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enocell (328 posts)
Jan-09-02, 11:32 AM (EST) "Hump yard" I made the DL&W Secaucus yard and it has this hump. Will it really work in the sim? I didn't have time to test it but I will try soon.
Could someone tell *exactly* how they use these?
I'm not sure...
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Subject Author Message Date ID RE: Hump yard rjdiii Jan-09-02 1 RE: Hump yard wp713 Jan-09-02 2 RE: Hump yard JimStrenk Jan-11-02 8 RE: Hump yard jleslie Jan-09-02 3 RE: Hump yard wp713 Jan-10-02 4 RE: Hump yard RailfanOne Jan-10-02 5 RE: Hump yard enocell Jan-11-02 11 RE: Hump yard Motley24Crue2 Jan-10-02 6 RE: Hump yard nw_fan Jan-10-02 7 RE: Hump yard wp713 Jan-11-02 9 RE: Hump yard NickF Jan-11-02 10
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rjdiii (17 posts)
Jan-09-02, 02:10 PM (EST) 1. "RE: Hump yard" I've created one also and figured there are several obstacles to making it functional. Problems are braking and switching. Braking could be overcome by giving the cars no brakes, ala one of the ways of getting around the front coupler issue. Otherwise, once a car is separated from it's consist the brakes will apply. I'm assuming that the normal physics would cause normal slowing sans brakes; don't know, haven't tried.I think the larger issue is switching. This is of course assuming you want to spot cars on different tracks. Currently, moving switch points is limited to one switch at the front or rear of the loco, not individual cars, so I don't see a dynamic way of lining up a sequence of switches in front of individual cars. Maybe an activity editor guru could set up a series of static trigger/proximity events with an equivalent result i.e., first car always goes three tracks to the left, second car always goes two tracks to the right, and so on.I think that a (dynamic) hump yard capability would be a great addition to the sim. Richard Remove | Alert Edit | Reply | Reply With Quote | Top
wp713 (190 posts)
Jan-09-02, 04:23 PM (EST) 2. "RE: Hump yard" Looks good. When may we expect the route to be released.
P.S. Go Packers!!!! Remove | Alert Edit | Reply | Reply With Quote | Top
JimStrenk (157 posts)
Jan-11-02, 04:31 AM (EST) 8. "RE: Hump yard" You mean go Bears!>Looks good. When may we expect
>the route to be released.
>
>P.S. Go Packers!!!!
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jleslie (27 posts)
Jan-09-02, 11:52 PM (EST) 3. "RE: Hump yard" Hi,
I used to watch a Conrail hump yard in Fairhope, Ohio (just east of Canton Ohio)back in the 70's. It was a manual hump yard, they would stop the car or cut of cars at the point where they wanted to uncouple, with the couplers over the hump. Then they would uncouple, and gravity would roll the cars down the hump and into the yard. The cool part though was that the brakeman would ride on the car at the rear of the string and apply the handbrake when he wanted to stop the string. They would have a couple more guys throwing switches to guide the string into the right track.
I think nowadays more modern hump yards use automatic switching and sometimes even automatic braking similar to the brakes on a roller coaster to stop the trains so that they don't have to have a brakeman riding the cars.
I don't think we will ever get to do this in MSTS without a major patch that would enable you to have free-rolling cars.Jeff Leslie
jleslie@neo.rr.com
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wp713 (190 posts)
Jan-10-02, 01:50 AM (EST) 4. "RE: Hump yard" The way things are going, someone will stumble upon a spot in a file somewhere to disable brakes on rolling cars. Hopefully that is.
Go Packers!!!!!!!!! Remove | Alert Edit | Reply | Reply With Quote | Top
RailfanOne (10 posts)
Jan-10-02, 02:12 AM (EST) 5. "RE: Hump yard" LAST EDITED ON Jan-10-02 AT 02:13 AM (EST)I have played with sorting cars, the railroad term for this practice escapes me right now, think its called "Kicking" or maybe its "Banging" cars.. what ever, but the practice is to speed the consist up in speed rapidly, then reducing throttle rapidly and appling loco brakes as the uncoupling arm is pulled to release the couples, thus the car to be placed breaks from the consit and free rolls into the siding or where ever its being placed. I have been doing this now for kicks when im loking for a break in building my route.. seems that while they dont travel far, they do travel some amount away from the consist.
Have you guys tried to do this yet?Mike Remove | Alert Edit | Reply | Reply With Quote | Top
enocell (328 posts)
Jan-11-02, 12:37 PM (EST) 11. "RE: Hump yard" I tried something like this. I just uncoupled from the cars and and after about a mile, I recoupled them. They rolled fine on downhill and it should work on flat too(but not as far). I haven't tried pushing yet.Here's also preview for the upcoming roundhouse by OkrasaGhia:
I will (probably) put some engines to this yard in route editor, so there's "action" but the framerate should not suffer. I added several consists to the yard and the game was like "slow motion still image"... and scenery and trains disappeared etc. (see this link for pics
http://www.train-sim.com/dcforum/DCForumID3/5033.html#12)Enocell
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Motley24Crue2 (282 posts)
Jan-10-02, 02:31 AM (EST) 6. "RE: Hump yard" Hey wp713 it's more like Go
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nw_fan (179 posts)
Jan-10-02, 10:31 PM (EST) 7. "RE: Hump yard" I don't care if it works or not. It's beautiful! That is a wonderful looking yard!Mike
Norfolk & Western
Precision Transportation Remove | Alert Edit | Reply | Reply With Quote | Top
wp713 (190 posts)
Jan-11-02, 10:49 AM (EST) 9. "RE: Hump yard" Beat the Niners, then well talk. Go Packers!!!! Remove | Alert Edit | Reply | Reply With Quote | Top
NickF (589 posts)
Jan-11-02, 12:14 PM (EST) 10. "RE: Hump yard" Mike,<It's a beautiful yard.>And isn't that the whole point? I agree with you.Nick Remove | Alert Edit | Reply | Reply With Quote | Top
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