
  • Especially for passenger cars with diaphragms.
  • Manual grasping cars by hand.
  • CAUTION can damage car details, especially
    steps.

20
Kadee Uncoupling Pic
Kadee Product 241 Uncoupling tool and spring
pic
Flat end for uncoupling standard Kadee couplers.
Pointed end for uncoupling 118 SF Shelf
Couplers
21
Using the pic
To manual uncouple the 118 coupler with the
pointed end of the 241 "Dual Tool First, push
the cars together where the coupler knuckles
compress against each other (put slack between
the coupler knuckles) Then, insert the pointed
end against the "outside" of the hooked tip of
the knuckle as illustrated (the knuckle is the
moving part of the coupler head). As the point
slips into the coupler it will push the knuckle
past the hook of the opposing knuckle. (It
helps to gently twist the pic clockwise about
1/8th of a turn). To assist the uncoupling you
can push the knuckle tip outward with the point,
when the knuckle tips are past each other you can
now separate the uncoupled cars.
22
Rix Magnetic Uncoupler
The Rix Uncoupling Tool is Designed to work with
the Kadee style Couplers. Place the Rix
Uncoupling Tool down between the cars until the
magnets rest against the rails, Push one of the
cars towards the other and the two magnets will
cause the couplers to release.
23
Trailing point spur set-out
(freight house)
24
Trailing point spur set-out
(freight house)
Our task Set this boxcar out . . . In front of
the freight house.
25
Trailing point spur set-out
(freight house)
1 Uncouple boxcar from train
26
Trailing point spur set-out
(freight house)
2 Pull ahead of turnout points (clear)
27
Trailing point spur set-out
(freight house)
3 Throw turnout to spur
28
Trailing point spur set-out
(freight house)
4 Reverse back up until boxcar is in front
of freight house.
29
Trailing point spur set-out
(freight house)
5 Uncouple boxcar.
30
Trailing point spur set-out
(freight house)
6 Locomotive pulls forward past turnout
31
Trailing point spur set-out
(freight house)
7 Throw turnout back to mainline
32
Trailing point spur set-out
(freight house)
8 Locomotive backs up and couples to train.
33
Trailing point spur set-out
(freight house)
9 Train leaves town.
Replay
34
Facing point spur set-out
(freight house)
This move is not possible without a run-around
move first. (This requires a double-ended siding
or spur nearby).
35
Facing point spur set-out
(freight house)
36
Facing point spur set-out
(freight house)
2 Pull forward uncouple reefer
37
Facing point spur set-out
(freight house)
3 pull forward throw turnout.
38
Facing point spur set-out
(freight house)
4 Run around reefer
39
Facing point spur set-out
(freight house)
5 Push train clear of facing point run-around
siding turnout.
40
Facing point spur set-out
(freight house)
41
Facing point spur set-out
(freight house)
6 Throw turnout uncouple locomotive from rest
of train.
42
Facing point spur set-out
(freight house)
7 Go forward grab reefer.
43
Facing point spur set-out
(freight house)
8 Throw turnout push reefer into spur.
44
Facing point spur set-out
(freight house)
9 Uncouple reefer
45
Facing point spur set-out
(freight house)
10 Back onto main.
46
Facing point spur set-out
(freight house)
11 Throw turnouts for main line.
47
Facing point spur set-out
(freight house)
12 Couple onto train.
48
Facing point spur set-out
(freight house)
13 Pull out of town
Replay
49
Other run-around situations
(nearby spur off main)
(spur off siding)
(freight house)
(branch line)
(end of branch line)
50
Some special-purpose spurs
  • Industry spur a normal spurserves 1 or more
    industries
  • Interchange track used by two RRs to exchange
    cars
  • Team track used by off-line customers with no
    spur.
  • House track used by station agent for LCL,
    express, mail.
  • RIP track stores cars needing light repairs.
  • Locomotive pocket temporary storage for a
    locomotive.
  • Caboose track stores cabooses ready for service.

(repair-in-place)
51
Example typical Texas town
Local Industry Tracks
El Paso
SP-ATSF Interchange Track
End Unloading Ramp
Public Team Track
House Track
SP
SP
Main Line
Main Track
Passing Siding
ATSF
Texas Hwy 92
San Antonio
Fort Clarke, Texas
52
Example typical junction
Local Industry Tracks
End Unloading Ramp
SP-ATSF Interchange Track
Public Team Track
House Track
Passing Siding
Main Track
SP
SP
ATSF
Texas Hwy 92
San Antonio
El Paso
Fort Clarke, Texas
53
Southern PacificCommon Standard Station Layouts
54
Caboose Run-Around Move
  • If you reach the end of the line, and have to
    return back to the terminal the way you came,
    then you must do a caboose run-around.
  • (Or, push your caboose and train backwards all
    the way back!! Not good!).
  • Objective swap the locomotive(s) and caboose to
    the opposite ends of the train.
  • So that the caboose (with its marker lamps) is
    at the end of the train on the return trip.

