Small/Micro layouts for Solo Ops...
Dear Rick,
OK, let's see where this leads...
Quote:
The question is if operating the layout can be more interesting than solitaire.
The challenge is to:
- come up with interesting layout designs;
- reduce inconvenience;
- position the layout where it becomes part of the living area.
Given that we're "preaching to the converted" as far as model RRers here, pretty safe to say that running a train is going to appeal as much, if not more than flicking a mouse on a computer screen. (If not, then we're not talking to "Physical-Model" model RRers, we're talking to "Auran Trainz/MSTS" model RRers ).
RE: "Interesting layout designs". Hmmm, this is a risky statement, because "Interesting" has to be tempered against:
- actual space available
- style and degree of "operations desired"
- what constitutes "interesting" to the given modeller in question.
EG the Timesaver is arguably more "interesting" to the trackwork and "railroadiness" fan than an Inglenook/"proto-nook",
(more turnouts to build/play-with, a switchback, etc)
but is also a deadset pain to switch (as it was intended to be under the original _Game_Play_ conditions set out by John Allen), and struggles to emulate many of the most common, day-to-day ops performed by prototype 12'/1' scale railroaders. (The Timesaver "switching job" was unashamedly contrived to fit a given set of "game" conditions, and is quite inflexible in that regard).
Given the kind of 4' x 1' shelf space which tends to prompt many to think "timesaver", a simpler track-arrangement 3-2-2 Inglenook (assuming HO scale and average 40' cars)
provides much of the same "Game" playability, but with the additional flexibility of being operated as a _proto_ nook (IE not limited to simple "move the tile" car shuffling, actually capable of emulating real railroad "switch tasks")
with only a minor change of mindset (and maybe some appropriate scenery) to achieve the "Ingle/Proto" change
What I'm driving at is
- if space is at a premium
- and "solo operations which can hold interest for a given time period per session" is the priority
then the trackplan in play needs to respect those priorities, and place a (visually) or (construction-complexity) degree of "interesting track arrangement" on the back burner.
To place (visually or contruction-challenge) "interesting" track arrangement above the stated "satisfying solo operations" requirement in the priority stack is to build an "operating diorama".
(Nothing wrong with building a "operating diorama", so long as that's what One _intended_ to set-out to build in the first place,... hate to find a modeller who wants one thing, and torpedos or "significantly falls short of" their top-priority/desired outcome, thru adding "interesting" elements to the mix...
RE "reducing inconvienience" : For my mind, speaks to reducing anything which gets in the way of "just plugging it in, turning-it-on, and running the trains". (and anything subsequent which, pun not intended, "derails" the fun along the way...)
The next section addresses a key part of this, IE having the "layout" in such a situation where it is both socially and domestically acceptable to have it set-up and "ready to turn on" at a moment's notice. Having trains "staged in plain sight" helps, and the generating of "todays switching session" needs to be quick and painless.
(and if it requires turning away from the layout, or any form of manual data-entry, then that's a Con as well).
In terms of contact and control, a simple analog DC walkaround throttle will work fine, and may allow depoloyment in cost-challenged situations. For those who prefer DCC, a smaller system with basic booster + "driver cab" would decrease the "button shock" for a visiting operator, and give literally "just what's needed to plug-it-in-and-turn-it-on". For myself, when I find it actually required to use DCC, my PowerCab tends to stay at the workbench for programming, and the layout works with a SB3+CAB04P. (simple throttle for "pick it up and start running" ops).
Wheel/rail pickup on switching layouts (esp DCC apparently) is kinda critical to enabling the "Turn it on and start switching"/convienence ethos. Thankfully, as noted by Iain Rice and many other doyens of the small/micro layout genre, "when the layout is only _that_ (4x1 or less) big, cleaning the track is but the work of moments"
(Iain Rice, "Small, Smart and Practical Trackplans"). Again, speaking to the next section, a layout which is "domestically acceptable" may also include proscenium fascias and possibly even simple dustcovers which can promote and prolong "switching-grade" slow motion capability for significantly longer between "major track-cleanings". And of sourse, there is whatever fave track/wheel treatment is going round...
(My layouts personally thrive and survive on Graphite).
Given a small switch doesn't need scads of locos, just 1 (or maybe 2) which are really stellar switching performers, tweaking and keeping-optimised such a small roster is a doodle. Ditto for rollingstock wheel/truck/coupler performance. (you don't need a mainline freight worth of mediocre cars which all cause their own degree of pain, just a handful of well-tuned cars which give reliable "first-time, every time" performance).
Same for turnout wiring and maintainence. With only low-single digit quantities in play, wiring them from Day 1 of the layout _properly_ to avoid electrical issues is not a hardship (the 30 seconds you save on Day 1 will come back to bite you later in "inconvienient" failures and issues which stop the party for what could potentialy ammount to _years_ over the life of the layout!). .
