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Okay, You First! ;DLee
I guess that is more of a request for advice....I wanna run Mopac, but I also have what I think is a pretty good idea for a free lance railroad...so how do the twain mix? How much liberty would one have to make the freelance story stick? Etc...so on...and so forth.........among other things
Michael, you've go a BIG problem with that terminal shown in the lower right hand corner of the layout. Is it the same scale as the rest of the layout? If those boxes are supposed to be one square foot, you have a runaround siding less than two feet long! And an engine escape track only long enough for a small steam engine or single unit Diesel. I've got a five foot long passing siding and that's too short. My other two are 11 feet long.
No, keep the main and the branch designations as you have them... that was my mistake. I'd make the peninsula your industrial area, with switches accessing it from both sides. With a view block down the middle of the peninsula, it could serve as two distinct locations.
That's how I set up my temporary peninsula......If you run the yard along the left side of the layout, you can have fewer, but longer tracks, with access from each end. This will give you a whole lot more flexibility in how the yard works, and eliminate the need for a wye track to get east or west bound.
Also, if the MoPac was double tracked, you could simply push your loop together so you basically have a double track main that passes through the scene once, and put return loops at each end. That would certainly clean up your scenery, and prevent you from having to justify multiple tracks going through any given location. It's a little tricky to wire with DC, but with DCC it's a snap with a couple of reverse circuits. If you chose to do that, it would free up a lot more real estate for your branch line to serve more industries, and probably curve around in a few more Ozarks...Lee