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The problem of eliminating humidity looks like it hasn't been solved so here is what I do.  My layout is in a high humidity location (basement) and during the summer I use a dehumidifier to dry the air. During winter its cold up here and the furnace is running so there is little humidity in the basement. IMO, you've got to keep the humidity below 50% to prevent rust and erosion.

Nice design, have you thought about keeping the 2 lines separate.  Maybe a siding or small 2 track staging yard on the longer end of the dog bone. I am in the same spot as you, we bought a different house and in the process of redoing the future train room. I like the idea of a giant dog bone shape bent back onto itself. I will be following your progress. Nick T.  

Okay, Leandro, here you go, I hope this is what you were trying to get. If it is, your problem was you were trying to draw the table outline using the Object/Basic Shapes/Polygon tool and that doesn't work for what you want. You have to use the Action/New Base/Poly tool in the Terrain View to draw a New Base. That's how you get it to display the white heights to show elevations. Hope this helps.

Edit: Looking at your plan though, the part you have elevated (Red in 2nd photo) is connected to the lower part at the crossovers on the left and bottom, so that will not work. You also have some Blue track crossing over other tracks at the same height, so that will not work. You may have wanted these reversed, but they didn't come out that way.

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Last edited by DoubleDAZ

leandro,

The lack of good 3D in RR-T makes this difficult. I can see that when you build, the center loop will be at a lower height. I tried raising all track and buildings to 15.50cm and then setting a grade off the center straight. The track would descend into a tunnel and then out again. So, I set that track 0.00cm. Grade track is in red. ~ 5%

The 3D is still very poor.

It will look nice when you build. Adjust the framing to accommodate the grade below the main table height.

Now, to find places for the rest of the accessories and buildings.

EnzoVille 2.4_2018-DAZ_Moonman

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DoubleDAZ posted:

Okay, Leandro, here you go, I hope this is what you were trying to get. If it is, your problem was you were trying to draw the table outline using the Object/Basic Shapes/Polygon tool and that doesn't work for what you want. You have to use the Action/New Base/Poly tool in the Terrain View to draw a New Base. That's how you get it to display the white heights to show elevations. Hope this helps.

Edit: Looking at your plan though, the part you have elevated (Red in 2nd photo) is connected to the lower part at the crossovers on the left and bottom, so that will not work. You also have some Blue track crossing over other tracks at the same height, so that will not work. You may have wanted these reversed, but they didn't come out that way.

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Dave, Thank You !

That's exactly what I wanted to do.

My idea is to do all way up for 15 cm height and green track external for 0 cm.
But I don't have a idea this is the best to do.
I'm trying to create my layout and I don't like to have only one level I like to have 3 level, but I'm having many difficulty this.
Thank you your help !

 

Moonman posted:

leandro,

The lack of good 3D in RR-T makes this difficult. I can see that when you build, the center loop will be at a lower height. I tried raising all track and buildings to 15.50cm and then setting a grade off the center straight. The track would descend into a tunnel and then out again. So, I set that track 0.00cm. Grade track is in red. ~ 5%

The 3D is still very poor.

It will look nice when you build. Adjust the framing to accommodate the grade below the main table height.

Now, to find places for the rest of the accessories and buildings.

EnzoVille 2.4_2018-DAZ_Moonman

Carl,

Yes ! This my idea, but I don't know this is the best idea ! That's what I said to Dave!

If you had another idea it will be welcome !

Thank you your help !

 

DoubleDAZ posted:

Nice change Jan. I'd also consider switching around the road and the passenger station so passenger trains don't foul the mainline while loading/unloading. The short spur on the left can be extended by using 2 curved pieces in place of the half-curve.

Dave, sorry but I didn't understand your changes.
Can you show me where it's?
 
Thanks!
Moonman posted:
Leandro Garcia posted:
Jan posted:

I rearranged the track at the bottom which I thinl will improve operations.

Jan

EnzoVille 2.4_2018-DAZ_Moonman_Jan

Jan, Thank you for your changes ! I liked and now I can think in to elevate external to 20 cm or more !

I don't see where you can elevate the green line to make it useful. The switch tie -ins to the black on the left and at the bottom pin down the green line to black line height.

The green line from 8 o'clock to 4 o'clock at the bottom would be elevated. This would block the view of the yard and accessories.

Here is my fixes. The switches connecting the green line and black line were removed. Assume that the black line is at 0cm height. The green line climbs from the tunnel at -15.50cm to 0cm, then climbs to +15.50cm around the roundhouse on open trestle to land on the straight. it is on land all the way around to the opposite corner, where it descends to 0cm on open trestle again , then descends in the tunnel under the black line at 9 o'clock to -15.50cm.

The black line needs the 4-way crossover at 9 o'clock as in an above version. The green line will not be able to change direction on the run.

This provides the elevation look that you want at the cost of disconnecting the green from the black line.

EnzoVille 2.4_2018-DAZ_2_Moonman_2DEnzoVille 2.4_2018-DAZ_2_Moonman_3D

Jan, I understand I was wrong for I not want disconnect both tracks !
Thank you !

Leandro,

Those were my changes for another idea - I quoted your answer to Jan's changes. I will keep them separate.

 



I don't see where you can elevate the green line to make it useful. The switch tie -ins to the black on the left and at the bottom pin down the green line to black line height.

