Roger Litwiller

One of the "Must Haves" on my layout has been a co-op and grain elevator.  I am fortunate that there is one located near to my home and I have been able to study the track arrangement and operations at the co-op. The blog discusses how I have incorporated the features of the prototype into my layout.

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I have written an article on this previously, see  Track Plan Tri-County CO-OP & Grain Elevator.

Below is the original track plan for my N Scale layout.

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As you can see from this plan I have been able to condense the very long siding and run-around track into a smaller footprint on the layout.  The grain elevator, dry goods and chemical tanks are accessible from individual sidings as compared to the long single siding.

As my control station is located in this area I installed the Programming Track in the opposite direction.

What I did sacrifice was the access to the siding from the bridge under the main line.  To enable the height clearances, modeling this unique aspect would require a very unreasonable footprint.

An item I did loose was the restriction of train size.  A train of any length could reverse down the siding with several cars.  The grain elevator siding can easily hold eight grain cars, the dry goods shed another two box cars and the chemical siding can hold two tank cars, for a total of twelve car positions.  That is a sizeable train. 

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I wasn't happy with this arrangement, restriction of the train size was part of the uniqueness of this industry.  So as many of us have done, I tore it up. First I carefully cut out the three turnouts and the approach tracks to the co-op and program track.  

You might notice the slip switch in the photo.  I was hoping to utilize this turnout, but as you will see it didn't work, so  I will continue to find a home for it somewhere else.

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I started by cutting the rail from the ends of two turnouts to reduce the distance between them.  I was able to remove 1.25 inches, which can now be added to the team track.  For the HO modelers, that doesn't seem like much, but for us N Scalers it makes a big difference.

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With the turnouts in place I re-attached the approach tracks to the co-op and the program track now doubles as team track.

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Now my train lengths are restricted to a maximum of five standard box cars irregardless of the direction of travel.  This also matches the size of the runaround track.  The co-op will still accommodate twelve cars, but some thought will have to be given in placing and picking up these cars.

Below is an updated layout design.  Now I'm happy, I have the co-op with the charm of the industry I am representing.  I can live without the bridge.

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Roger Litwiller -Author

View my layout, "Trenton Subdivision in N Scale" on the Railroading Page on my website.  rogerlitwiller.com

READ my MRH Blog.

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p51

Looking forward to this

I must admit that there are lots of things that I'd like to model but cannot as I model the Appalachian region (in narrow gauge, no less) during WW2. A grain elevator would have been one of them if it would have fit my layout's concept.

I just hope once you get this done, you'll emulate your prototype photo. I love the trees to each side and more green than grey in the roadbed! I also love the ancient iron fence, as well. If that were my layout, I'd try to re-create this shot as close as possible as it's such a classic location.

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rhammill

Why the change from the prototype?

That's going to be a great scene.

I do wonder, after looking at your original post, why you've altered the prototype track arrangement so much.

Operationally speaking it's quite interesting to have to service several industries on the same long siding, rather than on separate sides as you've designed. Not only do you have to contend with the number of the cars, but some cars may need to be re-spotted while others are pulled or set out. If you moved the runaround back to the main, you could actually extend it quite a bit too, and would probably need to. 

It would also give you more space to model the industries themselves, since you wouldn't have the turnouts to contend with. 

Also, the way you've designed the crossover to the industry track may hinder operations. If the team track has 5 cars, how many cars can a locomotive move to/from the co-op tracks without having to move any of the ones on the team track? At the very least, it would appear that the crossover should be reversed, giving easier access to the larger set of industry tracks.

It looks like you're happy to make changes if needed, and I'd recommend some regular shake-down operating sessions, even if just in small sections of the layout, prior to scenicking that section in case you decide to make some more modifications.

Just some thoughts. Looks like it will be a very interesting layout, though.

Randy

 

Randy Hammill
Prototype Junction
Modeling the New Haven Railroad 1946-1954
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Roger Litwiller

Thank you for your comment.

Thank you Lee for your comment.  

I hope to re-create as much of the scene as I can.  I will post updates as the work progresses but alas time doesn't always allow a speedy build. So please come back and check.

