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Model Railroading Operations 101: Review of Topics

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Title: Model Railroading Operations 101: Review of Topics


1
Model RailroadingOperations 101Review of
Topics
  • Tom Crosthwait
  • President, Mogollon Southwestern RR
  • Fred Bock, MMR,
  • Chief Dispatcher, MSw

2
What is operations?
  • Fun Running (sometimes called round and
    round) is running a locomotive and cars over a
    layout for the fun of watching the trains go.
  • Most model railroaders, even expert model
    builders, are fun runners (source Kalmbach
    Pub. Co.).
  • Operations is simulating (in miniature) the
    day-to-day activities of real railroads --
    picking up freight, assembling trains, delivering
    cars to consignees, sorting arriving freight cars
    by their future destinations, returning empty
    cars.

3
What is operations?
  • Operations is simulating (in miniature) the
    day-to-day activities of real railroads --
    picking up freight, assembling trains, delivering
    cars to consignees, sorting arriving freight cars
    by their future destinations, returning empty
    cars.

Simulating -- keep important details --
omit unimportant ones -- objective have fun!
4
The Rules of the Game
  • (All games have rules e.g. Monopoly).
  • On the MSw, the rules are
  • The MSw Standard Code of Operating Rules for
    Model RRs.
  • The MSw Employee Timetable and Special
    Instructions.
  • (The above documents are modeled on the
    prototype).
  • A RailOp Switching Manifest.
  • All MSw employees will receive a copy of the
    Standard Code and of the Employee Timetable
    and should keep these with them while on duty.
    Rule 4
  • (An employee is a person who has been invited
    by the Superintendent to participate in an
    operating session and has accepted the invitation
    for a particular date and time).

5
Model Train (vs. Prototype)
  • Engineer can easily see whats ahead.
  • Can stop train in 3 feet.
  • Cost of accident
  • usually lt 500
  • usually nobody killed
  • ? Simplification for funs sake is OK.

6
A typical freight train
  • A train
  • Has a locomotive at the front end.
  • May have 0, 1 or more cars behind.
  • Displays markers at the end of the train
  • On the MSw freight trains must have a
    caboose. Rule 19

7
Train Crew Roles
Model Railroading
  • Engineer
  • Operates the locomotive.
  • STAYS AHEAD OF HIS MOVING LOCOMOTIVE AT ALL
    TIMES!
  • Communicates only with conductor.
  • Keeps a keen eye on his loco and train.
  • Watches / listens for derailed cars or locos.
  • Conductor-Brakeman
  • Boss of the train.
  • Directs the engineer on running the train.
  • Communicates with dispatcher, yardmaster, and
    other conductors.
  • Directs switching moves.
  • Throws turnouts.
  • Uncouples cars as needed.
  • Does roll-by inspections of other trains. Rule
    712, Rule 713
  • Watches / listens for derailed cars or
    locomotives.

Rule 920, Rule 800, 801, Rule 712
8
Using the MSws throttles
  • Keep the antenna vertical.
  • Dont touch the antenna.
  • Hold the case in your left hand
  • . . . at least 1 from your body.
  • Rotate the speed control knob with your right
    hand. use two hands
  • Rotate GENTLY it breaks.
  • Dont MASH down on the keys be
    GENTLE they break.
  • Turn Throttle OFF when done.

9
Turnouts Ground Throws
Main route usually straight
Diverging route usually curved
HAND SIGNAL Throw Turnout -- Tap top of
head with hand several times
point at
turnout to be thrown.
10
Spurs and Sidings
  • A spur is a track on which cars are left for
    loading, unloading, or (sometimes) storage.
  • A siding is a track which is used by one train to
    meet or pass another.
  • Normally, cars to be loaded or unloaded are NOT
    left on sidings . . . sidings are kept clear.
  • An empty double-ended spur may be used as a
    temporary or emergency passing siding.

