| 
      
                        
                         
        
        
          | NO SMOKING |  
          | Our regrets if you are a smoker, as smoking is not allowed in our 
			building.
   Please leave your tobacco in your vehicle. 
 |    
        
        
          | Photos |  
          | Click on the thumbnails to enjoy some photos of a few of our past 
			Operating Sessions.
 
 
			 
  
 |  
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     
        
        
          | Photos |  
          | Click on the thumbnails to enjoy some photos of a few of our past 
			Operating Sessions.
 
 
			 
  
 |  | 
        
        
          | Operations Orientation |  
          | 
              
              
                | 
					
						| 
							
								| 
									
									
										|  |  
										|   
 This information will start basic and 
										work its way up into more detail.  
										Skip ahead if you want to.  Our 
										facility is devoted solely to model 
										railroading, upon arriving, please enter 
										through our front door. OK, now that you've found us, you 
										might be thirsty, or need to use the 
										restroom after your drive, so here is a 
										floor plan of our facility showing 
										where to take care of those needs: 
										
										 click on 
										diagram for a printable view
 
 Now that you are refreshed, on the 
										map above note the Green Mountain Falls 
										and Björnburg yards shown in green.  
										These are the terminus yards of APN's 
										Conroe Division, making these 2 
										locations the ends of our point-to-point 
										layout.  In an APN operating 
										session a significant number of trains 
										will begin and end in these yards.  
										Other locations that trains begin and 
										end are also noted on the above plan.
 
 
 Below is a stretched out view if the 
										APN mainline, making clear its 
										point-to-point nature: 
										
										     Take note of the 3 columns, listing 
										Towns, Sidings and CP's, or Control 
										Points.   These locations are identified by 
										signage around the layout, either on the 
										control panels or on separate labels.     Train crew members will receive a 
										manifest for their assigned train.  
										Towns where pick-ups or drop offs are to 
										be made will be listed on these manifests.   Siding and CP names are important in 
										communicating over the radio with the 
										dispatcher.  These are the 
										reference points that you will use in 
										talking with the dispatcher to establish 
										where you are located at any given time, 
										or where you will be directed to go as a 
										part of orders he will give you over the 
										radio.  Before you key up your 
										microphone to talk to the dispatcher, 
										determine where you are located in 
										reference to the nearest CP.      CP's are also very important in that 
										they mark the boundaries between the 
										"blocks" of our railroad.  Trains 
										cannot collide with each other if they 
										are not permitted to occupy the same 
										section of track at the same time, so 
										railway lines are divided into sections 
										known as blocks.  In normal 
										circumstances, only one train is 
										permitted in each block at a time.  
										Refer to the section on
										signaling to 
										learn how blocks relate to obeying 
										signals.   An important part of the dispatcher's 
										job is to arrange for meets between 
										trains.  As a train crew member, 
										you must be able to locate the sidings 
										that the dispatcher directs you to, 
										where you may be required to hold your 
										train and wait for one or more trains to 
										pass you.  Note on the map that the 
										CP names all correspond to the ends of 
										sidings.     For a more detailed view, click on 
										the map for a larger version. |  |  
								| You don't need to print out or memorize this map 
								to enjoy APN.  If you elect to become a 
								crew member you will receive a clipboard that 
								has a copy of this map for reference, as well as 
								the following map that shows the entire layout 
								in schematic view, including all of APN's Conroe 
								Division and beyond, to Shoshone and Larkspur.  
								These two beyond-the-layout locations serve as 
								staging for operating sessions, and also provide 
								a means to turn around whole trains.
   
