How do you new inspect track?

Thai1On

Slave to my route
I would like to ask the route builders how they inspect new track they install? I load an engine in driver and run the new track to check curves and switch points to make sure everything looks good. The problem I'm having is when I do find a problem I don't know how to "mark" the area for repair in driver mode. Presently I'm in phase 2 of the track laying as I have finished a 25 mile run and have done the scenery of it. I have 100 miles of track laid and in the process of cleaning it up. After this is finished I will lay just shy of another 100 miles before finishing with a 45 mile stretch. Any tips would be greatly appreciated

Also even though using TrandDEM and following some present day railroad grades in places some of the grades are as steep as 2% in a number of areas :eek: Although a good reason for places for helper service and I have the Triplexes ready for action, is this beyond the realm of prototype?


Dave
 
The way I check track is this. First, an initial "flyover" in surveyor at an angle that lets me see angles on the points as well as elevation. I check vertex heights and grades with advanced options on the track tab. Usually I will use a Milwaukee speeder if I feel there's need for a test run. Mile markers and/or scenery objects and a notepad to write down issues help here. When checking around crossings make sure vertex circles are yellow (sometimes a save or change will break the vertex point) As far as grades - at least in the US - there were grades that I know of up till the 1990's ("Prarie Line" in Tacoma, WA from Union Station through Nalley Valley to Tenino had 2.2% and more - Lookout Pass had them op to 3.4%) that were plenty steep. I'm sure there's still some around, so yes 2% is plenty proto.

That's my $0.02;)
Merry Christmas & Happy Holidays -
Mike
 
Dave,

I get my free camera down as low as I can and "walk" the tracks in Surveyor. With this I can see whether a grade is too steep, the track is floating, or there are other stupid things to fix on that section of the route. This section may only be a baseboard or two, but it's that section.

Once I'm satisfied with this work, I go on to build more and test more later on. Eventually I place a locomotive, usually a 44-tonner, with the center cab, and I tell the driver to drive to a trackmark I've placed on the section of completed track. The driver will move, or complain about a missing track lever, or can't find the path. These are the usual things that need fixing like a broken railjoint, a wrong-facing direction marker, signal, broken crossing, etc.

Eventually when I'm totally satisfied with all of this, I do a regular drive, and as Mike does, I make notes of where there are things to fix. This part seems to be the longest as I think I fix things, sometimes miss things, and end up retweaking areas again as I seem to find quirks in the trackage that satisfied me when I built the section, but bother me later on.

John
 
The Jet Sled is a perfect high speed track inspection vehicle, adding the line: -freeintcam in Trainoptions file, you can roam far outside the cab, and get a way low down, or high up view of tracks.

Unfortunately there is no vehicle that displays the track gradient, as you drive along, and this gradient must be adjusted in surveyor, one, by one, section of track at a time, in "Get Gradient" button.
 
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...Unfortunately there is no vehicle that displays the track gradient, as you drive along, and this gradient must be adjusted in surveyor, one, by one, section of track at a time, in "Get Gradient" button.

Ah but if you download "mc custom hud v2" from the dls and add it to your session rules you get a gradient display as well as next turnout facing and signal aspect as you drive ;)
 
How else do you inspect track, but from a Hi-Railer? Too bad RRMods's awesome hi-railer trucks aren't drivable!!!!!

---Scott
 
You can make any asset drivable, by aliassing the assets kuid in Cyberstorms-Drivable Super Adaptor.

You can also make any commodity, into a static, drivable, or trackside asset by changing the config file.

Technicly you could make a trackside signal, a crate of oranges, or coil of sheet metal, drivable.
 
You can make any asset drivable, by aliassing the assets kuid in Cyberstorms-Drivable Super Adaptor.

You can also make any commodity, into a static, drivable, or trackside asset by changing the config file.

Technicly you could make a trackside signal, a crate of oranges, or coil of sheet metal, drivable.

Looks like the Conrail Hi-railers are going to have some inspection work to do after all!!! Thanks!!

---Scott
 
Great tips, thanks. The jet sled is very handy for covering the long track runs I have laid. I'm impressed the the Star Fleet Command inertia dampeners and the neutron star magnetic wheels keeping this bad boy on the rails :hehe: :cool:
 
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