Repeat
11
Spurs and Sidings
(This train has taken the siding to meet an
oncoming train).
Rule S-89
This is a passing siding.
This is a double-ended spur.
This is a single-ended spur.
(The freight car is being unloaded)
Note This is a meet between two trains.
12
Common Hand Signals
Model Railroading
Rule 8
  • Back-up (reverse)
  • Slowly (inching)
  • Controlled stop
  • Stop
  • You are coupled up
  • Go forward
  • OK
  • Highball (leave town)
  • - beckon toward self with circular motion.
  • - fingers come together
  • - hands come together
  • - hold closed hand up.
  • - make closed fist, shake once.
  • - move open palm, fingers closed, up and down
    away from you.
  • - thumbs-up /or/ circle
  • - pull imaginary steam whistle twice (Toot
    Toot)

13
Facing point spur set-out
(freight house)
This move is not possible without a run-around
move first. (This requires a double-ended siding
or spur nearby).
14
Facing point spur set-out
(freight house)
Replay
15
Caboose Run-Around Move
  • If you reach the end of the line, and have to
    return back to the terminal the way you came,
    then you must do a caboose run-around.
  • (Or, push your caboose and train backwards all
    the way back!! Not good!).
  • Objective swap the locomotive(s) and caboose to
    the opposite ends of the train.
  • So that the caboose (with its marker lamps) is
    at the end of the train on the return trip.

16
Trailing point Pick-ups Entraining Cars Front
of Train
  • Some cars should be entrained (positioned) at the
    FRONT of a train
  • cars that will be set out at towns sometime later
    during the remainder of the trip.
  • heavy cars loaded hoppers, ore cars
  • stock cars far ahead of caboose smell!!
  • chemical tank cars far ahead of caboose
  • loads that can shift not next to loco or
    caboose

17
Pick-Ups Rear of Train
  • In some cases, the cars that are picked up should
    be entrained at the REAR of the train, just ahead
    of the caboose.
  • Cars that should be on REAR of train
  • cars returning all the way to final destination
    (not scheduled to be set out).
  • lightweight cars of all types
  • empty cars flats, hoppers, ore cars
  • fragile cars wooden flats, boxcars, ore cars

See Special Instructions, MSw Timetable 4
18
Interchange end of branch
(freight house)
(end of branch)
19
YARD SWITCHING
  • A Yard is a collection of parallel tracks.
  • It is controlled by the Yardmaster.
  • A Yard is used to
  • receive an arriving train
  • break down cars in an arriving train
  • sort cars into groups going to next destinations.
  • make up a train going to a destination
  • It is NOT used as storage for cars not in use.

20
MSw yards -- Globe, Arizona
SP branch (to Bowie, AZ)
caboose track
SP interchange track
Makeup/departure tracks
yard ladder track
yard run-around track
(to Yard Limit)
Arrival Track
road loco escape track
Yard (switching) lead
21
Globe yards arriving train
SP branch (to Bowie, AZ)
caboose track
SP interchange track
Makeup/departure tracks
yard ladder track
yard run-around track
(to Yard Limit)
Arrival Track
road loco escape track
Yard (switching) lead
22
MSw yards -- Globe, Arizona
SP branch (to Bowie, AZ)
caboose track
SP interchange track
Makeup/departure tracks
yard ladder track
yard run-around track
(to Yard Limit)
Arrival Track
road loco escape track
Yard (switching) lead
23
Breaking trains, sorting cars
  • For an arriving train, once the locomotive and
    caboose have been removed, the cars in the train
    must be broken up and sorted.
  • Cars from a train are sorted according to the
    departing trains that will take them to their
    next destination.
  • The yard crew uses a switcher to do this.

24
Breaking train sorting cars
SP branch (to Bowie, AZ)
caboose track
to SP
SP interchange track
Makeup/departure tracks
yard run-around track
4
Globe Local switching
3
Flagstaff Express to ATSF
2
AZS FCP
Way Freights
(to Yard Limit)
1
SP
BO
SFRD
UP
SPC
ATSF
PFE
GN
PFE
Arrival Track
road loco escape track
Yard (switching) lead
25
Step 4 blocking a train
SP branch (to Bowie, AZ)
caboose track
SP interchange track
yard run-around track
4
BO
SP
2
3
UP
ATSF
2
SFRD
SPC
GN
(to Yard Limit)
1
OBJECTIVE get the cars for the local to be
grouped in blocks, one block of cars for each
town, to be in the order of the stations along
the way where they will be switched.
Yard (switching) lead
26
Step 4 blocking a train
SP branch (to Bowie, AZ)
caboose track
SP interchange track
yard run-around track
4
BO
SP
2
3
UP
ATSF
2
SFRD
SPC
GN
(to Yard Limit)
1
Miami
Happy Jack
Mary Lake
Yard (switching) lead
27
Yardmaster vs. Dispatcher
  • As Frank Ellison once put it
  • For all practical purposes, main line and yard
    are two wholly independent operating layouts
    connected by the fewest possible entrance and
    exit tracks. . .
  • The yardmaster is supreme in one, and the
    dispatcher in the other. . .
  • Movements between the two are made only by mutual
    agreement.

