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Model Railroading Operations 101: Review of Topics 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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What is “operations”? “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. Simulating: -- keep important details -- omit unimportant ones -- objective: have fun! Train Operations It’s a game!
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The “Rules” of the Game (All games have “rules” – e.g. Monopoly). On the M&Sw, the “rules” are: –The M&Sw “Standard Code of Operating Rules for Model RRs”. –The M&Sw “Employee Timetable and Special Instructions”. »(The above documents are modeled on the prototype). –A RailOp Switching Manifest. All M&Sw employees will receive a copy of the “Standard Code” and of the “Employee Timetable” and should keep these with them while on duty. [Rule 4] (An “employee” is a person who has been invited by the Superintendent to participate in an operating session and has accepted the invitation for a particular date and time).
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Model Train (vs. Prototype) Engineer can easily see what’s ahead. Can stop train in 3 feet. Cost of accident: – usually < $500 – usually nobody killed Simplification for fun’s sake is OK.
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A typical freight train 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 On the M&Sw: freight trains must have a caboose. [Rule 19]
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Train Crew Roles Engineer: –Operates the locomotive. –STAYS AHEAD OF HIS MOVING LOCOMOTIVE AT ALL TIMES! –Communicates only with conductor. –Keeps a keen eye on his loco and train. –Watches / listens for derailed cars or locos. Conductor-Brakeman –“Boss” of the train. –Directs the engineer on running the train. –Communicates with dispatcher, yardmaster, and other conductors. –Directs switching moves. –Throws turnouts. –Uncouples cars as needed. –Does roll-by inspections of other trains. [Rule 712, Rule 713] –Watches / listens for derailed cars or locomotives. [Rule 920, Rule 800, 801, Rule 712] Model Railroading
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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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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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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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Spurs and Sidings This is a passing siding. This is a double-ended spur. (This train has taken the siding to meet an oncoming train). Note: This is a meet between two trains. (The freight car is being unloaded) [Rule S-89] This is a single-ended spur.
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Common Hand Signals 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”) [Rule 8] Model Railroading
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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) Replay
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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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Trailing point Pick-ups – Entraining Cars – Front of Train 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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Pick-Ups – Rear of Train 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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Interchange – end of branch (freight house) (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
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YARD SWITCHING A Yard is a collection of parallel tracks. It is controlled by the Yardmaster. A Yard is used to: –receive an arriving train –break down cars in an arriving train –sort cars into groups going to next destinations. –make up a train going to a destination It is NOT used as “storage” for cars not in use.
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M&Sw yards -- Globe, Arizona Arrival Track caboose track yard ladder track yard run-around track Makeup/departure tracks Yard (switching) lead road loco escape track (to Yard Limit) SP interchange track SP branch (to Bowie, AZ) loco ready track
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Globe yards – arriving train Arrival Track caboose track yard ladder track yard run-around track Makeup/departure tracks Yard (switching) lead road loco escape track (to Yard Limit) SP interchange track SP branch (to Bowie, AZ) loco ready track
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M&Sw yards -- Globe, Arizona Arrival Track caboose track yard ladder track yard run-around track Makeup/departure tracks Yard (switching) lead road loco escape track (to Yard Limit) SP interchange track SP branch (to Bowie, AZ) loco ready track
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Breaking trains, sorting cars For an arriving train, once the locomotive and caboose have been removed, the cars in the train must be broken up and sorted. Cars from a train are sorted according to the departing trains that will take them to their next destination. The yard crew uses a switcher to do this.