The green line from 8 o'clock to 4 o'clock at the bottom would be elevated. This would block the view of the yard and accessories.

Here is my fixes. The switches connecting the green line and black line were removed. Assume that the black line is at 0cm height. The green line climbs from the tunnel at -15.50cm to 0cm, then climbs to +15.50cm around the roundhouse on open trestle to land on the straight. it is on land all the way around to the opposite corner, where it descends to 0cm on open trestle again , then descends in the tunnel under the black line at 9 o'clock to -15.50cm.

The black line needs the 4-way crossover at 9 o'clock as in an above version. The green line will not be able to change direction on the run.

This provides the elevation look that you want at the cost of disconnecting the green from the black line.

EnzoVille 2.4_2018-DAZ_2_Moonman_2DEnzoVille 2.4_2018-DAZ_2_Moonman_3D

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Hi Leandro,

Yes, that is a good decision.

I cannot get the answer that I want from RR-Track. I believe that you have too much of the end semicircle behind the city as grade track. If a quarter of that can be left at the main level height, more space for the city can be created. A road could cross the two lines and disappear at wall and table corner. More scenic items can be added.

If you wish to have a turntable/roundhouse in the future, the yard area could be reworked. You could also added more spurs for engine storage. How you use the layout will tell you if you need any changes.

I will try to convert the track plan to SCARM to enable a better 3D view to demonstrate your layout.

 

PS: Sorry about the World Cup results. We weren't even there.

 

Carl, there are other problems with the upper grade too. I don't know if you noticed, but the section by Red line was 1.37" high and the original grade started there. It ran just around the half circle and was almost 5%. On the other side of the Red line the elevation is 0" and abruptly went up to the 1.37". The lower grade was also almost 5%, so I added some tracks to both grades (Purple) to get them down to around 3%. They can both be extended further to get them a little lower.

FWIW, I also agree with deleting the turntable, but that's because I don't intend to collect engines and, like Leandro, I don't have room for a "real" yard complete with roundhouse, engine repair facility, lead tracks, etc.

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Moonman posted:

Hi Leandro,

Yes, that is a good decision.

I cannot get the answer that I want from RR-Track. I believe that you have too much of the end semicircle behind the city as grade track. If a quarter of that can be left at the main level height, more space for the city can be created. A road could cross the two lines and disappear at wall and table corner. More scenic items can be added.

If you wish to have a turntable/roundhouse in the future, the yard area could be reworked. You could also added more spurs for engine storage. How you use the layout will tell you if you need any changes.

I will try to convert the track plan to SCARM to enable a better 3D view to demonstrate your layout.

 

PS: Sorry about the World Cup results. We weren't even there.

Carl, Thanks !

Carl, Thanks !

I'm still deciding how make my benchwork ! I don't know if I create all benchwork at a higher or lower height because I want difference high plains.

A road could cross the two lines and disappear at wall and table corner" Yes ! I had thinking therein.

DoubleDAZ posted:

Carl, there are other problems with the upper grade too. I don't know if you noticed, but the section by Red line was 1.37" high and the original grade started there. It ran just around the half circle and was almost 5%. On the other side of the Red line the elevation is 0" and abruptly went up to the 1.37". The lower grade was also almost 5%, so I added some tracks to both grades (Purple) to get them down to around 3%. They can both be extended further to get them a little lower.

FWIW, I also agree with deleting the turntable, but that's because I don't intend to collect engines and, like Leandro, I don't have room for a "real" yard complete with roundhouse, engine repair facility, lead tracks, etc.

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Dave, Thanks,

"I also agree with deleting the turntable, but that's because I don't intend to collect engines and, like Leandro, I don't have room for a "real" yard complete with roundhouse, engine repair facility, lead tracks, etc."  Exactly ! My friend and my father open my eyes about turntable...but I think to create small repair for locomotives .....

 

 

Hi Leandro,

The dwarf signal is used to indicate switch position and in yards. Because it is short, it is for low speed areas. Most place them near a switch and hook to the switch controller to change the aspect color. Through is green, Red is diverging. This is relative to your mainline path.

The tall signals are for main line use. They are for train speed control. Red is stop and wait for orders, yellow has different rules, but is like slow, proceed with caution and green is maximum speed for that area or by railroad rules.

Most will place a couple on the mainlines where visitors can see them to mimic traffic control. They are usually green when  a train approaches a signal block, the train triggers the relay when it enters the block, then it turns red for time, then yellow, then green again when the train has cleared the block.

You can search them forum for threads on the ways to control the signals.

 

Last edited by Moonman
Moonman posted:

Hi Leandro,

The dwarf signal is used to indicate switch position and in yards. Because it is short, it is for low speed areas. Most place them near a switch and hook to the switch controller to change the aspect color. Through is green, Red is diverging. This is relative to your mainline path.

The tall signals are for main line use. They are for train speed control. Red is stop and wait for orders, yellow has different rules, but is like slow, proceed with caution and green is maximum speed for that area or by railroad rules.

Most will place a couple on the mainlines where visitors can see them to mimic traffic control. They are usually green when  a train approaches a signal block, the train triggers the relay when it enters the block, then it turns red for time, then yellow, then green again when the train has cleared the block.

You can search them forum for threads on the ways to control the signals.

 

Carl !

Thank you !

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