Mythbusters: Operations In Model Railroading

SurvivorSean's picture

 

You know having been a part of 4 different clubs now over the course of 20 years, not including my prior home layout in my parent's basement has given me plenty of exposure to the topic of operations.  For me personally as I've stated I can run on plywood with a good operation in place.  I could probably run the cheapest, out of era equipment and just have fun working a switch list.  Eye candy has never been something that holds me back, but eye candy is certainly admirable.
 
For me the hobby is made more authentic by many factors.  Running trains in an operation weather or not being prototypically correct is one (the later just makes it more real, and honestly some operations that is a bad thing).  Having equipment and track that run properly is another factor for making it real.  Finally having realistic scenery, rolling stock, and power complete the experience.  Having one or all of the above only enhances the experience, but for some certain factors may hamper.  It all depends on personal taste, and that also includes the era, the railroad, and the location you are attempting to model.  Proto-lancing is often an attempt at making it more fun but try and be close to the prototype.  Freelancing is something where you set your own rules, and have fun doing things that way.  Again all of this is subjective to what one enjoys about the hobby.
 
But why trains?  When I'm out watching real trains in public parks such as Royal Botanical Gardens in Burlington, Ontario I often get the question from passers by "what is so exciting about trains?".  My usual reply is "what is so exciting about flowers?".  No I'm not that sarcastic but you know I'm thinking it.  I try to explain it, but that is often a complicated answer, and many people don't have an answer.  They just like it, pure and simple.  But it brings up an interesting thing.  Most modelers are in the hobby because they like trains, at least the vast majority it would seem.  But if you examine a rail fan you will find that that hobby is also very complex, and contains many different aspects depending on personal interest.
 
Personally I like signals and the operations of the trains.  Some people like to see the differences between cars and engines.  Some people like it as a subject for photography.  I don't think it's as complex as model railroading but if you think of a hierarchy chart and put trains on the top, and now you have a few different categories of what people like about trains, the chart starts to expand.  Now how one goes about enjoying the hobby even further can be subdivided even further.  Model Railroading in fact is not the only way to enjoy the hobby.  If you consider how huge simulating is on a computer something that I'm also a huge part into that too breaks down further.  Then you got those that like watching ATCS monitor, and listening to live radio feeds, or watching trains at a webcam.  This hobby in itself though all branching from trains is a sub hobby of it's own.  I participate in all of these for the most part.  For the purpose of this site I'm not going to go down the other aspects, but concentrate on operations as it pertains to model railroading.  But I wanted you to thing about how complex it is just to get to that level.
 
That first club was incredible.  Almost 100% when I joined, it had no car forwarding in place but they did have a dispatcher and 4 cabs.  Dispatching was very difficult on this layout though I've dispatched virtually many more trains much easier at a relaxed pace, this was intense.  Eventually I encouraged members to consider bringing in a computer waybill system and though there was some resistance, it past and it is still there today.  But there were a few other things that were attempted and failed.  A fast clock was brought in, the only problem was the ratio was so high, and it was very little space between sidings.  Not to mention 4 throttles and 1 yard was always in operation.  I can honestly say it was one of the most stressful experiences and I was actually happy to see it go.  The club wasn't big enough for it to work right, so it was gone.  I tried bringing signals in before I left the club for transportation issues.  I managed to build 1 test signal still in place today, but it's never been expanded.
 
Eventually I got into a club that was more prototypical but they didn't use a fast clock just ran the trains.  They just made sure certain trains were ran in order and away they went.  We used a card system, and for the most part it was fun.  Then there was a blow up about modern era, vs past and the club imploded.  There was an attempt at an off shoot of another club that was mostly proto-lanced and still seemed to focus on running trains then an operation.  Most seemed to be convinced they were having enough fun, but I wasn't so I left for the virtual world and it was nice for 10 years to be in a place I can call my own.
 
