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Do untriggered reverse points cause later trouble?

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Reading Topic #1715

Member since Apr-18-03 · 40 posts

I'm just learning about how to use reverse points(actually activities in general), so bear with me. I'm working on an activity where I need to pick up a cut of cars from a trailing point siding but from the 'wrong' main. There is an absolute signal a very short distance to the west of the switch displaying to east bound traffic, I'm westbound. It is a close fit for the locos to pull the pin, pull ahead and reverse into the siding to get the pickups and not entirely pass the signal, but doable. Same story on the pickups coming out, get stopped before the last car passes the signal , no problem ... I can back and get the remainder of my train and leave. However, if the locos on the first move pass the signal or the pickups on the 2nd move pass the signal then they can't get back to the train. Permission denied. I'm pulling out 17 cars so its going to be difficult to stop in space between the signal and the switch which is only about two car lengths. An unknowing user of this activity wouldn't necessarily have that insight, and would get blown out of the activity by passing the red to his train or never get permission to pass it, frustrating in either case.
I know that I can use a reverse point to clear that signal for the backing move. I don't need switches to move. Here's the real question ... if I place reverse points in this area that would clear the signal if I pass it once OR twice and have corresponding reverses behind the train but don't trigger all of them, will later reverse points work? Or ... is there anything else these might cause to malfunction if they don't get tripped? At minimum, only the first of four would HAVE to be triggered, and that's when I leave town after completing the work and not having passed the signal on either move.
A related question. Because I can't predict where a user will stop the train on arrival, I can't be certain where I would place the reverse points 'behind' the train. If the train stops on top of a point that is 2nd and/or 4th in the sequence would they ever get triggered. Let's say the locos cut loose, leaving their train on top of the 2nd reverse point They pass the signal while doing their pickup, then come back and couple. The 1st reverse point had to have been tripped to get back to the train. Would the act of coupling to a cut on top of the 2nd reverse point trigger it OK? Does the 2nd point NEED to get triggered for the 3rd reverse point to be available if needed?
BTW, I tried to do 'screenprint' in the Activity Editor to get an image to show what I'm talking about, but doesn't seem to work (nothing in clipboard to paste into PSP). Is there something I'm overlooking here? Here's a represenataion of what I think I want to configure. <== west
------------------------------------------------------------wb main---------rp3---rp1 ---------------------rp2----rp4---------eb main
sig \
-------pickups------------Thanks for any and all help.
Lyle

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Charter Member · 4737 posts

RE: do untriggered reverse points cause later trouble?

If you have untriggered reverse points, the activity will never be completed.Reverse points are triggered in order. In other words I can have two or three reverse points under a consist as I do switching, but they are triggered in order. I would add the points if it was that close.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Lone Wolf Activities Forum on www.3DTrains.comDo untriggered reverse points cause later trouble? – image 1

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Member since Apr-18-03 · 40 posts

RE: do untriggered reverse points cause later trouble?

I planned on placing them. I'm taking from your answer that I can place #2 and #4 near the switch, expecting they'll be under the loco-less train and be triggered on coupling. That's what I had hoped for. Can #1 and #3 be a short distance west of the signal? That way they would be triggered even if the engines or pickups don't completely pass the signal? I would think so, just confirming. The siding switch is manual, but if I reverse a path through it on the 'other route' and put RP #2 on the siding under the pickups, the switch doesn't throw automatically does it? I wouldn't expect so, again just asking.Thanks,
Lyle

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Charter Member · 4737 posts

RE: do untriggered reverse points cause later trouble?

I'm taking from your answer that I can place #2 and #4 near the switch, expecting they'll be under the loco-less train and be triggered on coupling. That's what I had hoped for.Yes, you can do that,I do all the timeCan #1 and #3 be a short distance west of the signal? That way they would be triggered even if the engines or pickups don't completely pass the signal? I would think so, just confirming.Yes, you do not need to run the whole train by the sig, just what you need to get to the siding.The siding switch is manual, but if I reverse a path through it on the 'other route' and put RP #2 on the siding under the pickups, the switch doesn't throw automatically does it? I wouldn't expect so, again just asking.No, the switch will be thrown as the path goes that way. Now, I have seen it where the switch was not thrown and when you threw it in the activity the reverse point would pop up. Don't know why it happens in one case and not another.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Lone Wolf Activities Forum on www.3DTrains.comDo untriggered reverse points cause later trouble? – image 2

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