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Reply to "What makes a good yard?"

Here are a few thoughts after thinking about how you'll use the yard. Notice I've made more changes.
- I moved the red/blue crossover back closer to the curve because the only things that will go through the switches are an engine and caboose and they shouldn't have any problems with the "S" curve.
- I deleted the spur by the red escape switch because I didn't see any use for it and it's better used in the classification part of the yard.

Here's how I see operation:
- a train pulls into the yard on the red track past the red/blue switches.
- the engine uncouples and uses the red escape switch.
- it (or a switcher) breaks down the cars on the red track by moving them to the green tracks.
- it assembles cars on the purple track by pulling them from the green track.
- it takes the assembled cars onto the mainline for a run either from the left or by running around to the right using the mainline when another train isn't coming.
- if it grabs from the left, it'll be going around counter-clockwise.
- if it grabs from the right, it'll be going around clockwise.
- if it goes clockwise, it'll pull into the yard on the red track and go through the escape, breakdown, etc.
- if it goes counter-clockwise, it'll pull into the yard on the purple track and break down from there.  There'll be a bottleneck if there's an assembled train waiting for it's turn to run, but that adds to the enjoyment and gives you something to do besides just looping. Or it back onto the red track even though that would foul the mainline for a time.

NOTE1: The caboose storage on the blue tracks needs to be extended to hold a spare engine or 2. Or, you could add a switch and curved storage tracks to the left curve on the purple tracks for engine storage.

NOTE2: IMHO you simply don't have space for much else. The limited track/switch selection also hampers design options.

test2

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