View Full Version : Has anybody here ever tried a hump yard?

December 14th, 2015, 03:19 AM
Is a hump yard even possible in Trainz?

One needs devices called retarders and some level of automation technology to make a hump yard work correctly.

December 14th, 2015, 03:32 AM
Is a hump yard even possible in Trainz?

One needs devices called retarders and some level of automation technology to make a hump yard work correctly.

What was the result when you typed 'retarder' into the search box in CM?

What happened when you right-clicked one of those results and looked at dependant assets?

December 14th, 2015, 03:48 AM
In other words:
Did you even consider using Search for a change?

Search in CM, search on the forum, search in Google BEFORE making another post / starting another topic.
We told you many, many times now, so it would be very nice if you actually started doing something with those hints.

December 14th, 2015, 08:06 AM
Alco Land: https://www.cubbyusercontent.com/pl/ALCO+Land/_9ff6f6b9e78749eb9fe58c5a435ef496#ALCO%20Land


Search: https://www.auran.com/DLS/
Directional Speed Retarder
UM E-W Humpyard

December 14th, 2015, 10:37 AM
Is it possible.....HMMM Yes, and there are many many examples here in the form. All it takes is a small amount of work to search that subject .:) What others have stated and offered, would be a great help to get you started .

This my own work, and is in no way the best example of what can be done. But yes it is a working hump yard.:D


December 14th, 2015, 10:46 AM
There are several hump yards on the DLS, most have 20m high humps, and railcars roll downhill at breakneck "ludicrous speed"

My ALCO LAND has a hump @ 150' long, with a hump height of @ 1m, and they roll downhill at very slow speeds on a gentle -0.02% downhill gradient

Alco Land: https://www.cubbyusercontent.com/pl/ALCO+Land/_9ff6f6b9e78749eb9fe58c5a435ef496#ALCO%20Land

December 14th, 2015, 11:26 AM
Is a hump yard even possible in Trainz?

One needs devices called retarders and some level of automation technology to make a hump yard work correctly.

Absolutely impossible. We once had retarders but all our trains disappeared after passing over it. Black magic or something. You should build a suburban backyard instead, that's more fun.

December 15th, 2015, 12:05 AM

December 15th, 2015, 04:55 AM
There is also needed a means of automatically uncoupling the cars as the engine pushes them over the hump.

And what provisions are there for automatically sorting the cars out by various combinations of switch settings?

A hump yard is a classification yard and has to automatically marshal trains by choosing which rolling cars go where.

All the train marshaling is done in my yards manually. The prospect of my trying a hump yard out
seems daunting. I was just curious as to whether others here have made a hump yard
work properly and successfully. That's all. Humping is a modern marvel in the rail transportation

December 15th, 2015, 05:09 AM
...Humping is a modern marvel in the rail transportation industry...


"Whitemoor (March UK) marshalling yards built in the 1920s and 30s, were once the second largest in Europe, and the largest in Britain. They were gradually phased out during the 1960s and shut down in 1990"

(Extract from Wiki).

Whitemoor was one of the more modern hump yards ! Others that I've worked at come to mind - Tinsley (Sheffield), Healey Mills (Wakefield), Dringhouses (York), Tees, Tyne ... all gone in anything but name.

December 15th, 2015, 05:29 AM
You think AI is bad at running automatically ... Any asset or rule in a hump yard will never do anything automatically for you ... it can not read your mind ... as in Trainz in general: "Nothing Is Automatic" nor computer controlled ... you will have to sort your cars manually, as well as throw turnouts by hand ... sure, anything is possible ... but it will be maddening, and time consuming

December 15th, 2015, 06:48 AM
You must really look down on using Google, right John?

About 90% of your threads are unnecessary because you could just as easily get an answer by, oh, i don't know...searching Google???

December 15th, 2015, 09:06 AM
Wasn't there a Lars Hump Yard Kit a while back? I used some of the retarders to slow empties coming off my kickback dumper series.


December 15th, 2015, 09:18 AM
Yes there is a hump yard kit but it is old. Search for user "mcquirel" for a TS12 version of the hump tower and use the purple retarders they seem to work better. All parts are on the DLS.

December 15th, 2015, 09:26 AM
I don't care what Google says. I wanted to hear it from folks here. I wanted to hear what YOU did personally. Please be more sociable.

December 15th, 2015, 10:34 AM
Jesus christ what is wrong with you. Does reading some text written by a stranger over the internet regarding a hump yard system turn you on or something?

People - against all logic in responding to any of your drivel - have told you WHAT a hump yard is, WHERE hump yard assets can be found and HOW it works in Trainz.

So instead of going out to try it for yourself and service that curiosity of yours you just want to "sit here and hear it" from us folks. Well, we're not sure what else to tell you. Did you hear about the time I uncoupled a car at the top of my bi-directional hump yard and it rolled down the hill? Exhilarating.


December 15th, 2015, 11:15 AM

I had a completely automated UK humpyard working two or three years ago as a proof of concept in TS12 while beta testing the SCS2013 rule. Incoming trains were dropped randomly on one of 6 arrival tracks and were picked up by a second loco and pushed over the hump. The vehicles were randomly sorted into one of the 12 main yard tracks in random cuts of between 1 and 5 vehicles at a time. Variables were used to keep track of how many vehicles were in each track in the main yard and when the total reached a preset level another loco came in and moved them to one of the 6 departure roads before calling a main line loco to take them away.

The main yard was designed and built on the principle of Whitemoor Yard with the center section being 1 meter lower than the two ends so vehicles kept running down the slope and then met the uphill slope and slowed to a halt. I had to modify the UK vehicles with stovepipes engine specs because the built in espec has too much resistance for UK use and the vehicles stopped far too early in the yard. The excellent conditional commands and variables in SCS2013 are ideal for automating something like this but it does take a lot of time and effort, particularly for testing. However if you want to do something like this you have to be prepared to put the hours in, both creating it and testing it.

Unfortunately an update to TS12 changed the file structure yet again and SCS2013 beta had to be changed to work with it, resulting in the session not working in the updated version.