Model Railroading Operations 101: Review

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Model Railroading
Operations 101:
Review of Topics
Tom Crosthwait
President, Mogollon & Southwestern RR
&
Fred Bock, MMR,
Chief Dispatcher, M&Sw
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.
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!
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).
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.
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]
Train Crew Roles
• Engineer:
• Conductor-Brakeman
– 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.
[Rule 920, Rule 800, 801, Rule 712]
– “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.
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.
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.
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
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
single-ended
spur.
Note: This is a
This is a
double-ended
spur.
(The freight car is
being unloaded)
meet between two trains.
Common Hand Signals
• Back-up (reverse)
[Rule 8]
• Slowly (inching)
• Controlled stop
• Stop
- beckon toward self with circular
motion.
- fingers come together
- hands come together
- hold closed hand up.
• You are coupled up
- make closed fist, shake once.
• Go forward
- move open palm, fingers closed,
up and down away from you.
• OK
- thumbs-up /or/ circle
• Highball (leave town)
- pull imaginary steam whistle
twice (“Toot – Toot”)
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).
Facing point spur – set-out
(freight house)
Replay
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.
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
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]
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.:
(freight house)
Interchange/run-around track
(connecting railroad)
(end of
branch)
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.
M&Sw yards -- Globe, Arizona
caboose track
loco ready track
Makeup/departure tracks
Arrival Track
road loco
escape track
Yard (switching) lead
Globe yards – arriving train
caboose track
loco ready track
Makeup/departure tracks
Arrival Track
road loco
escape track
Yard (switching) lead
M&Sw yards -- Globe, Arizona
caboose track
loco ready track
Makeup/departure tracks
Arrival Track
road loco
escape track
Yard (switching) lead
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.
Breaking train & sorting cars
caboose track
loco ready track
Makeup/departure tracks
Globe Local switching
4
Flagstaff Express – to ATSF
3
Way Freights
2
1
PFE PFE
ATSF
GN SP
Arrival Track
SPC
SFRD
B&O
AZS & FCP
UP
road loco
escape track
Yard (switching) lead
Step 4: blocking a train:
caboose track
loco ready track
4
3
2
UP
SPC
SP
B&O
ATSF
SFRD
GN
PFE PFE
1
Yard (switching) lead
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.
Step 4: blocking a train:
caboose track
loco ready track
SP
4
3
2
UP
SPC
B&O
ATSF
SFRD
GN
PFE PFE
1
Miami
Yard (switching) lead
Happy Jack
Mary Lake
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”)
The Dispatcher
[Rule 990]
• #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.
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].
Yard Limit sign
Yard
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)
Railroad
Mainline
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).”
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.”
RailOp Switching Manifest - Miami
• TRAIN 121: Happy Jack Turn
• Miami:
» <<Pick-up>>
– BREX 2334
– CB&Q 2134
Reefer San Carlos Packing
Cov.Hop.
Bock Perlite
Train 121 is to pick
these cars up in Miami.
» <<Set-Out>>
– SP 32861
– PFE 12345
– SFRD 8923
Box
Team Track
Reefer San Carlos Packing
Reefer San Carlos Packing
• Arizona Southern Junction:
Cars that left Globe on
Train 121; your job is to
set them out at the
industries listed for
Miami.
» <<Pick-Up>>
– NdeM 4423
– FCP 23876
Flat
Box
AZS Interchange
AZS Interchange
» <<Set-Out>>
– M&Sw 798
Flat
AZS Interchange
Train 121 picks
these two cars up off
the AZS Interchange
Track.
Train 121 sets this car
out on the AZS
Interchange Track.
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.
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.
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).”
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.
Dispatching on the M&Sw
Dispatching
• Train sequencing –
– RailOps (regular freight)
– Manual (passenger)
– Manual (special freight)
• Simulated radiotelephone train orders.
• CTC – manual
Signaling
• 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.
Speed Limits
[Rule 720]
• 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 bridgetrestles 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.
10
Whistle & Bell Signals
[Rule 30]
• All aboaaaard!
• Train is leaving
• “TooooooooooooooooT”
• Grade Crossing warning
•
• “Toot-Toot” (two short)
“Toooot-Toooot-Tut-Tooooooot”
• (last “toot” is extended until the
loco passes over road crossing)
• Approaching Station
•
“ToooooooooooooooooooT”
• (ends after loco is past the
station or comes to a stop).
• Approaching Station (last 200’)
• Leaving Station (first 200’)
• While Switching (sometimes)
•
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.
THE END
of
Review of Topics
for
Model Railroading
Operations 101:
QUESTIONS??
HAPPY JACK MINING DISTRICT
Freight
track
Chemical
track
Mine
spur
Main
track
House
track
Passing
track
Drill
track
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