55
Caboose Run-Around
(freight house)
56
Caboose Run-Around
(freight house)
2 Pull forward to clear turnout points.
57
Caboose Run-Around
(freight house)
58
Caboose Run-Around
(freight house)
4 Run onto run-around track
59
Caboose Run-Around
(freight house)
5 Line turnout to main track
60
Caboose Run-Around
(freight house)
6 Run-around entire train
61
Caboose Run-Around
(freight house)
7 Throw turnout
62
Caboose Run-Around
(freight house)
8 Grab caboose.
63
Caboose Run-Around
(freight house)
9 Uncouple caboose from rest of train
64
Caboose Run-Around
(freight house)
10 Pull caboose clear of turnout points.
65
Caboose Run-Around
(freight house)
11 Throw turnout points.
66
Caboose Run-Around
(freight house)
12 Push caboose onto run-around track clear of
main
67
Caboose Run-Around
(freight house)
13 Uncouple caboose
68
Caboose Run-Around
(freight house)
14 Pull forward to clear points
69
Caboose Run-Around
(freight house)
15 Throw turnout
70
Caboose Run-Around
(freight house)
16 Pick up train
71
Caboose Run-Around
(freight house)
17 Pull forward past points
72
Caboose Run-Around
(freight house)
18 Pull forward past points
73
Caboose Run-Around
(freight house)
19 Throw points reverse pick up caboose
74
Caboose Run-Around
(freight house)
20 Pull forward clear of points line turnout
to main track.
75
Caboose Run-Around
(freight house)
21 Depart out of town back down the branch.
76
Caboose Run-Around
(freight house)
Replay
77
Trailing point Pick-ups
Trailing Point Pickups two versions
  • Some cars should be entrained (positioned) at the
    FRONT of a train
  • cars that will be set out at towns sometime later
    during the remainder of the trip.
  • heavy cars loaded hoppers, ore cars
  • stock cars far ahead of caboose smell!!
  • chemical tank cars far ahead of caboose
  • loads that can shift not next to loco or
    caboose

78
Trailing point spur pick-up
(freight house)
(our task pick-up the boxcar located at
the freight house).
1 Train arrives stop behind turnout.
79
Trailing point spur pick-up
(freight house)
2 Locomotive uncouples and runs forward past
points.
80
Trailing point spur pick-up
(freight house)
3 Throw turnout to spur.
81
Trailing point spur pick-up
(freight house)
4 Locomotive backs up into spur
82
Trailing point spur pick-up
(freight house)
5 Couple onto boxcar.
83
Trailing point spur pick-up
(freight house)
6 Pull forward onto main clear of turnout
84
Trailing point spur pick-up
(freight house)
7 Throw turnout to main line.
85
Trailing point spur pick-up
(freight house)
8 Back up and couple to train.
86
Trailing point spur pick-up
(freight house)
9 Train pulls out of town.
Replay
87
Alternative Pick-Up Moves
  • In some cases, the cars that are picked up should
    be entrained at the REAR of the train, just ahead
    of the caboose.
  • Cars that should be on REAR of train
  • cars returning all the way to final destination
    (not scheduled to be set out).
  • lightweight cars of all types
  • empty cars flats, hoppers, ore cars
  • fragile cars wooden flats, boxcars, ore cars