								
								 It would be useful to take some 
								time in advance to familiarize yourself with how 
								the information is laid out on this map. (click 
								on the map to see it in more detail)  Town 
								names are shown in blue and siding names are in 
								italics.  The CP names are enclosed in red 
								boxes.  Passenger stops are indicated by 
								red stop signs, with the names shown in red font 
								under the little green "Depot" icons.  
								Although not to scale, this map does do a pretty 
								decent job of faithfully representing the 
								trackage as it is laid out in the different 
								towns.   The track shown in green leads 
								to staging that is hidden from view under our 
								layout, and during an operation session it is 
								not used by train crews.  Also, track shown 
								with a dashed line is not used during operating 
								sessions. One feature not shown is our
								HOn3 
								narrow gauge trackage.  There are 
								interchanges between the narrow gauge and the 
								rest of our layout at the towns of Meyer 
								Junction and Valley Junction, but as of yet, the 
								narrow gauge isn't a part of our operating 
								sessions.   But it will be soon!  
								To view a schematic map of our narrow gauge route,
								
								click here     
								 Industries
 What is not shown on either of 
								the previous maps are the location of all the 
								industries/buildings.  Your Manifest 
								will direct you to the towns that need to have 
								pick ups and drop offs made, and specifically at 
								which industry, and the building or location 
								within that industry (and in some cases the 
								specific door or track).  You are left in 
								part to your ingenuity and experience to locate 
								the right spot within a town that corresponds 
								with the name on your manifest.  In some 
								cases a notation on a control panel, or a sign 
								on a building will tell you which is which.  
								In other cases the structure types along the 
								different tracks will be the clues you need to 
								figure out which one is your intended location. 
								 |  
								| 
								 
 Rules
 Every railroad has its rules, and APN is no 
								exception, although we don't have near the 
								number of rules as a real railroad has.  
								This is primarily because we don't want to 
								distract from Rule Number 1.
 
								
								 1. We have freight and passengers to move, 
								but not at the expense of having FUN! 
 2. (A) Crews MUST contact the dispatcher before they 
								depart from their originating terminal and when 
								tying up at their final destination.
 
 2. (B) Crews 
								MUST contact and obtain permission from the 
								Conroe Yard Master before entering the Yard 
								Limits.
 
 3. (A) 
								Throttles: APN RR utilizes an NCE DCC 
								System for control. Operators are encouraged to 
								familiarize themselves with the throttles prior 
								to session start. If in doubt, feel free to ask 
								an APN member.
 
 3. (B) When you are done tying up your train at 
								its final destination, please turn off the 
								loco’s lights and sound (if so equipped) and set 
								the throttle to loco address 0. The latter will 
								minimize the likelihood of multiple operators 
								having control of the same loco.
 
 4. (A) Local Control: Turnouts with local 
								control capability are identified by a blue 
								track on town control panels. The dispatcher has 
								to grant local control. When the BLUE LED is 
								illuminated, you may throw the turnout as you 
								wish.
 
 4. (B) When leaving an area that you were 
								granted local control in, please leave switch 
								thrown in “normal” or mainline position.
 
 5. Signals: 
								Where signals exist they must be obeyed. Where a 
								block is not guarded by a signal, Crews MUST 
								obtain permission from the dispatcher before 
								entering that block.
 
 6. O.S./Interlockings: The dispatcher can not 
								align sidings if the OS shows to be occupied. He 
								may contact you by radio to ask you to reverse 
								your train to allow you access to your requested 
								route. OS sections are isolated by an insulating 
								gap in one rail. APN MOW recently installed 
								right-of-way signage marking these locations 
								(Ties painted white and adjoining white posts).
 
 7. Uncoupling: In some areas, the location of 
								under-track magnets are marked by a white “M” 
								diamond-shaped sign. In most other areas, skewer sticks should 
								be aplenty. (APN Special Agents are 
								investigating reports of “skewer breeding” on RR 
								property, as they seem to multiply abundantly)
 
 8. (A) Radios: In our “alternate universe”, the 
								dispatcher is hundreds of miles away, trying to 
								stay awake watching moving colored lines on a 
								screen. Cornfield meets don’t make for good 
								public relations, so keep an ear on the radio 
								for any changes or instructions from the 
								dispatcher.
 
 8. (B) Before keying up the radio, monitor for 
								current transmissions. Be patient and wait your 
								turn to use the radio airwaves.
 
 8. (C) Always identify yourself when beginning 
								each radio conversation by announcing your train 
								number.
 
