hump yard help

I slow rolling hump yard grade can be 150' long, with a 0.25% downhill grade, connected to a 0.00% flat yard, car cut lever speed should be @ 5mph, no more.

All it takes is a -0.02% grade to get railcars to roll for a mile
 
I have not built a hump yard but I know the one in the UMR2014-SUMMER route <kuid:95512:100428> works well and I am sure you will get the infor you need there.
 
Hump works great with T12/updates, cars free-roll just fine. You might want to add car Directional Speed Retarders on your bowl track to slow/stop your cars.

John
 
I could never get the retarders to work in TRS2006, but at 5 mph all my railcars come to a slow stop well before the yard throat exit.

Did you try my route ?

If they humped cars at 10 mph, it would result in pin puller injuries/fatalities, as a hump car cut man, usually does not walk at a fast pace above 5 mph.

I hate when you see a Trainz hump yard with a 40 foot drop, and railcars whizzing by at 50 mph. :hehe:
 
Last edited:
I have humped a 100 car train into a 20+ class yard using Directional Speed Retarders and the TPR hump kit with a steady 1-2 mph shove. All you need to do is set the turnouts, no need to control the locomotive until the last car.

John
 
I did use the "Uncouple At Trackmark" Rule that automatically decouples every car as it goes over the hump ... but it seems not to remember settings between different sessions
 
I did use the "Uncouple At Trackmark" Rule that automatically decouples every car as it goes over the hump ... but it seems not to remember settings between different sessions

Use the Hump Kit, not the T12 version, it uncouples automatically, and remembers sessions.

John
 
I have tried just about every asset and rule

Uncouple At Trackmark is the only one that seems to work

I tried the TPR humptower and other hump yard assets, and can not get the Panel Selector to work at all.
The retarders do not work for me in TRS2006

Although I did get the Pink retarders to work just great :cool:

Is there any trackside asset that does automaticly uncouple every car (with no user input or user commands) as it passes over the uncoupler ?
 
Somehow I missed this thread, I also have had a hard time with building a hump yard. So Ill ask a stupid question. Does anyone have a working hump yard working in T2012. What grade do you have and what rules?

Matt
 
I have the panal selector rule to work as it only show the hump,receiving.departing towers. clicking on the PSR icon will show these towers you click on one to operate that one,without flying over the route to locate it. The PSR also works good for portals.
I know of no way to set cars to a track without doing it yourself. Back in 06 there was a destanation databace but it never worked for me.
Now with the new car tagger rule mabe someone can figuer out how to use this to set a hump yard to route cars to tracks that they need to go in the yard.
Retarders work if installed right and set up right. Depends on how steep your hump is wherter you need 2 or 3 retarders, the last one should be set to stop cars.
 
I have tried just about every asset and rule

Uncouple At Trackmark is the only one that seems to work

I tried the TPR humptower and other hump yard assets, and can not get the Panel Selector to work at all.
The retarders do not work for me in TRS2006

Although I did get the Pink retarders to work just great :cool:

Is there any trackside asset that does automaticly uncouple every car (with no user input or user commands) as it passes over the uncoupler ?

<kuid2:72938:900004:1> M: Hump Tower Controller/CMTM System Compatible (TS12) is what you need. It will uncouple each car as you shove up to it, no user input, just flipping the turnouts, set your throttle to about 1 or 2 mph.

John
 
The: <kuid2:72938:900004:1> M: Hump Tower Controller/CMTM System Compatible (TS12) easily backdates to TRS2006 trainzbuild 2.6, and works fabulously, with no KB or mouse commands by the user ... Finally I have found an automatic uncoupler that needs no user input, or configuring (I must be dreaming, pinch me and wake me up) !

The <kuid:160293:100123> Directional Speed Retarder works fabulously as well, with the only setting to select is: high/low
I placed 3 of them in sucession, on low ... and 3 of them in sucession, on high, settings ... a total of 6 on a hump yard exit track @ 100' apart ... and that slows any fast rolling JR railcar

My hump is a gradient of -1.00%, and @ 125' long ... and has a 0.02% rolling downgrade thereafter.

Hump speed is @ 2-5 mph (as fast as a car cut man can walk)

I am working on an updated CDP "ALCO Land Hump yard" (which I previously released), so a new WIP Cubby file is forthcoming tomorrow.

A hump need not be long, nor steep ... a slight grade of less than 1.00% is all that is needed to get railcars rolling downhill at @ 15 mph speed

No more need for complicated Panel Selectors and configuring of retarders and hump uncouplers ... the end of using "UncoupleAt Trackmark" for me :cool:
 
Last edited:
I didn't know about those two.Thank Cascaide . Now is there a data bace that you/I can program with track destanation for the hump yard?
 
There are various means to throw distant turnouts

First off: AI in hump yards, when shoving in a train, really doesn't work ... the consist gets lost if there is no head end loco, and reverses all most always ... So AI is a NO NO

Real RR's do not have AI, Why should Trainz have AI ? AI really drives one bonkers, and usually fouls up, giving you a real headache. AI is the root of most Trainzers problems, and should be avoided at all costs (unless you really like headaches) ?

I use, drive to, or drive via Trackmark(s) ... and have a detailed trail of breadcrumbs named trackmarkers laid down for my schtoopid AI drivers to follow (but they are dumb as pigeons, and usually get lost, or sit at a green/red signal indefinately ... ARRRGH ! )

The TrackView Rule <kuid2:39730:61000:2> works somewhat well for throwing switchs ... but it clutters up the HUD "Trainz screen of fun" :hehe: (as does the diver schedual HUD display ... HUD Screen Clutter ... Hate it ! )

For the most part I drive manually in DCC Mode, and set the loco throttle shoving speed to @ 5 mph or less.

Using the <kuid2:72938:900004:1> M: Hump Tower Controller/CMTM System Compatible (TS12) ... I sit way back in the hump yard, and throw switchs manually with the mouse

The pink <kuid:160293:100123> Directional Speed Retarder works without any user input (aside from initially setting the properties to "low" on 3 repetitive series of retarders per track, followed up by 3 more retarders per track set on "high/halt".

Real hump yards are manned by 2 ground persons (a advance car spotter distant the hump who controls the hump stop signal, who relays information about car cut orders, to the hump car cut man on the peak of the hump.

The hump tower man sits up high, and throws the turnouts, and also communicates with these ground personnel, giving car cut orders, and track location orders.

"Red light on the Hump" is an often used radio call ... and there often is a high colored light which the loco in the distance can visually see, when to stop

Some humps use RoCo one man radio control.

It would be really cool if 3 multiplayers could run a route together, on one single screen (one being the loco driver, one being the car cut man, and the other being the switch throw man) ... but I think that would need a real RR Hump Yard to do this ... and is not possible in Trainz.

An updated ALCO Land Hump Yard WIP (which I previously released on Cubby) is in the works, and should be available shortly (I am hardly, working, on it ... It is one tough route ! )
 
Last edited:
Back
Top