Right now though the virtual world is not at a level of what is capable by an organized club.  Generally a fast clock should be not only realistic to what you have time to spend in a nigh for, but also something that meets your layout's characteristics.  When I joined the Sudbury Division they already had every thing down right.  The era was 1970's and they modeled CP in Sudbury.  The reason why Sudbury was selected from what I understand has lots to do with being a central yard serving many logistical directions and connections to industry.  Many positions in the club include Webbwood Dispatcher, Romford Operator, Sudbury Yard Master, Sudbury Crew 1 (and 2 if available), Road Crews (about 3 to 4 as the night goes on sometimes 2 man crews).  The fast clock is at a forgiving 4 to 1 and because we are running prototype that only deals with call times, and passenger schedules.  The Webbwood Dispatcher seeing less than a dozen trains (passenger, through, and locals) has a challenging yet calm environment to work with.  Because the layout is DCC he doesn't have to be concerned with block power.  The Operator presently only deals with the junction switch towards Toronto and the actual Toronto staging yard.  Once again a calm position with even time to rail fan around the layout in down times.  This position will be expanded this year as the junction will now be completed and will involve the use of signals.  That extra responsibility though is offset by the fact that less trains will now be in staging as Montreal trains move further down the line.  The yardmaster I actually find more challenging than my 1st club only because the yard is bigger, and there is a learning curve.  Car cards make it much more of a thinking position, but it's a challenge I enjoy and want to improve.  The crews at Sudbury are very enjoyable jobs.  Under the supervision of the YM who writes out switch lists by hand, we break down cars in the yard, process lifts and set offs etc.  2 men crews are the best because a crew at each end makes it more efficient, however even in the early days I ran just by myself on 1 crew and could handle it with no issues.  New members are first introduced to the club by running trains on the mainline with an experienced member in a 2 man crew.  This is how they learn the trains the best, and can feel comfortable learning the procedures (though written out nicely) just in case to calm any nerves.  When they're comfortable enough and numbers are down many people will run 1 man crews.
 
A look at the call board in the morning of a session a few years ago
 
There is about 18 trains per session but this number is starting to grow as the railroad and fleet expand.  Call times very between 30 minutes to a couple hours appart.  The yard at Sudbury is an operating yard that doesn't fill every track and has plenty of room to sort and bring in other trains.  Most but not all trains that pass Sudbury often have work conveniently blocked at the head end for switching.  They get instructions by the yard master and co-ordinate with any other crews in the way.  Yard crews while waiting can assist these trains or be the go between for passing car cards back in forth between the train and the yard master.  A few members only stay half the night, and there is always enough crews to run most of the time.  Even when we are short on crews that too is prototypical and eventually the freight moves.  Crews get to relax in chairs by the snacks and fridge and can chat with the dispatcher on duty.  Often there are extra members around who may not operate, but enjoy the social aspects of the night.  The supper break at noon is a great place for everyone to relax and talk about what ever comes to mind.  Once a year we have a junk night where we allow out of era power and trains into our mix with the regular operations.  Members also have the opportunity to test out or run trains outside of the operating sessions as we only have 1 session a month in the operating season.  If you just like running trains then the open house and Double Header's tour is perfect because you can, and are encouraged to run as many trains as you want.  The trains will already be there for you, so other than that following a dispatcher to avoid collisions is the only operating requirement.
 
Junk Night 2011 - An awesome SP switcher running our 70's CP yard at Sudbury
 
So how does this defuse myths about operation?  Well perhaps you may have thought operations was more intense, or demanding.  Many clubs as I've noted like to pack as many trains on the line, and stuff the yards full of cars.  The prototype in fact even in the 70's often had lulls in traffic and some lines are busier than others just like ours.  Being part of a club doesn't restrict you to do what you like to do.  Yes as far as our sessions go, we stick to the prototype.  But that doesn't mean you can't bring your own stuff on off nights and give your stuff a run if it makes you happy.  Positions are varied to what you like to do, and often you get a chance at what you like to do sooner or later.  Is it for everyone, absolutely not.  That is not the point of this.  But just like that upside down tree is full of many sub categories, so true is that little section of it called operations.  The fact is just like humans of different race, religion, sex have one thing in common we come from the same ape (or whatever else you believe to be true).  In other words we all like trains, but there is room for many people of many different likes of trains to fit into this huge hobby.
 
Thanks
 
Sean
 
Images courtesy of Waterloo Regional Model Railroad Club
More information on Sudbury Division can be found at http://www.wrmrc.ca
 
Train 974 leaving Sudbury
974 with work at the east end of Sudbury Yard

Comments

cv_acr's picture

The Evil of the Fast Clock

You kind of touched on this above, but this bears breaking out since it's one of those big myths about operations.

Myth: "I don't want to use a fast clock because it makes things too stressful."

Reality: The problem is not with the clock ratio, it's poor scheduling. Whether you use a fast clock at a 4:1, 6:1 or any other ratio, or your 1:1 wristwatch, it takes the same amount of "real time" to perform a task, or travel a certain distance. You fit the schedule to how long it takes to do the task. If it takes 15-20 real minutes to do something, you wouldn't schedule 10 minutes to do it, so don't schedule it for 30 fast-minutes on a 4:1 clock. Schedule it for at least 80 fast-minutes (20 real minutes on the 4:1 clock). Better yet round it up to an even hour and a half or more to complete switching duties.

Time is time. It passes at a fairly constant rate (special relativity and all that not being particular relevant to the speeds involved in model railroad operations ;) ) and the scale that we measure it on is pretty arbitrary anyway. So whether you mark the time using hours, fast-hours or wags of a dogs tail, you tailor the schedule to the operations, not the operations to an unrealistically arbitrary schedule. Time doesn't pass faster with a fast-clock, you're just measuring it differently.