Sure, wireless + battery power for a small (1-2 loco) switching fleet may be another option, but in the spirit of making it budget-do-able for most any modeller, such is not a _mandatory_ way-forward.
While we're at it, on the "quantity VS quality, weighed against a finite ammount of available resources" equation,
such small layouts with low numbers of turnouts and locos/cars also opens up the ideas of possibly trying "hi-grade" options such as Proto87Stores detailed turnouts, and Sergeants couplers... but I digress..
(As Andy from P87Stores points out, 2x #5 turnout kits from him are approx 1x the cost of an equivalent PECO, Atlas, or ME turnout.
If you're looking for a small layout which not only gives post-build operational opportunities,
but give more "play value" in the build stages, and visually eye-popping results, it's something to think about.
Maybe a "Solo operator who wants a visually impressive highly-detailed layout" _can_ have their cake and eat it too??? ).
OK, so we've got reliable track, locos, and cars. We've got a control system which allows us to "just run trains" at the drop of a hat, and we've got the layout in a location where it can be left setup, power at the Mains switch, and rollingstock auto-staged in position. (Those last 2 points are furthur covered below, keep reading... ).
So, what do we actually do with it?
The original Inglenook can be run using "tiddlywink computer"
http://www.wymann.info/ShuntingPuzzles/Inglenook/inglenook-rules.html
or simple photos of the cars in-play on the layout, drawn and placed in drawn order along the layout fascia.
but for those more "proto ops inclined", this degree of "no real-world relevant raison de-etre" is irksome.
("...so, you just draw the maximum # of cars at random, how is that relevant to 'real railroads'?")
Hold up a sec, when working out what cars to place in a "local freight" for delivery to a given industry back at the classification yard, the yardmaster takes a quick mobile phonecall with the stated industry manager, and confirms "...Which cars do you need? These are the cars that are waybilled to be sent to you..."
The local crew takes said cars to the industry, and then consults with the man-on-the-ground to establish,
(of the cars in the train, and already at the industry),
which car needs to go where relative to the "spots" available on the industry trackage.
That conversation, in essence, is the same as "drawing the car cars in spot order". It's only the _WHY_ that changes. ("Drawing the cards because that how we play this model-train game" VS "this order of cars is how the plant manager wants his cars spotted").
If a given "draw" of the car-cards assigns a given car on the layout to the same spot in the industry as it is already occupying, then obviously is hasn't finished being un/loaded yet, and thus may need to be "moved off-spot, and returned on-spot later" as required. If it's drawn as "at the industry, but in a different car-spot", then that's a potentially proto-valid move too...
(If a given car is not drawn, it can be assumed to have to stay in the "local train"s consist, presumably either for delivery to another industry, to be delivered back to the local's home classification yard for onward forwarding, or delivered back because "those so-and-sos at the classicifation yard marshalled the wrong car in our train again...")
SO, making a small "solo ops" layout "soo convienient to start an op session anytime a few spare moment become available" comes down to:
- building/wire it _Right_ the first time
- not building everything in sight, or having masses of everything
- rather, build just enough locos/cars/track do achieve the required task, and spend the effort you'd expend on a _massive_ fleet, redirected into making a small-fleet run bulletproof (it's not that hard, truly!)
- optimise control and "human interface" so that it's "no brainer"
(simplified throttles, turnout controls = a ready-to-go good-time, and easier maintainence later)
- aim for a system which "self-restages" between sessions
- think "real world", not "arbitrary shell game"
RE "Position the layout as part of living area"
I have to say I'd probably blow the definition out to "position in a readily accessible, semi-permanent location", but the jist is the same. This is where many attributes of a small/micro and shelf layout come into play:
- Readily fits within existing cabinentry
- can be finished to a "presentable piece of furniture" spec without excessive effort
- use of hyper-lightweight construction makes build/maintainence do-able
- mounting high allows "co-existance" with other room functions
Examples of nicely-finished shelf layouts are readily available, some which come to mind are:
Keith Jordan "Patch" LA switching
http://www.patchrailroad.net/The_Patch/Patch_Home.html
Mike (WaxGroove) switching layout
https://forum.mrhmag.com/post/layout-complete-working-on-cars-12190314
NS using what ammounts to 2x Inglenooks for live-fire 2-team/4-person training purposes,
could be perfect for demonstrating "model RR switching operations" at public shows
https://forum.mrhmag.com/post/prototype-ns-railroad-uses-ho-layout-for-switching-training-12191669
http://www.flickr.com/photos/themodelrailwayshow/sets/72157631974631333/detail/
Seaford Lumber C/O RMWeb
http://www.rmweb.co.uk/community/index.php?/topic/48565-seaford-lumber/
and some very happy customers... oops, I mean _operators_,
displaying exactly IMHO what this thread is considering...
SO, Rick, I'm not sure if it addressed the criteria you started out with,
but hopefully it gives some thoughts and inspirations to kick-on with...
Happy Modelling,
Aim to Improve,
Prof Klyzlr