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I want to try this once to see if it gains interest or flops.
If you are the type of person that works every puzzle in the newspaper then you may fancy yourself as a switchman and/or a whiz conductor on the local.  I am grateful that there are railroad people on this forum that are far more experienced than myself, and in the genuine interest of wanting to pick up a bit more knowledge, even though there is no chance of me ever handling a real switch list again, I want to pose this scenario to see how many moves it takes to build your train:
Conductor Yeargan is a great fun loving guy and it is a pleasure to fill vacancies on his crew, yet he is prone to set out the work on his train in order to get over the road.  He relies constantly on the "next man" to get the switching done.  In order to make the upcoming grades he feels as though he should set out some tonnage, so at Mustang siding he sets out 3 boxcar loads for the Rock Island at Chickasha-4 loaded tank cars for the refinery at Cyril-and 4 mt 2bay covered hoppers for Dolese rock plant at Fletcher.  In your train you have the same cars on the headend and in station order. When you approach Mustang siding to pick up Yeargan's slop how many moves will it take you to get your setouts together?
With "SAFETY being the most important discharge of duty", and assuming the least number of moves is the safest way to go about this, how will you perform this pickup?
Rules: From a complete stop each motion forward or backward counts as a move.  No kicking (although we used to do this all the time). Dangerous cars need to be buried 5 deep from the locomotives.
Show us your stuff, and later I may offer my solution.

          Yeargan

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PRR Man posted:

if that's a single end facing point siding, and the engine is on the right end of the train on the mainline, how do you propose to get the cars onto the train behind the engine? unless the diagram meant show a double end siding?

Clarifications:

The locomotive (I did not draw in the diagram) would be to the left of the cars.  That is the caboose at the right end of the cars on the mainline. (cabooses were my idea of PTC when we had them, but I digress).

The goal is to have straight setouts at your upcoming three stations.

Things being what they are and no switch at the other end:
Stop back on the main to hold 10 cars. Make cut holding on to the head three box cars. Couple to cars in the siding and make cut leaving the covereds in there. Set everything out on the main. Go back and get the covereds and couple up to main and leave. 
Result:
Straight set out at each stop and keeping tank cars buried.

Gregg posted:

Don't the covereds end up at each end of the train and not together?   BTW don't  all siding have switches at both ends.

Remember about the dangerous tanks? Think about what happens up the road as you set cars off. No, sidings don't always have switches on both ends. 
Now, do you see a switch on the end of this siding?
Yeargan

Last edited by Big Jim
Big Jim posted:

Things being what they are and no switch at the other end:
Stop back on the main to hold 10 cars. Make cut holding on to the head three box cars. Couple to cars in the siding and make cut leaving the covereds in there. Set everything out on the main. Go back and get the covereds and couple up to main and leave. 
Result:
Straight set out at each stop and keeping tank cars buried.

Ok.  There isn't any sense in letting this one go further.  And Color me "impressed" with Big Jim.  His solution is exactly what we used to do in 8 moves.  Note: what wasn't mentioned is that he has 2 bay hoppers on either side of his boxcars and tank setouts, but it doesn't matter.  After he sets out his boxes at Chickasha and his tanks at Cyril his 8 hopper setout will come together.  I have been on road switchers with buried cars arranged in reverse station order for this sequence to occur in 4 towns.   Also, when we stopped to dig cars out of a siding we would pull everything and start kicking them out.  It was not a good situation to send the weight of the locomotives into a siding repeatedly.  But there are times for an exception to that thinking. Once on a 3 week seasonal grain turn job, we reported to work and there were 6 geeps on our headend...and I thought to myself "this will never work".  That afternoon we tied up with 2 geeps.  The other 4 were on the ground at an elevator siding 2 towns away.

Want to play some more?

Last edited by Rob Leese
Rob Leese posted:
PRR Man posted:

if that's a single end facing point siding, and the engine is on the right end of the train on the mainline, how do you propose to get the cars onto the train behind the engine? unless the diagram meant show a double end siding?

Clarifications:

The locomotive (I did not draw in the diagram) would be to the left of the cars.  That is the caboose at the right end of the cars on the mainline. (cabooses were my idea of PTC when we had them, but I digress).

The goal is to have straight setouts at your upcoming three stations.

Clarification,  zero moves no locomotive.  Safety dictates there are no assumptions.  Safety First!

 

Larry

 No, sidings don't always have switches on both ends. 

Spurs maybe ? I've never run across a siding designated in the time card with only one switch... That would mean at a  meet one train would have to back out.... That can lead to trouble if one doesn't get written permission.

Not that it matters here , we're just having fun. 

1. Forward-Cut off to clear plus hold at least 7 carlengths on the Main holding onto the 3 Chickasha boxcars.
2. Back-Come against cars in the siding. (now your 6 boxcars are together).
3. Forward-Come to the Main with the 3 boxcars and 4 tanks and leaving the 4 hoppers in the siding.
4. Back-Come against train on the Main. (now your tanks are together).
5. Forward-Cut off the headend and go ahead to clear the switch.
6. Back-Come against 4 hoppers.
7. Forward-Come to the Main with hoppers.
8. Back-Come against train, make air connections and perform brake test.

Once again: Your Chickasha boxcars and Cyril tanks are together but buried behind 4 first-out hoppers for Fletcher.  After you make setouts at Chickasha and Cyril your 8 mt hoppers for Fletcher will neatly come together.  The first-out hoppers also help buffer the headend from the tanks (placarded dangerous).

We had an oft repeated saying for times like this,

"congratulations, you have just been Yearganized !"

Well, I cheated and looked at the satellite photo on Bing.com for Cyril, Oklahoma.  If I recall, that is now part of the Stillwater Central (former BNSF-BN-SLSF) but I could be wrong.  Anyway, that satellite photo that I saw did not have 8 tank cars.  It looked more like a mile long train with military tanks or some other tracked big gun.  Now, I don't think we transport military vehicles armed and loaded, but I could be wrong there too.  But if I am correct, you don't need any buffer cars.  And they were holding the main, or so it looked.

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