If you're modelling a specific prototype, it's tempting to just take the prototype schedule and just compress it using a fast-clock ratio, but the reality is that you're probably going to have to do a lot of tweaking to fit the schedule to your situation. 

SurvivorSean's picture

Track planning and size is a factor

Running a prototype schedule can be achieved, it tends to be easier on bigger layouts.  Any schedule that involves switching is going to probably need a low ratio or require adjustment.  You can get away with a 2:1 or 4:1 no problem because most modelers wont go so far as to simulate building air pressure, or hooking up hoses.  Also most passenger schedules are a bit padded though it happens more in modern times than perhaps in the 50's (guessing on the current trend I've seen).

The rule of thumb to selecting a ratio has to do with the distance between stations and often it is an average at best.  What can fit in what scenes or require additional track for levels, a needed curve because they're at the end of the room, etc.  So getting each location to match perfectly in scale miles not 1:87 but for a 4:1 fast clock would be 1:348 is almost impossible, but the law of averages can make it work out.  Tweaking a schedule to fit what the layout is capable of is often necessary, and despite changing what the prototype may show on an official timetable enhances the operation.

What often happen is a layout is built before operations is even considered.  So when operations is introduced scheduling must be planned properly as you mention.  Too many layouts also try to be too tight with not just their schedules, but their available cabs and crews.  Then they get into a mess they never recover from, and I've seen this add stress from experience.

From what I've experienced in Sudbury so far, the schedule is actually padded a fair bit.  This is probably a good thing.  Besides the actual switching of The Canadian will be the challenge, but I think is attainable as is.

Thanks

Sean

 

Visit the HO CP Sudbury Division: www.wrmrc.ca

​Railroad Transportation Simulator: railroadtransportationsimulator.webs.com

DKRickman's picture

Pro vs. Amateur

I've noticed an issue with some operation schemes, especially when trying to replicate a prototype schedule.  The original schedule was created for professional railroaders, and you have amateurs trying to reproduce it.  While any fool can run a train (a model, at least) on schedule, switching is a skill, and it's the same no matter how big the cars are.  Most modelers I have met are not as skilled as the guys I have worked with, and it shows when they start operating.  It's not a judgment, it's a simple fact.  Switching schedules need to be padded to allow extra time because of less experienced crews.

Ken Rickman

Danville & Western HO modeler and web historian

http://southern-railway.railfan.net/dw/

Jurgen Kleylein's picture

rocket powered switchers?

Switching schedules need to be padded to allow extra time because of less experienced crews.

Learning good switching procedures is an operations skill, like any other.  You need to teach rookies the ropes so that they do things in an efficient and reasonably realistic way.  The problem we have found with new people is that they want to run the switchers too fast in order to hurry up and get done, which is actually the opposite of what you are suggesting is the problem.  Our fast clock and traffic volume is such that you can comfortably take your time with your switching and still get your work done quickly enough for the yard to keep up.  Seeing a switcher rocket around the yard doesn't enhance the realism of the operation at all.

One thing which makes switching easier for the crews in Sudbury is the use of switchlists.  The yardmaster makes up handwritten lists from the car cards he keeps in a file box in his office, and the crews use them for their work.  Usually each list just deals with the cars in one track, telling the crew which track each car is to be moved to; they don't need to know destinations or loads, just where they go.  If you just pull the whole track and shove each car at the end of the cut into the new track assigned, it doesn't take long at all to complete the work, even with low speeds and a big yard.

 

 

Jurgen

HO Deutsche Bundesbahn circa 1970

Visit the HO Sudbury Division at www.wrmrc.ca

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SurvivorSean's picture

2 man crews and no schedule

Totally agree, I've seen plenty of flying around.  In fact I've been accused of running too slow :)

One thing to add to Jurgen's comment that helps the rookie get around at least familiarity is 2 man crews are offered for new members.  Even some veteran members will run 2 men when we have enough operators in a session.  This takes quite a bit of stress off participants.

The other thing is with the exception of our passengers nothing is on a schedule.  Everything however is called for a time on the fast clock for the crew to know when to go on duty and call for clearance.

Now The Canadian will probably be a bit of a learning experience for everyone I'm sure when it arrives in Sudbury later this season.  That of course will be on a schedule.  But proper instructions and others in the area to help I'm sure will make it fairly smooth.

Thanks

Sean

 

Visit the HO CP Sudbury Division: www.wrmrc.ca

​Railroad Transportation Simulator: railroadtransportationsimulator.webs.com

DKRickman's picture

Prototypical yard switching

There's realism (based on speed, detail, etc.) and there's complexity.  You're right, pulling a whole track and classifying the cars one at a time is simple enough that anybody with a little sense can do it, but when things get more complicated (for example, needing cars from multiple tracks built in a specific order) skill becomes a major factor, and it doesn't matter how fast the engine is going.  It's not the speed of the engine, it's the speed of the operator's mind that matters there.  I have seen inexperienced operators throw up their hands in disgust after switching themselves into a corner - in a 4 track yard with 10 car length of room per track, and 15-20 cars in the yard.

