Just to continue discussing staging, interchange and yard work, here is a rough sketch and description of one (of many - pick one you like, not one I like) way of doing this in your room, using roughly the setup you have:
A big L along the left and top walls, with an industrial peninsula/island somewhere down from about 1/4 or 1/3rd in from the left end of the top wall.
Say you had three double ended hidden staging tracks down along the left wall, behind some kind of removable viewblock or viewblock with removable parts for access to the staging tracks - a low backdrop with fields and clouds, industrial buildings, a mountain side, a hill, a forest or whatever grabs your fancy. The uppermost exit to hidden staging represents "towards the junction with the class 1 railroad". The lowermost exit to staging represents "towards the rest of the rural branch line".
Along the top wall you have "junction city" - a city with a yard, and engine terminal and a couple of local industries. Buildings, roads, grass etc as you like it - small town, bigger inner city, whatever. Same with era - my examples show early diesels, 40 foot cars and cabooses (because I need the cars and engines to test lengths and clearances on my design - plan is designed for train lengths of up to eight 40 foot car trains plus a GP7/RS3 and a caboose), but you pick your place and time.
Along the left wall, in front of the low backdrop/viewblock to staging, you have the start of your rural branch. Scenic as you like - fields, forests, hills, river crossing, whatever grabs your fancy. Add one or two rail served industries or none, a passing track or none - whatever you like. The branch line will not have a way of turning trains, because it will continue off the modelled layout into staging (where "the rest of the branch line" is). If you want a train to come from the branch line towards the yard in Junction city, you stage a train with the engine down on one of the hidden staging tracks before you start your session.
The industial island I have not done any drawing on - you just pick whatever you like for the island industries.
I have tried to sketch out one possible layout for junction city - it is
loosely based on David Popp's Waterbury yard on his Naugatuck Valley RR layout.
Let's play through one possible operating session to how things might interact - again - just an example - you may like totally different things from what I like, and you are the boss of what goes on your layout - these are mostly to illustrate the concepts:
Cars on the diagrams are color coded according to what is their initial destination:
- Light green cars are bound for Junction City local industries
- Orange cars are bound for interchange with the class 1 road
- Olive green cars are bound for island industries
- Yellow cars are bound for the rural branch line
- Engines are brown, cabooses are red
The morning train from the foreign class 1 road has pulled in on the Yard arrival/departure track with a train consisting of:
- Foreign road engine (brown)
- Two cars for junction town industries (light green)
- Three cars for Island industries (dark green)
- Three cars for rural branch line (yellow)
- Caboose (red)
The train may have started the session already in the A/D track ("having just arrived"), have started the session on the visible layout, holding just to the left of the RR crossing in Junction City, inbound for the yard, or started the session in hidden staging, and you line the turnouts and bring it in from staging to the yard i Junction city - your choice.
The foreign road power cuts loose and runs down the engine escape track. The engine escape track can also be used as a second A/D track if the first A/D track is full - at the cost of trapping the road engine until the yard switcher has removed the caboose and the cars so the road engine can escape. But better than having to leave the inbound train in town blocking the RR crossing, isn't it ? The engine escape track can also be used as an extra classification track while sorting cars.
The yard switcher comes out and grabs caboose off end of arrived cut of cars
Below the engine escape track is three classification tracks. Longest (topmost) can hold ten or eleven 40-foot cars. Shortest (second from bottom) can hold seven or eight 40-foot cars.
Lowermost track in yard is used for access to the lower end of the caboose track and to the engine terminal. It would be possible to have one or two spots at the far right of this track used as "RIP" (Repair in Place) track, where cars can be put for minor repairs. You can simulate whether a car needs to go there e.g. by pulling a card at random from a deck of cards before a train departs - if you get a jack, one of the cars (picked by pulling a second card - ace: first car, deuce: second card etc) needs repairs, and must be moved to the RIP track to remain there for rest of the session. The foreign road power goes to the engine service track at bottom left of yard by way of this access track.