See Special Instructions, MSw Timetable 4
88
Trailing point spur pick-up
(freight house)
(our task pick-up the boxcar located at
the freight house).
1 Train arrives stop caboose behind turnout.
ALTERNATIVE PICK-UP MOVES
89
Trailing point spur pick-up
(freight house)
2. Uncouple caboose.
ALTERNATIVE PICK-UP MOVES
90
Trailing point spur pick-up
(freight house)
3. Train moves forward to clear the
turnout caboose stays behind.
ALTERNATIVE PICK-UP MOVES
91
Trailing point spur pick-up
(freight house)
4 Throw turnout into spur
ALTERNATIVE PICK-UP MOVES
92
Trailing point spur pick-up
(freight house)
5 Back train up into spur and couple onto
boxcar.
ALTERNATIVE PICK-UP MOVES
93
Trailing point spur pick-up
(freight house)
6 Pull train out of spur clear of turnout.
ALTERNATIVE PICK-UP MOVES
94
Trailing point spur pick-up
(freight house)
7 Throw turnout to main line
ALTERNATIVE PICK-UP MOVES
95
Trailing point spur pick-up
(freight house)
8 Back-up and couple to caboose.
ALTERNATIVE PICK-UP MOVES
96
Trailing point spur pick-up
(freight house)
9 Depart out of town.
ALTERNATIVE PICK-UP MOVES
Replay
97
Facing point spur pick-up
(freight house)
98
Facing point spur pick-up
(freight house)
1 Uncouple locomotive
99
Facing point spur pick-up
(freight house)
2 Pull locomotive forward to spur
100
Facing point spur pick-up
(freight house)
3 Throw turnout to spur
101
Facing point spur pick-up
(freight house)
4 Pull into spur to couple onto car.
102
Facing point spur pick-up
(freight house)
4 Pull into spur to couple onto car.
103
Facing point spur pick-up
(freight house)
4 Pull into spur to couple onto car.
104
Facing point spur pick-up
(freight house)
5 Pull car back onto main.
105
Facing point spur pick-up
(freight house)
5 Pull car back onto main.
106
Facing point spur pick-up
(freight house)
6 Throw turnout to main uncouple locomotive.
107
Facing point spur pick-up
(freight house)
7 Run around car.
108
Facing point spur pick-up
(freight house)
7 Run around car.
109
Facing point spur pick-up
(freight house)
7 Run around car.
110
Facing point spur pick-up
(freight house)
7 Run around car.
111
Facing point spur pick-up
(freight house)
7 Run around car.
112
Facing point spur pick-up
(freight house)
7 Run around car.
113
Facing point spur pick-up
(freight house)
7 Run around car.
114
Facing point spur pick-up
(freight house)
7 Run around car.
115
Facing point spur pick-up
(freight house)
7 Run around car.
116
Facing point spur pick-up
(freight house)
7 Run around car.
117
Facing point spur pick-up
(freight house)
8 Couple car to train.
118
Facing point spur pick-up
(freight house)
8 Couple car to train.
119
Facing point spur pick-up
(freight house)
9 Leave town.
Replay
120
Interchange end of branch
(freight house)
(end of branch)
121
Interchange end of branch
(freight house)
(freight house)
(end of branch)
122
Interchange end of branch
(freight house)
(end of branch)
uncouple train from locomotives
123
Interchange end of branch
(freight house)
(end of branch)
throw turnout
124
Interchange end of branch
(freight house)
(end of branch)
throw turnout
uncouple caboose
125
Interchange end of branch
(freight house)
(end of branch)
(leave turnout clear)
126
Interchange end of branch
(freight house)
(leave turnout clear)
Replay
127
End of Part 1(to be continued)
128
Alternative Caboose Run-Around
  • This is an alternative set of moves for a caboose
    run-around.
  • It takes longer than the method shown earlier.
  • It is safer to use with long trains where it is
    undesirable to back the train thru the points of
    a thrown turnout.

129
Caboose Run-Around Move
  • If you reach the end of the line, and have to
    return back to the terminal the way you came,
    then you must do a caboose run-around.
  • (Or, push your caboose and train backwards all
    the way back!! Not good!).
  • Objective swap the locomotive(s) and caboose to
    the opposite ends of the train.
  • So that the caboose (with its marker lamps) is
    at the end of the train on the return trip.

130
Caboose Run-Around
(freight house)
131
Caboose Run-Around
(freight house)
2 Pull forward to clear turnout points.
132
Caboose Run-Around
(freight house)
133
Caboose Run-Around
(freight house)
4 Run-around entire train
134
Caboose Run-Around
(freight house)
5 Throw turnout
135
Caboose Run-Around
(freight house)
6 Grab caboose.
136
Caboose Run-Around
(freight house)
7 Uncouple caboose from rest of train
137
Caboose Run-Around
(freight house)
8 Pull caboose clear of turnout points.
138
Caboose Run-Around
(freight house)
9 Throw turnout points.
139
Caboose Run-Around
(freight house)
10 Push caboose around train
140
Caboose Run-Around
(freight house)
11 Push caboose past turnout points.
141
Caboose Run-Around
(freight house)
12 Uncouple caboose.
142
Caboose Run-Around
(freight house)
13 Pull clear throw points.
143
Caboose Run-Around
(freight house)
14 Run around rest of train until clear of
points.
144
Caboose Run-Around
(freight house)
15 Throw points couple up to rest of train
145
Caboose Run-Around
(freight house)
16 Back up couple onto caboose
146
Caboose Run-Around
(freight house)
17 Depart out of town back down branch
Replay
147
(End of Presentation turn off projector
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