 9. Non-alcoholic beverages are available to 
								crews for their enjoyment in the crew lounge. 
								Food and drinks are not allowed in the layout 
								room.  Smoking is prohibited in the 
								building.
 
 10. Off duty crews are encouraged to 
								socialize in the crew lounge, but 
								please refrain from entering the layout room 
								unless you are on duty. This minimizes 
								distractions for crews and adds to the realism 
								of operating.
 
 11. Pay attention to fascia signage and control 
								panels. In some locations, upper and lower level 
								signage are in close proximity.
 
 12. Conroe Yard: As the Conroe yard switcher(s) 
								finishes preparing a departing train, they are 
								to notify the dispatcher via the intercom so the 
								Crew Call Board may be updated.
 
 13. (A) Crew Call Board: The board shows all 
								trains that are to be run for the session. Any 
								available crew in the “lounge” may sign up for 
								the next available train by placing their name tag(s) in the “Crew” column. The board also 
								indicates relative difficulty of the trains. 
								Deals may be made between crews, but keep the 
								fighting to a minimum.
 
 13. (B) When you have tied up your train, mark 
								the train as “terminated” on the board by posting 
								the time.
   |  
								| 
 OK, maybe at this point you are starting to 
								feel like we are loading you up with too much 
								information.  Don't worry, there is no test 
								at the end of this page, and in case you forgot 
								already, go back up and re-read 
								Rule number 1, 
								that is really the most important thing to abide 
								by.  And remember this, at the operating 
								session there are 
								going to be APN members around to help you if 
								you need it.  Just ask!  And don't be 
								afraid to ask a "dumb" question.  Heck, 
								that member you ask might not know the answer to 
								your question either, he might have to go ask 
								someone else.  Or you might come up with 
								something that no one else has thought of 
								before, in which case, your questions might spur 
								thinking that leads to improvements to our 
								railroad.  So please do ask those 
								questions, and Thank you very much in 
								advance!
 |  
								| 
 Throttles "Throttles", also known as "cabs", are how 
								locomotives are controlled at APN.  Because 
								our layout is 
								DCC, there are no complicated 
								toggles or rotary switches you have to 
								understand and fiddle with to gain control over 
								the section of track your loco is passing 
								through.  With DCC, your cab will control 
								your train anywhere on the layout.  And 
								using an 
								NCE 
								DCC cab is not that hard.  Here is 
								a quick primer on how to use the basic features 
								of our cabs: 
								
								 The first thing that you'll need to do is 
								program your cab with the address of the locomotive or 
								consist that heads up your train.  Don't be 
								intimidated by the thought of having to do any 
								programming, it's really very easy to do.
 Physically locate your train on the layout, and 
								note the road number on the lead locomotive of 
								your train.  This is the address number you need to 
								program into your cab.
 
 Plug your cab into one of the nearby jacks 
								mounted on the layout fascia.
 
 On your cab, press the "SELECT LOCO" button.
 
 Using the keypad, type in the road number of 
								your loco.  If the road number is 127 or 
								less, add a leading zero.
 
 Press the "ENTER" key.
 
 That's it!  Told you it was easy.
 
 To control your loco, set the direction by 
								pressing the "REV" or "FWD" buttons.
 
 The big knob is to control your speed.  
								Turning it clockwise increases speed.  
								Turning it counter-clockwise to the stop will 
								halt your engine.
 
 To turn on and off your headlight, press the "0" 
								button.
 
 If your loco is sound equipped, try the "HORN" 
								button.  Press "2" to toggle the bell on 
								and off.
 
 To toggle the sound on and off, press the "8" 
								button.
 
 When you reach your location and tie your train 
								up, turn off the lights and sound, and program 
								the cab to loco number "0"
 |  
								| If you get a "dogbone" type cab to use, 
								it includes a display.  This diagram shows 
								the information a "normal" display will show: 
								   |  
								|    The instructions for using a dogbone cab are 
								very similar to those for the previous cab.
 Physically locate your train on the layout, and 
								note the road number on the lead locomotive of 
								your train.  This is the number you need to 
								program into your cab.
 