Yard switcher stoves caboose at top of caboose track. Caboose track on the diagonal along the yard ladder. Cabooses on trains that arrive in the yard will be on the leftmost end of the train, so you will want get your switcher on the left end of the caboose to grab it. So we typically want to push arriving cabooses into the caboose track from the left (top) end.
Cabooses for trains departing the yard will need to go on the right end of the train, so you want your yard switcher to be to the right of the caboose to be able to tack it on - so we pull cabooses for outbound trains from the right/lowermost end of the caboose track.
The caboose track also sort of forms a natural queue of trains - the next train to depart will be the one whose caboose is at the rightmost/lowermost end of the caboose track.
Up to you if you want to model that each crew has their regular caboose (so you might have to dig out a specific caboose if the order the trains will depart in changes), or whether cabooses are assigned on a "first come, first served" basis.
Switcher grabs a cut of cars and classifies inbound cars for the island and rural branch. Up to you how much sorting you want to do of each block of cars - whether you e.g. would want to presort cars for island industries so they are in the right order to be dropped off as you go down the island main track track.
Switcher grabs inbound cars for local industries and delivers them.
I picture industry A as some kind of industry that recieves two to four loaded cars in a day and empties two cars per half session. When they release the cars after having unloaded them, the cars need to be taken to the cleanout track (just below industry B) for half a session of cleaning out before they are shipped back towards the class 1 railroad.
Industry B is pictured as some kind of industry which receives empty cars and then load them. It has room for five cars at it's loading dock. It receives five empty cars at night, load the three leftmost cars before lunch and two rightmost cars in the afternoon.
Again - you pick your industries and flavors - this is just to visualize that an industry can receive loaded cars and empty them, receive empty cars and load them, receive loaded cars, empty them and reload them, receive empty or full cars they are not yet ready to hand and all kinds of funny stuff.
Switcher brings back cars from industries outbound for the class 1 railroad (or possibly for the island or the rural branch). Some cars are empty, some cars are full.
Switcher pulls the cut of cars for the island industries and starts building "the Island Turn" by putting the cars on the A/D track.
Engine for the island turn grabs is hooked up to the front of the train, while the switcher gets the caboose for the outbound train from the leftmost/lowermost end of the caboose track.
Switcher adds caboose to outbound island turn
Island job departs, switcher starts preparing the outbound rural branch turn. If you have two operators one takes the Island Turn and the second takes the yard work. If you have one operator, you run the jobs sequentially - either finish the next yard job steps first or run the Island job first.
Switcher puts the cut for the rural branch on the A/D track. Road power for the rural branch moves up and is hitched to the front of the cut, switcher then goes for the caboose at the bottom of thecaboose track.
Foreign road power departs with interchange cars for foreign road. It will end up trapped in a hidden staging track. On the parallel hidden staging waits the evening train with interchange cars from the class 1 - to appear later - see overview picture further down in this post:
The switcher performs local switching
- The two unloaded cars from industry A is moved to the cleanout track
- The three loaded cars from industry B is brought back to the yard
- Two cars are left at industry B for loading (not ready yet)
The three loaded cars from industry B will be outbound for the class1 evening train, along with any outbound cars from the island industries.
Then the switcher crew takes their lunch break
The overview shows:
- yard has three cars outbound for evening interchange job with the class 1
- two cars being cleaned out - can be outbound evening interchange or next morning (session) interchange
- two cars being loaded by industry B - might be ready for evening interchange, might have to wait for next morning (session) interchange
- Island turn ready for local switching
- Rural turn ready for local switching and then will continue "up the line" into staging (for the rest of this session)
- Morning train for class 1 is just stayingin the staging track closest to aisle
- Afternoon train from class1 is waiting to appear
You (or one or more operators) now do e.g:
- run the Rural turn (which will not reappear this session), end up in staging
- run the island turn, pull cars and set out cars, return outbound cars from island industries to the yard, where they will be classified by destination: to the rural branch, to the class 1 railroad or to the junction town industries.
- another train arrives from foreign road (or with your engine) with evening interchange from the foreign road
Smile,
Stein