Cheers, Roger

Roger Litwiller -Author

View my layout, "Trenton Subdivision in N Scale" on the Railroading Page on my website.  rogerlitwiller.com

READ my MRH Blog.

Reply 0
Roger Litwiller

Thanks Randy for your

Thanks Randy for your comments.

The prototype for this co-op is over a mile in length and spread out over the entire distance. Despite the length of track, the approach track is short. Forcing the train crew to occasionally spot cars on the main until there is room to move them.  This has to be done expeditiously, so as not to interrupt the CN mainline on the Windsor-Quebec corridor.

The original design for this grain elevator was on the track built by the Central Ontario Railway and ran over 100 miles. Plenty of room to move entire trains in and out.  Sadly all that remains of the COR is now this small co-op.

My design still reflects the activity that is currently in place, but with a selective compression of the distance that it is laid out on.  Therefore going wider than longer, which requires a few turnouts.

The "hacking" of the original branch line and removal of tracks is reflected in the five car approach track off the main, this includes room for an engine.  The siding for the grain elevator will hold up to ten cars, but if you need to load/unload the cars, only five can be spotted.

The co-op is busy in the spring with seed and supplies arriving in one to two trains a week.  Late summer/fall of course is very busy with up to three trains in a week.  It is very rare to see a train in the co-op during the winter, but occasionally a track maintenance group will overnight on the tracks.

I believe my current design reflects the prototype as much as possible with some compression.  It will take some time running trains to finally decide if some tweaking will be required.

I hope this answers some of your questions.

Cheers, Roger

Roger Litwiller -Author

View my layout, "Trenton Subdivision in N Scale" on the Railroading Page on my website.  rogerlitwiller.com

READ my MRH Blog.

Reply 0
rhammill

He, Roger -  I see what

He, Roger - 

I see what you're saying. But the way you have it laid out, none of the spotting locations are overlapping. That is, all of the spotting locations are in the same linear location as if it were a single track, and without the turnouts, the read Coop structure could actually move to the left, giving a little more space for the scene and spotting cars. So you haven't added spotting locations, you've just 

Operationally, it would force you to do exactly what you describe, use the mainline (or the runaround) to work the siding, making it both more "complicated" and more interesting (not to mention more prototypical). One of the reasons why modeling a single-track mainline has been so popular over the years is that it requires you to work around the mainline trains.

With the way you've designed it, you can fit your entire inbound train on the tail track, all the way up to the start of the runaround (the third turnout in the ladder). Then you can pull all of the outbound cars, put them on the other side of the runaround. Spot all of the inbound cars except the Liquid Chemical Tanks, then move the outbound train to the longer track, and spot your chemical tanks. None of this movement would require you to access the main again until you are done. Trains coming the other direction would need to use the runaround, but you've indicated that the runaround fits your entire train. So that doesn't present any additional challenge either.

Obviously, the railroad isn't interested in making things challenging. But they also don't spend money they don't have to. By having the runaround on the mainline as on the prototype, trains arriving from either direction service the industry the same way - as a trailing point siding. With the runaround as part of the siding, that's not the case. So you've added a different type of complexity (and that's not even considering the switchback you created to enter the coop). From a prototype perspective, you've made it more difficult to operate from one direction, and added 4 switches and continued maintenance to boot.

Most of the work on my layout is the same way, where all the work occurs off the main line. Because it was built when the railroad was much busier. But it's also within yard limits and all the work of the city handled by two switch crews. I happened to pick the time to model just before they started ripping out tracks. 15 years later it was a single through freight switching all of the industries from the main. Of course, passenger service and through freights had been cancelled by then as well.

So your layout is entirely feasible and justifiable, and certainly not wrong. I'm just pointing out that you made it extremely easy to operate, particularly in regards to fouling the main line, and from what I can see it didn't increase the number of spotting locations.

I'd be interested in hearing how your testing goes. I highly recommend operating a layout a lot before scenery, particularly when not following a prototypical layout. I could draw up a number of better examples but I'd need to know the actual number of standard cars that fit each track segment clear of any turnouts (40' or 50' cars depending on the era).

Regardless, I think it's a really cool looking layout.

Randy

Randy Hammill
Prototype Junction
Modeling the New Haven Railroad 1946-1954
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