 Plug your cab into one of the nearby jacks 
								mounted on the layout fascia.
 
 On your cab, press the "SELECT LOCO" button.
 
 Using the keypad, type in the road number of 
								your loco.  If the road number is 127 or less, add a leading zero.
 
 Press the "ENTER" key.  The number you 
								entered should show in the display.  
								Actually, if you watch the display, after you 
								press the "SELECT LOCO" button, it will prompt 
								you for the loco number.  The NCE is pretty 
								intuitive like that, and is one of the reasons 
								we chose
								
								NCE over other systems.
 
 To control your loco, set the direction by 
								pressing the "DIRECTION" button.
 
 Use the controls outlined with the white 
								rectangle labeled "SPEED" to control 
								your speed. 
								You have the choice of using buttons and the 
								thumb wheel to adjust your speed faster and 
								slower.
 
 Remember, the display will show your direction 
								and speed.
 
 To turn on and off your headlight, press the 
								"HEADLIGHT" button.
 
 If your loco is sound equipped, try the "BELL" 
								and "HORN/ WHISTLE" buttons.
 
 To toggle the sound on and off, press the "8" 
								button.
 
 When you reach your location and tie your train 
								up, turn off the lights and sound, and program 
								the cab to loco number "0"
 |  
								| Caution: Some of our locomotives have 
								"momentum" programmed into them.  They will 
								behave just like a real locomotive, and there will be a lag in the time it takes your 
								train to get to the speed you set with your cab, 
								and a lag in the time it takes your train to 
								stop once you set the speed to zero.  This 
								will add to the challenge of running your train, 
								requiring you to anticipate when and 
								where you need to stop your train, and to notch down your throttle in advance of 
								that desired spot.
 
  Also, 
								because our layout is DCC, each train is 
								controlled independently of every other train, 
								even on the same stretch of track.  So 
								unlike a conventional DC layout, on our layout you can run 
								your train faster than the train in front of 
								you.  Or, you can run your train in the 
								opposite direction of the train in front of you.  
								Think 
								Gomez Addams crashing 2 Lionel trains head 
								on! 
 If you get in a situation where you need to 
								stop right now, and if you have a dogbone, 
								press that red button right in the middle 
								labeled "EMERGENCY STOP".  You 
								should only press it once, and your train should 
								stop immediately.  Now this is not 
								prototypical, but if your train has derailed and 
								is in danger of falling off the layout and 
								hitting the floor, the heck with prototypical, 
								save the lives of those tiny crew members inside that 
								engine!
 
 The non-dogbone cab (technically known as an 
								"intermediate" cab) does not have this red 
								button, but you can still stop your train just 
								as effectively.  First turn the cab dial 
								all the way counter-clockwise, then yell 
								"whoa Nelly!" and at the same time take 
								your finger and place it against the headlight 
								of your engine and hold it there to stop your 
								train until the loco no longer pushes against 
								your finger.
 Then resume breathing.
 
 |  
								| 
 Just how fast am I going, anyway?  If 
								your loco has a QSI sound decoder, here's how 
								you know. Do you want to operate your train at 
								prototypical speeds but just don't know what 60 
								mph "looks" like on an HO scale model?  
								Most QSI sound decoders (found in many Broadway 
								Limited, Lionel, PK2, Intermountain and Atlas 
								models) have a speedometer built in. 
								
 If your engine has one of these decoders here's 
								how to have it tell you how fast you are 
								travelling.  While rolling down the track 
								press the "F10" key on your dogbone.  Your 
								locomotive will verbally report the loco's speed 
								in scale miles per hour.  If it reports 
								that your GP9 is travelling at 125 mph, then you 
								are a tad bit over what the prototype could do, 
								as they were geared for maximum speeds of from 
								55 to 89 mph.
 
