Uncoupling for Switching

It's against the rules on most railroads in the US today as well. But one thing some of you younkers need to realize - the world did not start the day you were born, it was here before that. :wave: In the olden days blue collar workers were considered as expendable as paper plates, if one got killed or injured it was no problem to hire a new one to replace him.

http://www.youtube.com/watch?v=IZN-mwHWxiY


So am I to assume since it is against the rules to switch cars in the UK and parts of the US by uncoupling and allowing gravity to couple the cars down the siding, that this is now done by acutally pulling all the way down a siding and attaching and then uncoupling from the switcher then repeating the process?

I know here a home they roll a quarter mile or more free as the sidings are switched and the couple on their own. I watch them all the time.
 
Interesting video, Sniper297. I would note though, that although flying switches and dutch drops have been against the railroad's rules for a long time, at least from before when I was working for a real US railroad, the rule was often observed in the breach especially when the crew consisted entirely of experienced railroaders. What may make both procedures much less common today, is the fact that to be done safely, they need to be done with a minimum of a 3 man crew: the engineer, a man to throw the switch, and a rider on the car. I'm sure, though, that there are operations where the "flying switch" is done at slower speed than formerly, with two men and a length of log chain.

No, as far as I know in the US, in most cases it is still allowed to cut off cars on the fly; hump yards depend upon this. It is against the rules (and probably Code of Federal regulations, to cut off hazardous materials, and occupied passenger cars "on the fly"; the rules provided, back in my time on the RI, that these were to be "shoved to rest, or to coupling", and usually with air brakes activated. However, all cars in the US (or nearly all cars, I think some scale test cars were exceptions to this) in the US were equipped with automatic train brakes, while most cars in the UK were not. Without brakes on all the cars, it would be easy for an inexperienced, or lightly experienced, crew to misjudge speeds, leading to wagons and vans getting running of the end of a siding, or otherwise getting out of control, causing a hazard on the road.

ns
 

Okay

I have devoted my life to figuring why certain things don't work in thecomputer world. Fixing them, on the other hand, is someone else’s problem.

The problem talked about in this thread is the “Sticking” of the cars whenthey are being pushed backward while a car is uncoupled and you have to stopand pull forward to make the cars break apart. What I have found is that if you begin a session with the locomotive andcars coupled together they will “Stick”. If you begin the session with the locomotive and the cars uncoupled andcouple them together they will not stick when pushing backward with a caruncoupled and then stopping the locomotive. The uncoupled car will continue.

Now, the question is why? I have noidea but I have tried it about 20 times and it works. This means I will be able to continue mysession building and will have a new session for switching out in a week or so.

-david
 
Now i have found that the TPR hump tower will work in TS12.
Using this,set up properly will work as it's unlock the switches in the manual mode.
Now this tower dose not need to be conected to any track just placed on route.(inside a building to hide it)
Thank daviearidge for the uncoupling infro.
 
...<snippage>...if you begin a session with the locomotive andcars coupled together they will “Stick”. If you begin the session with the locomotive and the cars uncoupled andcouple them together they will not stick when pushing backward with a caruncoupled and then stopping the locomotive. The uncoupled car will continue.

So what happens if you begin a session with three consists, consist 1 being a locomotive; consist 2 being a locomotive and cars coupled; and consist 3 being a group of cars coupled. What happens if you back consist 1 to consist 3, making sure the consists are not coupled; and what happens if you uncouple the cars in consist 2 from the locomtive, and try to shove?

ns
 
That doesn't work in TS12, different subroutine - this locking is dependent on speed of approach for how far away the switch gets locked, not related to the trigger radius.
 
i was talking about using them in a hump yard
were i would release a car let it roll down grade it will not lock the switch
untill the car is close then release the lock as soon as it passes
this is in 2012 with a large hump yard


thanks robert
 
My "wonky" comment was/is in agreement with the above "uneven" comment. Sometimes the cars release nicely, other times they "stick" until you reverse the engine.

I found, with extensive practice, that hump yard operations are OK in TS12 but:
Speeds should be low (4-6mph)
Releasing the cars should not be done from the top of the hump (they get going real fast).

