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Model Railroading Operations 101: Part 1 – Basic Switching Moves
Tom Crosthwait President, Mogollon & Southwestern RR & Fred Bock, MMR, Chief Dispatcher, M&Sw
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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.
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Famous model railroad operators
Frank Ellison – 1940’s & ’50s Delta Lines, O-scale John Allen – 1950’s & ’60s Gorre & Daphited, HO / HOn3 Whit Towers – 1950’s – 1980s Alturas & Lone Pine, HO scale W. Allen McClelland – 1960’s - present Virginia & Ohio, HO scale Bruce Chubb – 1950’s – present Sunset Valley Lines, HO scale Gil Freitag – 1960’s – present Stony Creek & Western, HO/HOn3 David Barrow – 1960’s – present Cat Mountain & Santa Fe, HO
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A typical freight train
Locomotive Caboose Freight Cars Normal direction of travel (front) 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”)
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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.
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Spurs Trailing Point Spur Facing Point Spur (the turnout points are
behind the locomotive) Facing Point Spur (the turnout points are in front of the locomotive)
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Facing Point Switchback Spur
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)
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Trailing Point Switchback Spur
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)
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Spurs “Double-Ended” Spur
(There is a set of turnout points behind and ahead of the locomotive.) (Normally used for setting-out cars to be unloaded or loaded) Repeat
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Spurs and Sidings Note: This is a meet between two trains.
(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.
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Spurs and Sidings Note: This is a pass between two trains.
(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.
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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
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Hand Signals for Switching
With modern DCC sound systems, the noise in an operating session is high. Some operators have hearing problems. Implication: it’s 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. . .
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Common Hand Signals Back-up (reverse)
Model Railroading Common Hand Signals [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”)
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Using the M&Sw’s throttles
Keep the antenna vertical. Don’t 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. Don’t MASH down on the keys; be GENTLE – they break. Turn Throttle “OFF” when done.
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USE TWO (2) HANDS! Hold the throttle case in your left hand*
Rotate the speed control knob with your right hand. Hold the throttle case in your left hand*
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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.
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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.
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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.
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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”
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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.
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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.
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Trailing point spur – set-out
(freight house)
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Trailing point spur – set-out
(freight house) Our task: Set this boxcar out In front of the freight house.
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Trailing point spur – set-out
(freight house) #1: Uncouple boxcar from train
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Trailing point spur – set-out
(freight house) #2: Pull ahead of turnout points (clear)
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Trailing point spur – set-out
(freight house) #3: Throw turnout to spur
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Trailing point spur – set-out
(freight house) #4: Reverse; back up until boxcar is in front of freight house.
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Trailing point spur – set-out
(freight house) #5: Uncouple boxcar.
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Trailing point spur – set-out
(freight house) #6: Locomotive pulls forward past turnout
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Trailing point spur – set-out
(freight house) #7: Throw turnout back to mainline
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Trailing point spur – set-out
(freight house) #8: Locomotive backs up and couples to train.
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Trailing point spur – set-out
(freight house) #9: Train leaves town. Replay
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Facing point spur – set-out
(freight house) This is where we want the refrigerator car to be set out. This move is not possible without a run-around move first. (This requires a double-ended siding or spur nearby).
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Facing point spur – set-out
(freight house) #1: Uncouple caboose
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Facing point spur – set-out
(freight house) #2: Pull forward; uncouple reefer
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Facing point spur – set-out
(freight house) #3: pull forward; throw turnout.
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Facing point spur – set-out
(freight house) #4: Run around reefer
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Facing point spur – set-out
(freight house) #5: Push train clear of facing point run-around siding turnout.
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Facing point spur – set-out
(freight house)
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Facing point spur – set-out
(freight house) #6: Throw turnout; uncouple locomotive from rest of train.
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Facing point spur – set-out
(freight house) #7: Go forward; grab reefer.
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Facing point spur – set-out
(freight house) #8: Throw turnout; push reefer into spur.
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Facing point spur – set-out
(freight house) #9: Uncouple reefer
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Facing point spur – set-out
(freight house) #10: Back onto main.
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Facing point spur – set-out
(freight house) #11: Throw turnouts for main line.
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Facing point spur – set-out
(freight house) #12: Couple onto train.
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Facing point spur – set-out
(freight house) #13: Pull out of town Replay
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Other run-around situations
(nearby spur off main) (spur off siding) (freight house) (branch line) (end of branch line) (distant industry)
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Some special-purpose spurs
Industry spur: a “normal” spur–serves 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”)
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Example: typical Texas town
Local Industry Tracks El Paso SP-AT&SF Interchange Track End Unloading Ramp Public Team Track House Track SP SP Main Line Main Track Passing Siding AT&SF Texas Hwy 92 San Antonio Fort Clarke, Texas
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Example: typical junction
Local Industry Tracks End Unloading Ramp SP-AT&SF Interchange Track Public Team Track House Track Passing Siding Main Track SP SP AT&SF Texas Hwy 92 San Antonio El Paso Fort Clarke, Texas
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Southern Pacific Common Standard Station Layouts
C.S. 1910 Southern Pacific Common Standard Station Layouts + Length of longest freight Main Line Passing track House Track Length of longest freight train between clear points. tracks [Main & passing tracks on 14’ centers] A B
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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.
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Caboose Run-Around (freight house) #1: Uncouple locomotives
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Caboose Run-Around (freight house) #2: Pull forward to
clear turnout points.
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Caboose Run-Around (freight house) #3: Throw turnout points
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Caboose Run-Around (freight house) #4: Run onto run-around track
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Caboose Run-Around (freight house) #5: Line turnout to main track
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Caboose Run-Around (freight house) #6: Run-around entire train
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Caboose Run-Around (freight house) #7: Throw turnout
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Caboose Run-Around (freight house) #8: Grab caboose.