 Press F10 while at a stop and the locomotive 
								report its status: whether the long or short 
								address is enables, its consist ID if it is 
								assigned to one, and its shutdown state, if it 
								is in one.
   |  
								| 
 Sound:
 Previously mentioned was bells and 
										whistles.  We told you how 
										to make these sounds using the controls 
										on the throttle, but, just when 
										are you suppose to use them?  Well, 
										that's not too complicated, either.  
										At APN we follow a subset of the
										
										General Code of Operating Rules 
										(GCOR). The GCOR is used by every Class 
										I railroad west of the Mississippi 
										River, most of the Class II railroads, 
										and many Short-line railroads.  The 
										rules as we try to practice them at APN 
										are as follows (sound equipped locos only):
 
 |  
								| Bells: 
 Ring the engine bell under any of the following 
								conditions:
 
									Before moving, except when making 
									momentary stop and start switching 
									movements. As a warning signal anytime it is 
									necessary. When approaching public crossings at 
									grade with the engine in front, as follows:
									
										If distance permits, ringing must 
										begin at least 1/4 mile before the 
										public crossing and continue until the 
										crossing is occupied.
 or
 
If distance does not permit, ringing 
										must begin soon enough before the 
										crossing to provide a warning and 
										continue until the crossing is occupied
										 |  
								| Whistles: 
 The required whistle signals are illustrated by 
								“o” for short sounds and “—” 
								for longer sounds:
 |  
								| Sound | Indication |  
								| Succession of short sounds | Use when an emergency exists, or persons or 
								livestock are on the track. When crews on other 
								trains hear this signal, they must stop. |  
								| —  — | Release brakes. Proceed. |  
								| o  
								o  o | When stopped: back up. |  
								| —  
								—  o 
								
								— | Approaching public crossings at grade.  
								Start signal not less than ¼ mile before 
								reaching crossing, if distance permits.  If 
								distance does not permit, start signal soon 
								enough before the crossing to provide warning.  
								Prolong or repeat signal until engine occupies 
								the crossing. |  
								|  |  
								| 
 
										Where to put your "stuff" 
										 A 
										train crew's primary responsibility 
										(beside complying with 
										Rule no. 1) is to 
										move their freight or passengers around 
										the railroad as per the instructions on 
										their manifest. 
 This requires a train crew's focus to be 
										on the train and the railroad proper, 
										just as on the prototype.
 
 However, since as yet we haven't had an 
										operator small enough to squeeze into 
										one of the 
										1/87 scale cabs of our 
										locomotives, all this has to be done 
										from an adjoining aisle way, with the 
										train crew required to tote around a 
										remote cab and a clipboard containing 
										the manifest and other pertinent 
										information.
 
 There are times an operator needs a free 
										hand or two, to throw a turnout or 
										uncouple a car.  Placing a 
										clipboard or cab on top of the layout 
										could damage scenery or structures, 
										derail trains, or cause other 
										destruction of 
										Godzilla proportions, so 
										we ask all our operators to be 
										considerate and refrain from doing this.  
										Pretty please?
 
 Rather than an operator having to try to 
										tuck his cab and clipboard under his 
										armpits to gain a free hand, we have 
										conveniently installed a button on the 
										back of our cabs, and a knob on the back 
										side of the clipboards.  And around 
										the layout we have clips that the cab's 
										buttons will slip into.
 
 The photo to the right shows how to use 
										these conveniences.  The knob on 
										the clipboard is just hung over the lip 
										of the fascia. (I wish we could take 
										credit for coming up with this clever 
										idea, but we got it from seeing a photo 
										Andrew Keeney had posted online of his 
										Nashville Road layout, that fortuitously 
										for us, included a glimpse of a 
										clipboard with a similar, simple wooden 
										drawer pull knob attached)
 
 
 
 
 |  
								| 
 Uncoupling Techniques 
										
										 Speaking 
										of uncoupling, as mentioned in 
										Rule no. 
										7, we do have some locations equipped 
										with uncoupler magnets.  Some are 
										visible between the ties, while others 
										are hidden under the ballast, and are 
										identified by a trackside white, 
										diamond-shaped sign with the letter "M" 
										on it (refer to photo below). 
 If you don't know how to use 
										uncoupler 
										magnets,
										
										click here
 
 When there isn't a magnet available at 
										the location you need it, look around 
										for one of the long, very slender 
										pointed sticks (bamboo skewer) placed 
										around the layout.
 
