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Hump yard

Hump yard – image 1

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Reading Topic #70

Member since Nov-12-02 · 29 posts

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Has anyone tried the hump yards yet? The cars seem to go very fast, and I'm having a terrible time keeping up with them. I made out a switch list, but I still can't follow it and throw switches in time.Paul Metzger

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RE: hump yard, romanrails, Nov-29-02, 04:29 PM, (1) RE: hump yard, pwm33, Nov-29-02, 04:35 PM, (2) RE: hump yard, romanrails, Nov-29-02, 04:53 PM, (3) RE: hump yard, pwm33, Nov-29-02, 05:14 PM, (4) RE: hump yard, KingJPW, Nov-29-02, 05:26 PM, (5) RE: hump yard, romanrails, Nov-29-02, 06:07 PM, (6) RE: hump yard, pwm33, Nov-29-02, 06:14 PM, (7) RE: hump yard, jerseycentral, Nov-30-02, 00:28 AM, (8) RE: hump yard, Auzze, Nov-30-02, 06:39 AM, (9) RE: hump yard, KingJPW, Nov-30-02, 03:18 PM, (10) RE: hump yard, romanrails, Dec-01-02, 06:48 PM, (12) RE: hump yard, romanrails, Nov-30-02, 04:25 PM, (11)

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Member since Nov-12-02 · 29 posts

RE: hump yard

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Which hump are you trying? I'm using the Eugene, OR hump, and for now, I think I'm going to go back to regular "flat" switching. Because the hump goes so fast, I end up having to reclassify most of the cars, and lose time.Paul Metzger

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Member since Nov-16-02 · 16 posts

RE: hump yard

I am using a hump at Chattanooga, TN that I am desiging. Yes, even at 1x speed and 8MPH it is pretty much impossible. Perhaps Jim can set the speed that they take off a bit slower. The also are rolling out the other end of the hump yard at the current speed. Don't think any of us have the reflexes to make it work as it is now. I know I don't. Alan

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Member since Nov-12-02 · 29 posts

RE: hump yard

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Thanks, that's the same thing I've experienced, and I second the idea of having Jim slow things down. That might make it manageable, and also solve the problem of the cars rolling out the back end of the yard (I threw all of the switches against them and so they all stopped at the end of the tracks. But it's still not a good way of dealing with it.)Paul Metzger

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Charter Member · 514 posts

RE: hump yard

Hump yard – image 2

Concerning hump yards: 1) They are diffucult to use for multiple reasons 2) I choose the speed so that there would be enough SPACE between the cars so that you would at least be able to throw a switch between the cars. If I 'slow things down' the cars will basically be too close together.3) To prevent cars for going too far you need to select the car and apply the brakes. Then you need to re-select the hump train, quickly. 4) I prefer flat switching because of these shortcomings...JimPS: I've really only used the West Colton hump so far.

Hump yard – image 3
Yard Duty, The National Freight Yard Simulation - http://groups.msn.com/YardDuty

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Member since Nov-16-02 · 16 posts

RE: hump yard

Maybe the aging process will beging to reverse and our reflexes will get better??? That would be nice! I'll try to work with some more and see if it gets any easier.

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Member since Nov-12-02 · 29 posts

RE: hump yard

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>2) I choose the speed so that there would be enough SPACE between the cars so that you would at least be able to throw a switch between the cars. If I 'slow things down' the cars will basically be too close together.They seem to be going over 30 MPH off the hump. Maybe you could try slowing them down a little bit and see how that works.>3) To prevent cars from going too far you need to select the car and apply the brakes. Then you need to re-select the hump train, quickly. Not sure about others, but I can't even deal with throwing switches quickly enough, let alone dealing with car brakes. I just can't do it.>4) I prefer flat switching because of these shortcomings...I prefer flat switching as well, but I would like to use the hump yard too. But if humping is too difficult, nobody will use it. Not very professional.Paul Metzger

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Charter Member · 821 posts

RE: hump yard

i dun know much about this sim, but arent there retarders available?

CURRENT CNJ ROUTES:
Newark & New Jersey
CNJ Southern Sub-Division
Lehigh Valley
Any others? Tell me about them!

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Member since Nov-16-02 · 16 posts

RE: hump yard

I think the changes in the hump are worth the effort. I just classified a 50 car random generated train in about 30 minutes using the hump in Oregon (can't wait for DeButts). The initial 'state' filter hump was without a single misplaced car! The trick is to not try to get all the classification done in one hump. Hump once for each state. Then take that state and hump it by yard or city. Then take that city cut and sort it out by yard .... wasn't so hard after I got used to it. I actually prefer it to kicking cars. Would rather hump than kick any day is my motto. I think that a working hump will be a huge 'selling' point for this and could draw a lot more people into it. This hump is workable as is with a bit of practice. Of course there are always going to be those people who are used to everything being 'idiot' proof or made so simple that you it doesn't challenge you, but I would think these people would not be interested in a sim like this anyway. My $ .02. Alan

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Member since Nov-16-02 · 16 posts

RE: hump yard

I'm not sure, but I think calling it a 'retard' track is considered not politically correct Look forward to the improvements. Think that a working hump will increase the playability and popularity of the game tremendously. Particularly since a hump is impossible to implement in MSTS. Think it will gain a lot of followers for the game. Alan

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