Atherton - raison d'être
I have been mentally wrestling about the historical background for Atherton and as with any problem, documenting it usually helps me think things through - usually to a conclusion that was blindingly obvious.
So let's take a 'walk' with just a few views traveling Westbound from Atherton Engine Terminal to establish the current feel and see what's occurring :
This view is looking from above the engine terminal towards Atherton Station. That's Spock's Gas and Oil sitting on it's own spur to the left of the sand house.
Dave S - I hope you agree that the station length looks ok from this angle. Ironically the station kit comes with three size options and I did consider the next size down, but decided against it a) because this version looks better andb) I think it needs to be bigger than Mortimer station since Atherton is a more important town.
This view is looking back from the station Eastwards. The engine terminal is to the right, just ,off shot. The main continues on from Atherton into the tunnel mouth leading to the next town of Morocco. The tunnel is a dummy and ends about 10 inches inside the mountain top, but serves to make the place seem bigger. The caboose track (more of a stub) is to the right of the main and the crossover on the lower left is the engine escape for Eastbound Atherton arrivals coming from the direction of Mortimer.
This is looking back from the West end of Atherton over Redpale creek, passed Vezmar mine and with Spangler gap in the far distance.
Spangler Gap and Mortimer just peeking in on the left.
Mortimer - small town with tourist trade due to local mineral springs (thanks for that one DaveB).
Passing through this tunnel the line descends Matrimony hill, through Branum pass, over Widows Veil trestle and onto the lower deck.
So, conclusions are that this is clearly a mountain area. My intention is that the lower deck can be set in the lowlands with opportunities for agricultural stuff anb lumber, but Atherton is logically a mining town. Vezmar mine is fully modeled and other mines can exist in virtual format towards Morocco.
Even though I started off wanting to do something visually different, this makes little sense. Atherton backdrop has to reflect similar scenery to the surrounding landscape. A mining supplies agent can have a warehouse and the town can have the usual people' orientated stuff like a drug store, cafe, garage, post office and saloons although not all need to be 3D modeled - or even seen!
So including the needs of the engine terminal we have at least:
- Mining supplies
- Mail
- Passengers
- Food stuffs alcohol, grocery items and general people gubbins
- Engineering supplies
- Coal
- Sand
- Oil and Gas
I had thoughts of having the tracks running down the main street with the town buildings modeled as backdrop or relief items but I'm thinking this will be too cluttered. Mortimer worked because of its sparseness and the same approach should work here - "less is more".
Although leaning towards the corner position for the station (curved track locations look common enough) I am keeping my mind open. I think I'll continue adding a few more buildings, shuffle things around and most importantly try some operations experiments to see how things flow when mixing, arriving and departing trains and local switching. That will be a fun exercise in its own right - especially if I can get WiThrottle to behave itself.
Galen - I know it looks flat at the moment but this impression will disappear. I'm not sure of the exact 'how' yet - but it most definitely will
So that's where we are - right direction? wrong direction? missed opportunities?
As always, your input is appreciated.
Rob Clark
Cornhill &Atherton RR