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One way to still have a branch is to nix the large industry on the right. And instead have a curved turnout coming off the main going to the staging yard in the upper right corner...
An even easier way is to simply pretend the staging yard connection doesn't exist, and use it only for roundy sessions.Or... for a physically real challenge, make the room access bridge functional, and leave it down for ops.
Operations?All depends on how you want to treat the upper town/industrial complex. Would you treat it as a branch or as a continuous run thing?But really you've got a ton of operating potential– heck I could see at least 4 different locals being run during a typical ops session... Add a couple through-freights and you've got a couple hours worth of fun!
I would look at tucking the large industry further down before I moved the crossing up. Your idea of removing the switch leading to the crossing is good. In fact removing the crossing altogether and having it laying on the side of the embankment with dead track on either side and no switch is what I was shooting for in my original post. The only reason I said turn the safe industry around is to run ops without the duckunder in place as some others mentioned. Can you move it far enough around that there is a short lead that can be worked with the duckunder removed? Again playing on the last thing on the branch idea.