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I think I like having the spot where the branch line peels off very close to the point where the yard has to cross back over it. . . . It also means that there's a nice stretch of branch line climbing the grade in view.
I notice the rail crossing is gone, which the prototype would probably try to avoid because of maintenance and expense. I also notice that all sidings are oriented in the same direction. While some may say that you need to reverse a few to make the switching a puzzle, I believe that the prototype would try to avoid this arrangement, too. Besides, judging from the sheer number of industries, switching will still be plenty challenging.Also of importance, to me, is that the layout of Newark appears to allow the proper roads/parking lots/access to the industries. While this may not seem obvious, it really grinds my gears seeing large industries modeled with no way for employees to get to work or even for truck access to allow for deliveries/shipping.
I like the new arrangement of Newark also. I am wondering one thing: how about angling the power plant structure, make it parallel to (or nearly so) with the expressway, instead of the backdrop. This might help with the awkward disappearance of the mainline.
Forget about road access. All you need is the appearance of road access. There are all kinds of "theater set" tricks you can use to make the traffic patterns look adequate. All scenic elements should be oriented to the railroad. Unless you plan to use the Faller Car system or just push your little trucks around making vroom vroom sounds, it doesn't matter if your road network is incomplete.Lee
Unless you plan to use the Faller Car system
Quote from: wm3798 on September 28, 2011, 11:07:29 AMForget about road access....That would lead to a whole other series of A$$hat Videos I think . . . .
Forget about road access....