Hump Yards?

There are two versions of a layout, Central Valley V1 and V2.
Central Valley V1 definitely has three or so big yards, at least one of them is a working hump yard, but you still have to get the Hump Yard Kit from Trainz Pro Routes. V2 doesn't mention the hump yard in the description, but I think it still has one ...:eek:

Be aware that this route (V1) contains a lot of City Building spleens, which can really bog down the situation, unless you have a super-dooper computer! Even though the V2 version is a lighter load on the computer, it also contains a lot of those city building spleens.

You could try it first without all of those building spleens! Good Luck!

Bob P.
 
That's what I meant, "splines".

It's always better to vent your splines, and get things out in the open! It's better than keeping your splines all bottled up inside!

Robert P.
 
Check out the Watseka & Kankakee. It has a hump yard at the crossing of a N-S main with an E-W main. Lots of traffic potential.
 
Try this jewel of a Humpyard. Search for the Smithville Classification Facility on the DLS.
The humpyard and mainline run East and West. It will hold more rolling stock than you can load in Trainz.
It can keep you busy just switching trains and rolling stock. I would rate it a five star layout. You will need the Hump tower by Lars
located at TPR to set it up.

Bob
 
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I have switched in Smithville quite a bit and done a lot of Hump shunting in the past and found it to be excellent in all respects except one. It,s in the wrong place, being located at one end of an extremely long route rather than a central location which would be more suitable for multiplayer. Solo play is not so bad as you could have the nearbye Portal emiting trains which proceed to the Inbound Yard and wait for you to hump shunt them. Just like a real hump Yard there has to be a weight limit and the red & White Cement cars are far to heavy when loaded due to a design fault, which first requires a lot of power to push them over the hump and second are really too much for the retarders to handle. Other loaded heavy cars such as scrap can be hump shunted ok but should be restricted to a few cars at a time. As a safety measure all the switches at the far end of the hump yard should be set for the sidings which provides an overlap similar to a signal overlap. As for the actual hump shunting it is not possible to duplicate real life. In real life the cars are "cut" (uncoupled) into sections and pushed over the hump at a constant low speed, about 2-3 mph and as they get to the top each section detaches pne at a time and rolls down into the yard. In Trainz you can uncouple one section at a time as the train gets to the top of the hump doing about 5 mph, shut down the power and if you are lucky the section will detach and roll down, then you can increase speed and repeat. However, certainly in multiplayer, the cars won,t always "unstick" so you have to stop, reverse a fraction to unstick the cars and carry on as before.
 
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I could never get the complicated TRP Hump Yard Kit to work at all. The retarders, just sit there, and I can not get them to slow down rolling railcars.

I noticed that Paintshed railcars seem to be slow rolling, and often come stopping short of their destination. Some loaded cars, or longer cars roll farther and faster, than other cars. JR cars roll miles out of the hump yard exit, leaving paintshed cars in the dust, in the middle of the classification hump yard bowl.

2 things I wish someone would create:

1) A speed retarder that actually works, and a hump tower uncoupler (with no complex set up).
2) A Whistle board, and bell board, that actually works (I have tried most, and they do not function).

On my routes in T12:

The speed retarder <kuid2:30671:23301:1> does work in T12 you can get it at TPR

The speed retarder <kuid2:30671:23313:1> does not work in T12

The Directional Speed Retarder <kuid:160293:100123> on the DLS does work in T12. There is a new version in the works.

The Hump Tower <kuid2:30671:23302:2> does not work and the menu does not show in T12

The Hump Tower <kuid2:30671:23302:1> does work somewhat, it is not consistent from session to session, it might work at the beginning and shot down mid-hump or visa-versa

There is a B&M Whistle Post Warning Sequencer RH <kuid:304363:100040> on the DLS and it will blow your AI train the regulation crossing sound!
Also on the DLS there are ring bell driver commands, triggers, and rules.
Don't be fooled by the Uncouple at Trackmark as it will not remember what it's supposed to do in the next session!

Come on creators, lets do this! Please

John
 
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