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Caboose Run-Around (freight house) #9: Uncouple caboose
from rest of train
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Caboose Run-Around (freight house) #10: Pull caboose clear
of turnout points.
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#11: Throw turnout points.
Caboose Run-Around (freight house) #11: Throw turnout points.
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Caboose Run-Around (freight house)
#12: Push caboose onto run-around track clear of main
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Caboose Run-Around (freight house) #13: Uncouple caboose
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Caboose Run-Around (freight house) #14: Pull forward to clear points
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Caboose Run-Around (freight house) #15: Throw turnout
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Caboose Run-Around (freight house) #16: Pick up train
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Caboose Run-Around (freight house) #17: Pull forward past points
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Caboose Run-Around (freight house) #18: Pull forward past points
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Caboose Run-Around (freight house)
#19: Throw points; reverse; pick up caboose
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Caboose Run-Around (freight house)
#20: Pull forward clear of points; line turnout to main track.
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Caboose Run-Around (freight house)
#21: Depart out of town back down the branch.
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Caboose Run-Around (freight house) Replay
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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
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Trailing point spur – pick-up
(freight house) (our task: pick-up the boxcar located at the freight house). #1: Train arrives – stop behind turnout.
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Trailing point spur – pick-up
(freight house) #2: Locomotive uncouples and runs forward past points.
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Trailing point spur – pick-up
(freight house) #3: Throw turnout to spur.
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Trailing point spur – pick-up
(freight house) #4: Locomotive backs up into spur
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Trailing point spur – pick-up
(freight house) #5: Couple onto boxcar.
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Trailing point spur – pick-up
(freight house) #6: Pull forward onto main clear of turnout
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Trailing point spur – pick-up
(freight house) #7: Throw turnout to main line.
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Trailing point spur – pick-up
(freight house) #8: Back up and couple to train.
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Trailing point spur – pick-up
(freight house) #9: Train pulls out of town. Replay
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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, M&Sw Timetable #4]
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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
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Trailing point spur – pick-up
(freight house) #2. Uncouple caboose. ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #3. Train moves forward to clear the turnout; caboose stays behind. ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #4: Throw turnout into spur ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #5: Back train up into spur and couple onto boxcar. ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #6: Pull train out of spur clear of turnout. ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #7: Throw turnout to main line ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #8: Back-up and couple to caboose. ALTERNATIVE PICK-UP MOVES
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Trailing point spur – pick-up
(freight house) #9: Depart out of town. ALTERNATIVE PICK-UP MOVES Replay
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Facing point spur – pick-up
(freight house)
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Facing point spur – pick-up
(freight house) #1: Uncouple locomotive
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Facing point spur – pick-up
(freight house) #2: Pull locomotive forward to spur
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Facing point spur – pick-up
(freight house) #3: Throw turnout to spur
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Facing point spur – pick-up
(freight house) #4: Pull into spur to couple onto car.
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Facing point spur – pick-up
(freight house) #4: Pull into spur to couple onto car.
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Facing point spur – pick-up
(freight house) #4: Pull into spur to couple onto car.
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Facing point spur – pick-up
(freight house) #5: Pull car back onto main.
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Facing point spur – pick-up
(freight house) #5: Pull car back onto main.
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Facing point spur – pick-up
(freight house) #6: Throw turnout to main; uncouple locomotive.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #7: Run around car.
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Facing point spur – pick-up
(freight house) #8: Couple car to train.
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Facing point spur – pick-up
(freight house) #8: Couple car to train.
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Facing point spur – pick-up
(freight house) #9: Leave town. Replay
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Interchange – end of branch
Objectives: (1) Pick up cars on interchange track (2) Drop off the cars in the train on interchange. (3) Run-around train (4) Return back to terminal.: (connecting railroad) Interchange/run-around track (freight house) (end of branch)
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Interchange – end of branch
(freight house) (freight house) (end of branch)
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Interchange – end of branch
(freight house) (end of branch) uncouple train from locomotives
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Interchange – end of branch
(freight house) (end of branch) throw turnout
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Interchange – end of branch
(freight house) (end of branch) throw turnout uncouple caboose
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Interchange – end of branch
(freight house) (end of branch) (leave turnout clear)
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Interchange – end of branch
(freight house) (leave turnout clear) Replay
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End of Part 1 (to be continued)
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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.
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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.
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Caboose Run-Around (freight house) #1: Uncouple locomotives
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Caboose Run-Around (freight house) #2: Pull forward to
#1: Uncouple locomotives #2: Pull forward to clear turnout points.
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Caboose Run-Around (freight house) #3: Throw turnout points
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Caboose Run-Around (freight house) #4: Run-around entire train
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Caboose Run-Around (freight house) #5: Throw turnout
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Caboose Run-Around (freight house) #6: Grab caboose.
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Caboose Run-Around (freight house) #7: Uncouple caboose
from rest of train
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Caboose Run-Around (freight house) #8: Pull caboose clear
of turnout points.
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#9: Throw turnout points.
Caboose Run-Around (freight house) #9: Throw turnout points.
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Caboose Run-Around (freight house) #10: Push caboose around train
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Caboose Run-Around (freight house)
#11: Push caboose past turnout points.
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Caboose Run-Around (freight house) #12: Uncouple caboose.
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#13: Pull clear; throw points.
Caboose Run-Around (freight house) #13: Pull clear; throw points.
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Caboose Run-Around (freight house)
#14: Run around rest of train until clear of points.
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Caboose Run-Around (freight house)
#15: Throw points; couple up to rest of train
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Caboose Run-Around (freight house) #16: Back up; couple onto caboose
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Caboose Run-Around (freight house)
#17: Depart out of town back down branch Replay
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(End of Presentation; turn off projector}
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