Keeping things simple helps, definitely.  On the other hand, real railroading, especially flat switching a yard, is rarely simple.  Do you want simplicity, or realism?

On a related prototype note, I hate it when the yardmaster gives me a switchlist with line-by-line, step-by-step instructions on how to switch the track.  I much prefer to be told what needs to be done, and then given the freedom to go and do it.  I remember reading of one conductor who told the yardmaster to come and switch the cars himself, since there was only room for one conductor on the crew.  Of course, that does require that the conductor have some skill already, or he gets himself into a lot of trouble fairly quickly.

Ken Rickman

Danville & Western HO modeler and web historian

http://southern-railway.railfan.net/dw/

SurvivorSean's picture

Simple and complex

Well I see your point, and I can think of one thing that someone inexperienced may have issues with on our layout and it's not the main yard itself.  There are 2 locations I can think of that really take some thinking.  The first is rather simple if you have experience in small yards and that is a temporary staging yard we use on our Little Current Sub.  Again this another one of those jobs that if you've never been in a situation like this your limited to track and need to plan accordingly.  An experienced member would be with this crew so they can learn.  Personally I never had issue here as I had previous experience in similar situations.

The big one that took me a while was the freight shed.  3 tracks parallel across 4 bays with a total of up to 12 cars that can be in the shipping process at any time.  This is the one operation where a yard crew even experienced on other layouts may find challenging.  The YM only indicates which cars are complete and ready to be moved out.  It's then up to the yard switcher to go out and move them farthest away from the doors in the proper bay, have room for any additional empties on the storage track.  Also it helps to try avoiding to block the mainline for too long, or know how to get out of the way.

The yardmaster is actually the one who is thinking 2 or 3 moves and giving him a switch list to the crews in the yard only.  He doesn't have the time to switch them himself as he is too busy planning on what lift is going to be ready for the next train coming into town, not to mention getting all the locals ready.  Locals run out of the yard are actually given the "here is the cards, now go".  But when it comes to the actual yard itself, there is no easier way to tell the crews what needs to be done.

Speaking of which I've been YM in many clubs in the past working of SL's only.  With Sudbury YM there is a strong learning curve that I'm still not all the way yet.  Last time I ran the yard a few of our local customers didn't get service :(  The only way to learn though, is through mistakes.

Thanks

Sean

 

Visit the HO CP Sudbury Division: www.wrmrc.ca

​Railroad Transportation Simulator: railroadtransportationsimulator.webs.com

Jurgen Kleylein's picture

blocking locals?

Ken, it sounds like you are describing blocking an outbound local, which is something we haven't been doing so far, partly because most of the locals are one industry jobs and don't need to be concerned about blocking enroute.  Crews have the option of doing blocking before departure, or there are a couple places it can be done along the way if it will ball things up in the yard.

Jurgen

HO Deutsche Bundesbahn circa 1970

Visit the HO Sudbury Division at www.wrmrc.ca

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wp8thsub's picture

Blocking Locals

This may be a big deal, depending on your prototype.  If a local will switch at multiple locations, it may be necessary to have the yard block into rough station order (i.e. block everything for a given town together, but without sorting into separate customers beyond that) to avoid the local crew being able to claim an extra day's pay for blocking their own train.  Another concern might be restrictions on whether the road crew would be allowed to perform blocking within terminal limits at all unless their job was called as a "roadswitcher" as opposed to a "local."

Rob Spangler

Jurgen Kleylein's picture

always something new to learn and add

Good points, Ken.  We are always looking for ways to enhance the realism of our operations, and blocking locals is one place we can do some work on that front.  The one local which does the most work enroute is the Webbwood Sub pickup, which arrives on schedule 96 from Webbwood, drops its whole train and then leaves with new local traffic the way it came as an extra.  This train becomes the Thessalon Sub local after a crew change at Webbwood, and that train would have a bunch of places to work along the way.  The thing of it is that most of these places aren't on the layout so there is really no one who would care about the way the train is blocked once it's in staging, but the blocking could still be done, just to make the train more realistic when it leaves and add a little something to yard ops.

The thing with any operating system is you need to start out simple and add more complexity as you are comfortable with it.  Even the prototype had to work up to achieving whatever level of complexity its operations presented at any given point; model railways are no different.

Jurgen

HO Deutsche Bundesbahn circa 1970

Visit the HO Sudbury Division at www.wrmrc.ca

The preceding message may not conform to NMRA recommended practices.


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