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Subject: 
Re: 'Dog Bone' - definition
Newsgroups: 
lugnet.trains
Date: 
Tue, 6 Mar 2001 21:23:36 GMT
Viewed: 
2000 times
  
SRC <LEGOArches@yahoo.com> wrote in message news:G9sIqE.35@lugnet.com...
In lugnet.trains, James Brown writes:
In lugnet.trains, Larry Pieniazek writes:
In lugnet.trains, John Gerlach writes:
In lugnet.trains, Eric Kingsley writes:
I think it would be nice if we could run trains on a layout in a
"Dog Bone" configuration (I.E. 2 reversing loops connected by a
length of staight track) with some sort of RCX style control to
work the switches and power going through the loops.

This would allow us to do a very long and narrow layout as
opposed to the more traditional square/rectangle with a loop of track.

I'm working on that very thing for the new GMLTC layout.  I've got
it pieced together (no pun intended!) in my head, it's just a matter
of programming the RCX and give it a whirl.  If I'm thinking of
everything correctly, it's a simpler solution than you might think!

Most MR dogbones are doubletracked on the middle part. This avoids
needing to solve the reverser loop problem (if you omit crossovers)
and gives much more operating flexibility since you can have arbitrary
numbers of trains operating (within limits of blocks, control, etc...)
instead of just one or two.

All three operational loops that we had at Supertrain were dogbones,
and worked well for crowd-pleasing.  The only real hitch was that we
couldn't run many long trains becuase they'd keep dropping cars or
slowing/stopping on the end loops because of friction around the loop.

Having spent a great deal of time on the Supertrain layout, this is
something I'm very interested in.  A couple of 100' long straight
segments with a town and one end and an industrial area at the other
was what comprised our "main loop".  I've described the layout as
three (interconnected) loops, but that's because of how I define "dog
bone".  Is it defined simply by how it looks?  Doesn't the track
geometry come into play?  The first one is what we had at Supertrain,
but I'd only (for sure) call the third one a dog-bone, as it's the only
one that actually loops back on itself.  I might call the second one a
dog-bone because the cross-overs _do_ cause it to cross back onto
itself, albeit very briefly and not in the same was as the switches.

Here are three layout diagrams:
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=36350
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=36349
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=36351
Which one(s) would be defined as dog bones and why?

SRC
StRuCtures
L#765

Good question.

Still I think that the first one is usually used for trams, the second not
used much at all, and the third one being a track with a run-around (as they
are called :)))
At least I see them quite often around here, at they take up less space as
well.

With some tricks (pneumatic?) I guess this kind of bone can be made
controlled by RCX.

2 senti.(0.02 EEK)
Sonnich



Message has 1 Reply:
  Re: 'Dog Bone' - definition
 
(...) There is no rule to say that a dog bone style layout should be in the shape of a dog-bone! A far more common MR arrangement is to run the centre double track section around a room or double back over itself at a higher level. You get more (...) (23 years ago, 10-Mar-01, to lugnet.trains)

Message is in Reply To:
  Re: 'Dog Bone' - definition
 
(...) Having spent a great deal of time on the Supertrain layout, this is something I'm very interested in. A couple of 100' long straight segments with a town and one end and an industrial area at the other was what comprised our "main loop". I've (...) (23 years ago, 6-Mar-01, to lugnet.trains)

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