I use the technique of setting the switches for the next car, back down the hill, uncouple, reverse engine, and, as the engine is climbing the hill, set the switches for the next car or block of cars. I can rip through a string of 15-20 cars in just a few minutes so long as I remember where everything is going. :hehe:

(chasing down a misplaced car is a true pain though :( )
 
Well, David may have the key;

"What I have found is that if you begin a session with the locomotive andcars coupled together they will “Stick”. If you begin the session with the locomotive and the cars uncoupled andcouple them together they will not stick when pushing backward with a caruncoupled and then stopping the locomotive. The uncoupled car will continue."

Being a switcher (shunter) kinda guy when I started creating activities for my MSTS PO&N route, the player always started with an engine or a two engine MU, no premade consist. You wanna pull a train on my route you gotta go find one and couple on. :wave: In 10 years and 3 trainsims I never changed that formula, if it's a freight activity/session/scenario it starts with an engine or two, no premade consist. That's probably why it worked for me, whenever I tried it the test session always started with the engine(s) and cars separate, couple onto the cars and start pushing before uncoupling.

I'm in the middle of marathon destructive testing sessions for Chicago Metro 3 right now, but tomorrow I'll try it in TS12 with a premade consist and see if I get the same results.
 
That is not consistent with my experience. Of course all my "extensive practice" was with my Hump Yard Holiday Sessions and in each of the four sessions the switch engine is not coupled to anything. In three of the sessions the engine starts in the roundhouse and in the easiest session the engine starts in the receiving yard uncoupled.

What I am wondering about is the couplers on the rolling stock. There are a lot of legacy cars in my sessions going back to at least 2002 and I have a sneaking suspicion that some of the couplers may not behave as expected in TS12. Since I'm new to Trainz and I am like a kid in a candy shop, going off in every direction, I haven't spent too much time in an organized research effort to isolate or eliminate that possibility or the possibility that it is that particular switcher or yard.

(I must now go drive my new T1's :hehe: )
 
Now the yard brings up another thought. I have been using UMR-TS12-Fall switch yard and have not tried my theory in the Watseka & Kankakee yard. I was having the "Stick" problem in the Holiday Sessions and that was the first time I noticed a problem.

The coupler is another great thought. I will research that more also. In a session I'm creating now, it seems to work as it's supposed to, but I will try a different combination of cars. Old and New.

-david
 
Well, I tested the Holiday stuff again and I'm going with wonky. :hehe:

I ran the "lightest" and the "lighter" sessions without any problem, no stickiness every car released and rolled nicely. Then I started the "light" version. I started with the first string of about 20 cars and, again, no problem, no stickiness. Until...

Da Da Da...

The pretty pale blue Easter Basket Boxcar! :confused: :eek:

It stuck and released once the remaining cars and engine reversed away from it. What's worse is that the remaining two cars which were in the previous sessions stuck too. Although they had not previously stuck! Arrrgh! I chased down the (da da da) Easter Basket Boxcar and tried again, stuck, again, didn't stick! Arrgh! Tried a string that had been fine and no problem. Arrgh!

My theory now is that there is a lot happening during a rolling release. Coupler animation, air hose animation, sound effects, and physics of the cars. Couple these all together and that's a lot of work for the computer. Add in the 350+ cars in the full Holiday session and (Da Da Da) wonkiness abounds. It is possible that in a yard with less graphic detail this would never arise.

Edit; I just checked out that UMR hump yard (summer) and it was also made by gfisher. I tried a single string of (da da da) Easter Basket Boxcars with no issues. I'd have to populate the yard with lots of cars to see if my theory is correct. Perhaps tomorow.
 
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I got bogged down in script errors and stupid content mangler being unable to find KUID2 replacements that have been on the DLS over two weeks even after deleting all the files in the cache folder, I'll try to look at it tomorrow if nothing else gnorw seog. :'(
 
This problem is seriously irritating. I love kicking cars, but I can't figure out why in the world it works sometimes but not others. I'm testing it out, but so far nothing conclusive has come up. I hope somebody figures this out...
 
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