I was under the impression that one could switch the cars into the cuts they wanted before shoving them up the hump. I'm working on a yard in my newest route and I'm gonna need a few beta testers before this thing gets released. You up to the challenge?
Once you've uncoupled the cars at the bottom of the hump, you then shove them up. As soon as the push starts they'll couple again.
A thought. It'll look random.
Trackmark at top of hump (for 1 car), t/m over hump (for 2 cars), t/m further over hump for 3 cars . Using the decouple number # or uncouplez from command (only works with up to 40 cars though unless you can alter it). Throw in the schedule library and make 3 seperate schedules for the random look.
So you would have drive/navigate to t/m hump 1, 2 or 3, decouple number 1, 2 or 3. Wait for xxx secs (for the cars to roll away). Repeat command with another number and so on until the number reaches 40.
Go back to main consist and pick up 40 cars and start again.
I know there are long and short cars, that's your problem.
Pity you can't alter the rotary car dump 1 (bendorsey) and just have the track.
A cm search for hump will give you assets by llj, might help.