(Quotation from Bruce A. Chubb, How to Operate
your Model Railroad)
28
The Dispatcher
Rule 990
  • 1 Keep trains on the main line from crashing
    into each other!
  • 2 Keep trains from creating a traffic jam that
    ties up the railroad.
  • 3 Keep traffic flowing smoothly
  • 4 Give each train crew the time and track it
    needs to get its job done.
  • On the MSw, its usual practice to have a
    dispatcher when there are 3 or more trains in
    mainline operation at the same time.

29
Leaving the Yard
  • A conductor needs permission of the Yardmaster
    for his train to move thru the yard to the Yard
    Limit.
  • A conductor needs permission from the Dispatcher
    for his train to pass the Yard Limit and proceed
    out of the yard onto the main line.
  • The Yard Limit is the boundary between the
    Yardmasters yard and the Dispatchers railroad
    Rule 93.

30
Yard Limit sign
Yard
  • The Yard Limit sign will be on the right-hand
    side of the track as you ENTER the yard. (the
    engineers side).
  • The Yard Limit sign will be on the left-hand side
    of the track as you LEAVE the yard.

A Union Pacific Moment!
Railroad Mainline
SP Common Standard sign (used on MSw)
31
Simulated Radio Traffic
  • Yardmaster, Globe this is Conductor, Train 121
    (holding on Track 3) (over).
  • Go ahead 121
  • Yardmaster Train 121 requests clearance to
    depart Globe Yard for Miami at 112 pm.
  • Hold one, Train 121, while I get clearance (from
    the Dispatcher) Dispatcher this is Yardmaster,
    Globe Yard (over).
  • Go ahead, Globe.
  • Dispatcher Train 121 is ready to depart Globe
    at 112 pm and requests clearance to Miami
    (over).

32
Simulated Radio Traffic
  • Dispatcher this is Train 121, OS in Miami
    (over).
  • Very well, Train 121, I have you OS in Miami.
  • Dispatcher request 1 hour time and track in
    Miami for local switching (over).
  • Train 121 you are cleared for 1 hour time and
    track in Miami. Please notify me when you are
    done.
  • Dispatcher will do. Train 121 clear.

WHY??
WHY??
33
RailOp Switching Manifest - Miami
  • TRAIN 121 Happy Jack Turn
  • Miami
  • ltltPick-upgtgt
  • BREX 2334 Reefer San Carlos Packing
  • CBQ 2134 Cov.Hop. Bock Perlite
  • ltltSet-Outgtgt
  • SP 32861 Box Team Track
  • PFE 12345 Reefer San Carlos Packing
  • SFRD 8923 Reefer San Carlos Packing
  • Arizona Southern Junction
  • ltltPick-Upgtgt
  • NdeM 4423 Flat AZS Interchange
  • FCP 23876 Box AZS Interchange
  • ltltSet-Outgtgt
  • MSw 798 Flat AZS Interchange

