Large Scale Central

Switching Equinox

Using Steve’s search of puzzles at Trains.com, I came upon a really neat switching puzzle. It is in the March, 1972 issue of Model Railroader on page 60. The layout is the Sagatuckett River RR and a little insert is called “Maximum Switching - Minimum Space”.

Wow! Great puzzle.

Okay guys! You all know I’m digitally challenged and can’t figure out how to cut and paste or load this from my file of Model Railroaders, but I know one or more of you can.

This is a fantastic layout and puzzle, if somebody can figure out how to load it here, we can have a great discussion. If not, get a copy, look it up and enjoy. What a mind bender.

Pretty cool, Ric. I really like having all of these old articles.

I’m thinking 1,039 moves. Can somebody beat that? (http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-foot-in-mouth.gif)

Probably soon to be featured on the Bluestone Southern…

That’s pretty neat, and sophisticated. I read the problem, but it’s way over my abilities. However, it inspired me to search for something that my newbie behind could keep up with. Found this, and it’s pretty fun:

http://armorgames.com/play/7324/railroad-shunting-puzzle

Give me some time and I might be able to figure it out. Some of the hardest industries to work were the simplest track arrangements. Working the “Hole” could take 2-12 hours and it was only 3 turnouts, with 16 spots at each industry.

Thanks Bruce for posting. Did you take the time to look at the whole layout? Pretty cool. I can’t believe I didn’t catch that puzzle at the time it came out.

However, we got married in September of 1972. Probably had my mind on other things than trains. You know they kept telling Sally Fields and Valerie Bertinelli they looked like Jan. Ah youth. 43 years and she still puts up with me.

Anyway, the Sagatuckett River RR is quite a layout. If you can get a copy of the track plan it is well worth studying.

I figured out step one; crack open a cold beverage and ‘lay off’… Let some other crew deal with that mess! (http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-surprised.gif)

“Count as one move each time the engine starts”. That answers a question we had before.

I’m thinking 1,039 moves. Can somebody beat that?

I got it in 1,036…(http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-wink.gif)

I can’t find the key to the locomotive… Dang

I’m with Craig on this one. You guys figure it out. I’ll watch!

What I like is the local moves. The transfer of equipment within the puzzle, but not leaving the town. The hint of the first move is to empty the tail track of the wye. Notice the tail of the wye is the only run around.

Initially, I’d look at getting 4, 7 and 9 out of the picture.

3 moves to get the caboose on the Monument works track with 4 and 5 and engine back at the train.

Okay, time for a break, this is going to be a challenge.

No need for a run around as everything is all trailing point.
First move I’d make is grab 9, 7, 6. Switch all those over to the train so 6 ends up next to the power. Shove down, grab 4 &5 with 5 next to the engine, switch 5 out just to clear the switch leading to the warehouse. Grab rest of train and shove down to grab 8. Swap 8 & 6. Pull everything back up the the warehouse switch and start sorting using your 1/4 mile as a sluff track for out bounds. Respot the remaining cars, wye the engine, grab the caboose, kick it out andairtest the train and your one the way. If this was the prototype, you can almost guarantee that at least 50% of the moves to be kicks. It makes everything a lot faster.

Sounds good, Craig, except the rules say, “no kicks.” (http://largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-surprised.gif)(http://largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-frown.gif)(http://largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-sealed.gif)

Steve Featherkile said:

Sounds good, Craig, except the rules say, “no kicks.” (http://largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-surprised.gif)(http://largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-frown.gif)(http://largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-sealed.gif)

Rules, who needs stinking rules… I mean if this was my railroad I would have already violated Rule G before I even turned a wheel…

The only thing that makes this complicated is the fact that you have no head room. But you’ve got plenty of off spot places to throw cars for a few moments. Modelers tend to forget that no track is off limits when railroader so switch. Rails will store cars wherever the room is to make life easier. I remember going to a train show a few years back and doing a switching puzzle like this and I shoved a bunch of cars off spot to make room. The guy who was running the layout told me, you can’t do that,which I responded we do it all the time on the real thing…

Craig,

Thanks for responding. Terrain and geography would be the only reason track would ever be built like that with such short tail tracks. When working the “Timesaver” puzzle, I have never worried about number of moves or time. To me, the idea is to improve your skills and catch the philosophy of how you handle the moves. Get the tracks empty of the departing cars, remember where cars must be replaced and accomplish the moves and set outs. Great statement about any track can be used for temporary storage. If you can see the entire puzzle, this is the end of the line and the track is yours to use The idea is to accomplish the goal, not work it one certain way and I think you reflected it well in your response. Rule G, when appropriate. :wink:

Very interesting puzzle here Ric! lots of potential

Hey Andy, I think I see a couple new additions to overlook here (http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-laughing.gif)Btw, did you receive any new shipments of Coke cars in, I am getting thirsty and all the bottles were broken from the last shipment through overlook, but I won’t mention any names(http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-wink.gif)

I agree with it being an interesting puzzle… Variations always make a new puzzle interesting…

Like Ric stated above, ““The idea is to accomplish the goal, not work it one certain way””. This is my goal with both, the Industrial park, and the town of Overlook… There’s a certain location for the cars inbound, but how it’s accomplished is up to the individual train crew… To me, especially during an ““Ops Session””, the object is to make it interesting for the train crew, but not so difficult, that it gets frustrating…

The idea to me, of having a freight car in a certain location before the ops and after ops is completed, is something that would be nice for some individuals, but not all… My goal is to make it ““comfortable”” for everyone/anyone to do and enjoy…

Aaron, we had to call tow trucks in to get the forklifts unstuck from all the spillage inside those boxcars… The bill will be in the mail… (http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-cool.gif)

Andy Clarke said:

I agree with it being an interesting puzzle… Variations always make a new puzzle interesting…

Like Ric stated above, ““The idea is to accomplish the goal, not work it one certain way””. This is my goal with both, the Industrial park, and the town of Overlook… There’s a certain location for the cars inbound, but how it’s accomplished is up to the individual train crew… To me, especially during an ““Ops Session””, the object is to make it interesting for the train crew, but so difficult, that it gets frustrating…

The idea to me, of having a freight car in a certain location before the ops and after ops is completed, is something that would be nice for some individuals, but not all… My goal is to make it ““comfortable”” for everyone/anyone to do and enjoy…

Interesting, but past frustrating. I figured I’d play with the challenge because each car has to be moved through the wye. In moving car #7 I used 12 moves. 3 or 4 cars total in one session not so bad but 9 cars would have most casual operators staying away from the site.(http://www.largescalecentral.com/externals/tinymce/plugins/emoticons/img/smiley-cool.gif) Just my two cents

Ric Golding said:

Craig,

Thanks for responding. Terrain and geography would be the only reason track would ever be built like that with such short tail tracks. …Snip… Rule G, when appropriate. :wink:

Actually running out of head end room happens more often than you would think. When I worked at Stacy St. Yard, we had a few times where the ‘tail’ track for spotting the industries was already full of intermodal cars, and it would limit the pull from 100+ cars to only 5-10. Not much, but when your used to having a lot of space it throws another wrench into the plan for the new guys. At the north end of Stacy, our drill track was only 3000’ long. Yardmasters would try and keep cuts under 2500’ but every once in a while we’d get a 3000’ cut. The concrete K barrier would get nudged a few few to make room…
When the drill got moved because of construction the new lead was only 2000’. Quite a bit of change.

Rule G in moderation…