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Breaking train & sorting cars Arrival Track caboose track yard run-around track Makeup/departure tracks Yard (switching) lead road loco escape track (to Yard Limit) SP interchange track SP branch (to Bowie, AZ) SPC ATSF PFE SP B&O SFRD GN UP PFE 4 3 2 1 Way Freights Flagstaff Express – to ATSF AZS & FCP to SP loco ready track Globe Local switching Globe Switch List 4/4/06 SP 123456 Globe ATSF 38432 Flagstaff GN 33498 Happy Jack UP 3353 Flagstaff B&O 43987 SP Intrchg SPC 361 Miami PFE 35498 Miami PFE 43826 Mary Lake SFRD 2348 Miami
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Step 4: blocking a train: caboose track yard run-around track Yard (switching) lead (to Yard Limit) SP interchange track SP branch (to Bowie, AZ) 4 3 2 1 loco ready track SFRD SPC UP B&O GN SP 2 Flagstaff Local Switch List 4/4/06 SPC 361 Miami SFRD 2348 Miami PFE 35498 Miami GN 33498 Happy Jack PFE 43826 Mary Lake PFE ATSF OBJECTIVE: get the cars for the local to be grouped in blocks, one block of cars for each town, to be in the order of the stations along the way where they will be switched.
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Step 4: blocking a train: caboose track yard run-around track Yard (switching) lead (to Yard Limit) SP interchange track SP branch (to Bowie, AZ) 4 3 2 1 loco ready track SFRD SPC UP B&O GN SP 2 Flagstaff Local Switch List 4/4/06 SPC 361 Miami SFRD 2348 Miami PFE 35498 Miami GN 33498 Happy Jack PFE 43826 Mary Lake PFE ATSF MiamiHappy Jack Mary Lake
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Yardmaster vs. Dispatcher As Frank Ellison once put it: “For all practical purposes, main line and yard are two wholly independent operating layouts connected by the fewest possible entrance and exit tracks...” “The yardmaster is supreme in one, and the dispatcher in the other...” Movements between the two are made only by mutual agreement.” (Quotation from Bruce A. Chubb, “How to Operate your Model Railroad”)
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#1: Keep trains on the main line from crashing into each other! #2: Keep trains from creating a traffic jam that ties up the railroad. #3: Keep traffic flowing smoothly #4: Give each train crew the “time and track” it needs to get it’s job done. On the M&Sw, it’s usual practice to have a dispatcher when there are 3 or more trains in mainline operation at the same time. [Rule 990] The Dispatcher
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Leaving the Yard A conductor needs permission of the Yardmaster for his train to move thru the yard to the Yard Limit. A conductor needs permission from the Dispatcher for his train to pass the Yard Limit and proceed out of the yard onto the main line. The Yard Limit is the boundary between the Yardmaster’s yard and the Dispatcher’s railroad [Rule 93].
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Yard Railroad Mainline Yard Limit sign The Yard Limit sign will be on the right-hand side of the track as you ENTER the yard. (the engineer’s side). The Yard Limit sign will be on the left-hand side of the track as you LEAVE the yard. SP Common Standard sign (used on M&Sw)
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Simulated Radio Traffic “Yardmaster, Globe: this is Conductor, Train 121 (holding on Track 3) (over).” “Go ahead 121” “Yardmaster: Train 121 requests clearance to depart Globe Yard for Miami at 1:12 pm”. “Hold one, Train 121, while I get clearance (from the Dispatcher); Dispatcher: this is Yardmaster, Globe Yard (over).” “Go ahead, Globe.” “Dispatcher: Train 121 is ready to depart Globe at 1:12 pm and requests clearance to Miami (over).”
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Simulated Radio Traffic “Dispatcher: this is Train 121, OS in Miami (over)”. “Very well, Train 121, I have you OS in Miami”. “Dispatcher: request 1 hour ‘time and track’ in Miami for local switching (over).” “Train 121: you are cleared for 1 hour ‘time and track’ in Miami. Please notify me when you are done.” “Dispatcher: will do. Train 121 clear.” WHY??
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RailOp Switching Manifest - Miami TRAIN 121: Happy Jack Turn Miami: » > –BREX 2334ReeferSan Carlos Packing –CB&Q 2134Cov.Hop.Bock Perlite » > –SP 32861BoxTeam Track –PFE 12345ReeferSan Carlos Packing –SFRD 8923ReeferSan Carlos Packing Arizona Southern Junction: » > –NdeM 4423FlatAZS Interchange –FCP 23876BoxAZS Interchange » > –M&Sw 798FlatAZS Interchange Cars that left Globe on Train 121; your job is to set them out at the industries listed for Miami. Train 121 is to pick these cars up in Miami. Train 121 sets this car out on the AZS Interchange Track. Train 121 picks these two cars up off the AZS Interchange Track.
