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Considering where you started, I'd stop right here.
Acme won't work where it is. You have to think like the prototype - if there is a car spotted at their dock (presuming Acme is served by rail), then it has blocked access to Qual-Cyntel. You can't "conveniently" plan on pushing the car out of the way, what if Acme's dock crew is loading/unloading? Your crew isn't going to sit there and wait, after all, time = money.Leave Krestle alone. The escape switch arrangement you have now allows your local to spot a couple of incoming cars between the switches while making it less work (fewer moves) to pull the outbound cars. Being able to store a couple of cars in such an arrangement is a common way of reducing shipping rates. For instance, the local brings four inbound cars, spots two at the dock and then two between the switches. Krestle's people work with the two "new" cars, finish loading or unloading, the shipping clerk calls the railroad, and the next trip out the local pulls the two outbounds from the dock and shoves the two stored cars back to the dock, and - depending on their shipping contract - either takes the outbounds with them (for instance, if they're empties), or moves the outbounds to the storage track. Then when all four are ready to go, takes them in a single shipping block.Everything else seems to work. Good advice here, and to your credit there has been a huge metamorphosis from the original design.
On the blue line in the upper right corner, above the yard, I'd switch to a left-hand TO to improve flow and remove the S-Curve.I agree about Acme and I'm not sure about the short runaround on the Krestle spur.