Train 121 is to pick these cars up in Miami.
Cars that left Globe on Train 121 your job is
to set them out at the industries listed for
Miami.
Train 121 sets this car out on the AZS
Interchange Track.
34
Turnouts Ground Throws
Main route usually straight
Diverging route usually curved
Rule 104 Train crews are responsible for the
position of turnouts used by them and members of
their crew, except when control is remote.
Turnouts must be properly lined after having been
used.
35
Meets Passes EtiquettePassenger and Freight
Trains
  • A passenger train almost always takes the track
    next to the station, regardless whether it
    arrives for the meet first or second.
  • A thru passenger train that does NOT stop at the
    station will normally take the mainline past the
    station.
  • The train arriving first for the meet or pass
    stops and re-aligns the turnouts behind it for
    the train arriving after it. Rule S-89 Rule
    104
  • The train departing last makes sure the turnouts
    it leaves behind are aligned for the main line.
    Rule 104
  • Rule 107 Trains must run at restricted speed
    when passing a train that is receiving or
    discharging passengers at a station. They must
    not pass between the standing train and the
    station, except when properly protected.
  • Rule 108 In case of doubt or uncertainty, the
    safe course must be taken.

36
Simulated Radio Traffic
  • Dispatcher this is Conductor, Train 122, OS at
    Miami (over).
  • Go ahead 122 I have you OS at Miami (over)
  • Dispatcher Train 122 requests clearance to
    depart Miami for Globe Yard (over).
  • Hold one, Train 122, while I get clearance (from
    the Yardmaster) Yardmaster, Globe Yard this
    is Dispatcher (over).
  • Go ahead, Dispatcher.
  • Yardmaster Train 122 is ready to depart Miami
    and requests clearance to enter Globe Yard
    (over).

WHY??
37
Dispatching Signaling
  • Myth You cant operate a large model railroad
    without a dispatcher and an electronic CTC
    panel.
  • Fact Dispatching is helpful on a large model
    railroad, but not always necessary if all trains
    are locals. A train graph (paper) or manual
    CTC is all that is necessary for train control.
    (Used on MSw).
  • Myth You cant operate a large model railroad
    without signaling. (False)
  • Fact Many prototype railroads for years did and
    still do operate dark just fine. So does the
    MSw.
  • Myth You must have 3-position light or
    semaphore signals for effective operations.
    (False).
  • Fact Model railroads with signaling systems
    work fine with just red and green.
    And cost less.

WHY??
WHY??
38
Dispatching on the MSw
Dispatching
Signaling
  • Train sequencing
  • RailOps (regular freight)
  • Manual (passenger)
  • Manual (special freight)
  • Simulated radio-telephone train orders.
  • CTC manual
  • Train-order signaling
  • Currently only one station Strawberry has a
    train order board installed not operating.
  • Automatic Block Signaling (ABS) (block
    detection)
  • Currently only one block has ABS the start of
    the Arizona Southern System.
  • Currently, staging for the AZS has ABS and
    control panel display.
  • Under discussion ABS for the Helix between
    Payson and Strawberry.

39
Speed Limits
Rule 720
  • On a model railroad, speed limits are posted to
    protect you from having to purchase a new
    locomotive for yourself or your buddy.
  • On the MSW
  • The Zingerle Bridge (wood truss) is 200 scale
    feet above a concrete floor.
  • Adams Trestle and the E. Verde Creek wooden
    bridge-trestles are 350 scale feet above a
    concrete floor.
  • The Mogollon Rim (the upper deck) is about 500
    scale feet above a concrete floor.
  • The posted speed limit across the Zingerle Bridge
    (just north of Globe), Adams Trestle and E.
    Verde Creek bridge (just north of Strawberry) is
    10 mph.
  • In HO scale, 10 mph is about 10 real feet per
    minute, or about as slow as you can go without
    stalling.

40
Whistle Bell Signals
MODEL RAILROAD
Rule 30
  • All aboaaaard!
  • Train is leaving
  • Grade Crossing warning
  • Approaching Station
  • Approaching Station (last 200)
  • Leaving Station (first 200)
  • While Switching (sometimes)
  • TooooooooooooooooT
  • Toot-Toot (two short)
  • Toooot-Toooot-Tut-Tooooooot
  • (last toot is extended until the loco passes
    over road crossing)
  • ToooooooooooooooooooT
  • (ends after loco is past the station or comes to
    a stop).
  • Bell should start ringing to warn people on the
    ground near the train before the train stops or
    before the train begins to move again.

41
THE ENDof Review of TopicsforModel
RailroadingOperations 101QUESTIONS??
42
HAPPY JACK MINING DISTRICT
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