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For the lead turnout to auto throw when using a tortoise the gaps on the frog end of the lead in main turnout just need to be a little further away from the frog. That's easy on the back loop track as you can just move the gaps a few inches to the right of the turnout. For the other part that leads to the other turnouts in the main part of staging it will depend on how you lay the turnouts so if you can add say 2 inches between the frog on the left most turnout and the next turnout along all will be well assuming you put the double gap as far from the frog on the left most turnout as possible.As per Gary's comment, the whole staging including the return loop is within the reversing section. So the 2 output wires from the PSX-AR feeds all your track feeders for the track to the right of the entry turnout on the left.While you may not use the auto throw function all the time, and given we cant see what the rest of the layout looks like, you may just want to let trains run and not having to watch to throw the turnout is rather handy. I have staging at both ends of my layout and when operating as a lone ranger, I like to set 1 train just running continuously and take another train and switch the industries on the layout. Not having to worry about the auto reverse sections and the auto throw turnout is very handy.
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Dennis, it looks like you have a number of sections that will need auto reversers both on the main deck and the lower section. I count at least 4 "Y"'s on the main deck. So will need to watch them.It is hard to tell what the yellow track does coming from the main deck on the top right to the hidden section. Is it a reversing loop also? I also see the green section at the top on the lower section. This will need a auto reverser. Is the loop long enough to enable a train to go in and loop around? A PSX-AR would also work here. I assume all the staging sections are going to be hidden? If so just watch the green reversing loop as it may be hard to see and resolve issues.The plan looks great. Lots of towns and industries.Can I offer a suggestion.. I see that in some places the track is not linear, or does not follow the flow of the peninsula's. In places it goes into a tunnel and then appears on the other side of 1 or 2 peninsula's over. This will make it hard to follow a train. Many layouts are done this way and I'm not suggesting it is wrong.. I just prefer to be able to follow a train along rather than it ducking over the other side where it cant be seen and you cant see if track is clear that it is entering. Just a thought.
If you're having issues seeing the photos and using Chrome, it's the same thing we were dealing with on another thread.I'll repost it here or you can go to the link.https://www.therailwire.net/forum/index.php?topic=26087.msg684125#msg684125Jason
Dennis, All understood. That explains the long black track winding around the peninsula.Looks like an interesting track plan. Lots of work ahead of you and lots of fun.In terms of power districts. I think the Digitrax Evolution and the DB150 will be fine but I would also split the layout into sub power districts, probably per town (including the approach to each town). This way, if you create a short due to a derailment in 1 town then it wont impact the rest of the layout. Again the PSX family of circuit breakers are ideal.Then within each of those sub districts, each of the "Y" sections will need an auto reverser to manage the polarity. Given the number of "Y" I assume you are running a steam era?
Dennis,Sounds like a great plan in terms of RR and the era.In terms of the power districts and sub districts. See this diagram.Each "Zone" would be each of your major towns and the track leading up to the town. I usually put the double gaps for the power districts about 1/2 way between towns.More info see here from where the diagram is listed.https://tonystrains.com/news/dcc-specialties-psx-multi-booster-power-districts/Your main booster and the BD150 are the 2 boosters listed below.Remember, you need to double gap the rails between sub districts.