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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 after having been used.
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Meets & Passes: Etiquette Passenger and Freight Trains A passenger train almost always takes the track next to the station, regardless whether it arrives for the meet first or second. A thru passenger train that does NOT stop at the station will normally take the mainline past the station. The train arriving first for the meet or pass stops and re-aligns the turnouts behind it for the train arriving after it. [Rule S-89] [Rule 104] The train departing last makes sure the turnouts it leaves behind are aligned for the main line. [Rule 104] Rule 107: Trains must run at restricted speed when passing a train that is receiving or discharging passengers at a station. They must not pass between the standing train and the station, except when properly protected. Rule 108: In case of doubt or uncertainty, the safe course must be taken.
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Simulated Radio Traffic “Dispatcher: this is Conductor, Train 122, OS at Miami (over).” “Go ahead 122; I have you OS at Miami (over)” “Dispatcher: Train 122 requests clearance to depart Miami for Globe Yard (over)”. “Hold one, Train 122, while I get clearance (from the Yardmaster); Yardmaster, Globe Yard: this is Dispatcher (over).” “Go ahead, Dispatcher.” “Yardmaster: Train 122 is ready to depart Miami and requests clearance to enter Globe Yard (over).” WHY??
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Dispatching & Signaling Myth: “You can’t operate a large model railroad without a dispatcher and an electronic CTC panel.” Fact: Dispatching is helpful on a large model railroad, but not always necessary if all trains are locals. A “train graph” (paper) or “manual CTC” is all that is necessary for train control. (Used on M&Sw). Myth: “You can’t operate a large model railroad without signaling.” (False) Fact: Many prototype railroads for years did and still do operate “dark” just fine. So does the M&Sw. Myth: “You must have 3-position light or semaphore signals for effective operations.” (False). Fact: Model railroads with signaling systems work fine with just red and green. And cost less. WHY??
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Dispatching on the M&Sw Train sequencing – – RailOps (regular freight) –Manual (passenger) –Manual (special freight) Simulated radio- telephone train orders. CTC – manual Train-order signaling –Currently only one station – Strawberry – has a train order board installed; not operating. Automatic Block Signaling (ABS) – (block detection) –Currently only one block has ABS: the start of the Arizona Southern System. –Currently, staging for the AZS has ABS and control panel display. –Under discussion: ABS for “the Helix” between Payson and Strawberry. Dispatching Signaling
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10 Speed Limits On a model railroad, speed limits are posted to protect you from having to purchase a new locomotive for yourself or your buddy. On the M&SW –The Zingerle Bridge (wood truss) is 200 scale feet above a concrete floor. –Adams’ Trestle and the E. Verde Creek wooden bridge- trestles are 350 scale feet above a concrete floor. –The Mogollon Rim (the upper deck) is about 500 scale feet above a concrete floor. The posted speed limit across the Zingerle Bridge (just north of Globe), Adams’ Trestle and E. Verde Creek bridge (just north of Strawberry) is 10 mph. In HO scale, 10 mph is about 10 real feet per minute, or about as slow as you can go without stalling. [Rule 720]
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Whistle & Bell Signals All aboaaaard! Train is leaving Grade Crossing warning Approaching Station Approaching Station (last 200’) Leaving Station (first 200’) While Switching (sometimes) “TooooooooooooooooT” “Toot-Toot” (two short) “Toooot-Toooot-Tut-Tooooooot” (last “toot” is extended until the loco passes over road crossing) “ToooooooooooooooooooT” (ends after loco is past the station or comes to a stop). Bell should start ringing to warn people on the ground near the train before the train stops or before the train begins to move again. [Rule 30] MODEL RAILROAD ^
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THE END of Review of Topics for Model Railroading Operations 101: QUESTIONS??
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HAPPY JACK MINING DISTRICT House track Drill track Main track Main track Passing track Freight track Chemical track Mine spur
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