Catching up
Glad to see plenty of enthusiastic responses. I need to find a lovely round-robin Ops group that'll put up with me.
Defining a spectacular failure:
Ideally, the layout in question needs 1 Dispatcher, has 3 main yards (+1 staging, unmanned, but three entrances into it... yeah), 3 branchline operations (1 with its own transfer yard in the middle of nowhere that's fed by road trains, two depend on main yards), 1 stub ended coal mine that can be worked by visiting road crews but runs a lot smoother with a helper on the Mine engine, plus locals for the industries around the yards themselves, a peddler freight, 1-4 coal trains, three road trains running yard-staging, two trains running A-B-C-D and D-C-B-A working ONLY the yards. roughly 12 slots minimum. And this is with bare minimal crews footboard YDs, one man engine crews, a single Dispatcher, etc. Those of you with Desk Jockeys and two man crews I say PHHT!!!!
I only had 5 people show up.
Now, I have the branchline locals staggered out that the first one can get everything pulled and ready for the road train to pick up, then have the crew knock off and start the next branchline, get it to the yard to swap cars, then take the third out and do its work before cycling back to the first and then the second. So there's room to consolidate, but...
Oh, and I was supposed to have a guy with a GRILL and Burgers. Also know as the Club President He bailed on me at the last minute (seriously, two hours before), so not only did I not have enough Operators, but I didnb't have anything for the people who did show up.
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Rob:
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Unfortunately, model yards often start each session with a mess of unblocked cars, and departures remain at a standstill while classification is done.
Guilty, but in our case, the majority of the time the other two yards are left fairly empty. Getting them going is only a few moves, it was mine that was left as a complete cluster****. I'll admit, I kinda shot myself in the foot with this one. When I set these up, I mostly stage paperwork. Since this is a Club layout, things move between sessions, and while I have the understanding and blessing that nothing moves between the Staging (Thursday) and the Session (Sunday) from session to session things move three dozen times. I (used to?) prefer not doing any physical staging, and probably in the other yards the Yardmasters didn't have much issue getting started, as they were well under their "comfortable working capacities). My yard had 27 cars in it that served no purpose to the session beyond being hauled off to staging in addition to four other trains. Most of you see 27 cars as a pittance, but our layout is old (40years) and the sidings short, and 27 cars is 1/3 total physical capacity of that yard. I told myself when I made up the switchlists "You should just go ahead and get rid of those now and be done with it." but I didn't listen to myself and said "nah, it'll be fun!"
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Maybe it makes sense to have some classification work for the yard crew to start, but most of the yard should be ready to go, left in good order by the last shift.
"Last shift" is a key phrase there. Since this is a club layout, things have moved quite a bit since "last shift" compared to a layout that simply doesn't move unless being operated and every movement mapped
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As others stated above, the prototype works off a continuous cycle with no beginning or end. We modelers too frequently let the yard become a dumping ground as the session concludes, with the expectation the mess will be cleaned up next time.
again, guilty, but in our case the "mess" really does change between shifts... but that's looking to be no excuse for me taking better time to stage
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Yet another one is not having staggered call times, leaving people standing around waiting, perhaps with unrealistic expectations about everybody being able to get running at once.
While we're not on a clock, per se, most of the traffic falls on an if-then schedule: East Bend-Miller Mine can't leave until the West Marmon Local arrives in East Bend with empty hoppers. EBLS can't get underway until EBMM returns, a two-fold restricttion because EBLS needs loads from the mine, (typically, none of the Random Number Gods needed coal last session, it was weird. But then, it's summer, so...) but EBMM usually ends up tieing up part of the main anyway before I can get EBLS past it. On the other end, LSEB can't leave until after EBLS is underway, and there's enough of a ripple effect betwixt 'em all to force stagger. That being said, everyone who shows up still has this unrealistic expectation about everyone being able to get running at once... and all the time. I get a lot of "Can I move?" "No." "Can I move?" "No." "Can I move?" "No." Despite the number of CSX jokes we make about trains just sitting and crews getting paid to play cards in an engine cab for 12 hours.
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Solutions may be to stagger the starts of the local jobs, start with jobs already classified, have the switcher building the next sessions trains. Throw in a few through freights, where the first thing somebody does is run a through freight to clear outbounds out of the yard, then they run a local in the 2nd half of the session. Others run a local then when they are done run a through freight, bringing cars in or out of the yard.
Other than having things preset, that's pretty muych what I have in each yard: 1 through freight (each) that flushes out the unneded junk to staging, locals that use what's in the yards already, followed by road trains moving cars that are needed but by a different yard for its local then where they are at the start, then more locals built from that second round of road trains (if the collective attention span lasts long enough to get to them). Those would likely be your "second shift". And I could probably have the yards sorting the inbound cars, but with being a fluid club layout, I don't have an accurate way of prediciting next session: what the industries will order and where cars will be, so we let the arrivals sit.
Actually, I suppose I could fire off a second round of industry "orders" specifically to give the yardmasters something to classify too, but I don't think attention spans are gonna go that long,
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We also invite non members to participate which can be great. Some of these are other groups that we reciprocate with and attend their op sessions.
Never turned anyone interested away, that just defeats the purpose of a "Hobby". but if/when I decide to do this again, I'm DEFINATELY reaching out a little farther and a little louder. I use to be afraid of "undercutting" (is that the right term?) the club with a non-member heavy turnout, but it's become clear I don't have enough interest so for ANY of us to be able to Operate, it's gonna have to have outside support.
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Thomas:
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The real railroads build many trains at one time, meaning they switch cars into tracks that are selected for that destination. If your yard can handle switching at each end, designate a track for all the local cars, and have the industry jobs pull their own cars off that track from the opposite end of the lead switch job. Too many yard jobs on model railroads are wasting time blocking and building the industry and local way freight.
If you are the lead switch job, and also footboard yard master, set yourself up for the future by switching the cars destined for A,B and Z to different tracks as you pull the tracks that need to be switched. When the crew for the train to B arrives, just point them to their track and hand them the car cards or paperwork. You can enjoy a beverage until the next train arrives to be sorted.
Not sure I;m following that first part. Are you saying sort cars out "In town only" "Close to town only" and then "Out of town", and then letting the "In town" crews on the opposite end of the yard figure out which cars are whose?