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The Model

LAYOUT DESIGN

CONSTRUCTION METHODS

OPERATIONS

Even a large, unobstructed space such as that in my new basement may involve some compromise in design.  So, as I advise my track planning victims – er, clients – I had a good list of what was important and not so important in designing my own railroad.

In approximate order of importance, my "druthers" included:

> lots of realistic yard and industrial switching;

> a "one town" prototype where I could create a near-literal representation of the real thing, preferably a Chessie/B&O location;

> ability to build in manageable stages so as to have something up and running and the ability to start scenicking parts of the layout in a short time;

> comfortably wide aisles;

> space to run and stage long (20+ car) trains; and

> a broad minimum mainline radius.

I had toyed with the idea of a designing a pike with a long single-track mainline run, maybe even double-deck, to permit TT&TO operation.  Realistically, I knew it would be many years before I could get such a monster into operating shape, and that I would probably derive more enjoyment from something that emphasized switching and could achieve completion in stages.

My first designs were based on Hagerstown, MD.  This prototype had some attractions, including interchange with the NS and its forebears.  But it just didn't fit well.  Then I discovered the Annapolis Junction area, closer to home.  I could represent the Jessup Yard and most of the branches and spurs with only minor condensation.

The design under construction now is quite simple, schematically; the double-track main goes from a loop representing Washington and the south/west in the utility room, once around to a "reverted" loop and staging yard representing Baltimore and the north/east.  Along the way is a branch to the Corridor Industrial Park; the Savage, MD commuter rail station; the remnants of Annapolis Junction itself; the Jessup Yard, car terminal, and waste facility; a branch to Columbia, MD; a branch to the Maryland Wholesale Food Center; and the Jessup commuter rail station.

Benchwork is L-girder construction.  On the shelves around the walls the L-girders rest on shelf brackets screwed into the studs; on peninsulas there are a few 2x2 legs.  Subroadbed is 2" thick insulating foam.  In most places there are two layers – one flat at the lowest level, and another laminated to the top of it to raise the track another 2" and provide a natural embankment representing the fill upon which most of the track sits.  Lighting is provided by flourescent tubes with a color temperature of 5K; eventually they will be hidden behind valances.  The backdrop is a simple gradient of sky blue painted on the drywall.  I prefer featureless backdrops – at least for locations that do not involve mountains – because they do not detract from the foreground scenery. 

I handlay my track using FastTracks jigs for most turnouts, with rails soldered to PCB ties.  Roadbed consists of a layer of camper tape for sound insulation and Homabed.  I avoid rail joiners, and solder a feeder to each rail segment.  Most of the Annapolis Junction is flat; I created the grade at the Corridor Industrial Park by gradually inclining the second layer of foam subroadbed, using the natural bend of the material to keep the vertical curves smooth.

Control is Digitrax DCC.  So far the completed portion of the railroad is fairly small and has not been divided into power districts.  Turnouts are powered by Cobalt machines and the stationary decoders sold with them, and are thrown with commands from the DCC throttle.  I wasn't sure I was going to like this, but I have quickly gotten used to it and have turnout numbers on the fascia for visiting operators.

Basic scenery shapes are created with layers of the insulating foam also used as subroadbed.  This is covered with Lou Sassi's "ground goop" – of which I am a big fan; it provides very natural contours and dries hard as a rock – and a basic cover of ground foam.  I continue to experiment with other ground covers, including static grass, real leaves, and "Leaf Litter" from Scenic Express for forest floors.   Ballast is from Arizona Rock & Mineral.   Trees are made from Sedum plants flocked with Noch leaf flakes.

​One of my goals on the Annapolis Junction was to be able to operate soon.  I achieved this by completing trackwork and mockup buildings for the Corridor Industrial Park section of the railroad, which includes a runaround track and seven spurs serving warehouses.

Today the spurs at the prototype Corridor Industrial Park do not appear to be in use.  But I'm using enough modeler's license to invent reasons for the businesses there to receive and occasionally generate rail shipments.  I made a database and used it to generate car cards that fit in the envelopes made by Micro-Mark.​

Today the spurs at the prototype Corridor Industrial Park do not appear to be in use.  But I'm using enough modeler's license to invent reasons for the businesses there to receive and occasionally generate rail shipments.  I made a database and used it to generate car cards that fit in the envelopes made by Micro-Mark.​

Now it is possible to run a "turn" that one imagines coming from Jessup Yard.  Five of the spurs are facing point, requiring a runaround move.  Since the rest of the railroad doesn't exist yet, one must be clever not to box oneself in.​

Ultimately the full plan will allow a  schedule of "through" trains running between Washington and Baltimore, including commuter rail.  Some manifest freights will stop and work Jessup Yard, and auto and rock trains will serve the Jessup Auto Terminal and cement plant, respectively.  Depending upon the era I settle upon, a trash train operation may be in order.

I hope that modeling the prototype location so closely will allow up to 12 operators to run very realistic operations when the track is complete.

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