 Then refer to the animation at the right 
										on how to use this skewer to uncouple a 
										car. (click on the picture for a 
										storyboard version of this technique)
 
 A couple of helpful tips:
 Introduce some slack in the couplers 
										before using the skewer;
 Limit how far the skewer point goes in, to 
										prevent binding;
 After the lips of the knuckles “roll” 
										clear of each other, push horizontally 
										against one of the coupler heads to 
										separate the cars
   |  
								| 
 This photo is to illustrate two 
										different marker types used along APN's 
										right-of-way to identify features 
										important to operations: 
								 They are shown circled and are: 
									The 2 white diamond-shaped signs 
									indicate that there are uncoupling magnets 
									located under the ties of the adjoining 
									tracksThe white post adjacent to the tie that 
									is painted white marks the location of the 
									end of a block and an "OS" section Refer to Rule nos. 5, 6 and 
								7 and the section on 
								signals 
								for the significance of these two features.   To elaborate on the latter, when required to 
								stop at a given CP by the Dispatcher, or for any 
								other reason, you must keep your train from 
								crossing over an OS boundary marked with the 
								white tie.  Just like on the prototype, if 
								your train has crossed over this boundary, even 
								by several (scale) inches, the train detection 
								circuitry will show your train as occupying both 
								blocks.  The CTC system then locks the 
								associated turnout, so it can not be remotely 
								actuated.  This is a safety feature to 
								prevent a turnout from being thrown under a 
								train.  To be able to do anything related 
								to that turnout, to either throw it or give you 
								local control, the Dispatcher has to request 
								that you back up your train to clear the OS.
 OS sections also are the dividing points between 
								the blocks of the railroad.
 |  
								| 
 |  
								| Turnout indication There are 2 primary 
								designs of indicator lights in use on control 
								panels around the layout that show the position 
								of turnouts.  Examples of these 2 designs 
								are shown below.
 |  
								| c.jpg) This is the older design, and it consists of a 
								single, 2-color LED for each turnout.  The 
								color of the LED indicates which route the 
								turnout is aligned for.  Green indicates 
								the through route, and red the divergent route.
 |  | c.jpg) This is our newer design, with a yellow LED on 
								each leg of the turnout.  The LED that is 
								lit indicates the route the turnout is aligned 
								to.  This is more user-friendly for the 
								color-blind among us.
 |  
								| 
 How to Operate Hand Throws The majority of our 
								turnouts are motor-driven 
								and operated from a control panel. (During an 
								operating session, turnouts on the mainline will 
								be controlled by the Dispatcher, unless local 
								control is granted).
 But there are, and probably always will be turnouts 
								on our layout 
								that are operated by using a hand throw.  
								As simple as they may seem, there is a bit of 
								technique to properly use one of these hand 
								throws, and this is described in the pictures 
								and captions, below.
 
 Other layout owners have reported that an 
								alternative to prevent this type of turnout from 
								being over-thrown is to hammer in a couple of 
								nails on either side of the throw, leaving the 
								nail head protruding up and under, and acting as 
								a stop for the hand throw arm.  But don't 
								you think we can all be disciplined enough to 
								learn to operate this device correctly, and not 
								have to resort to using nails as a crutch?  Because protruding nails just don't look like 
								anything prototypical on the real railroads.
 |  
								| 
								 Correct:
 The
								Throw arm is in a near horizontal position.  
								There is a slight “indent” that you will feel as 
								you push the throw arm to 
								this position.  Rotating the arm to this position 
								and no further is gentler on 
								the mechanism and it makes it easier for the 
								next operator to get a grasp on the throw arm.
   |  | 
								 Incorrect:
 Throw arm is pushed until the head hits the 
								ground. This position puts additional stress on 
								the machine itself, and on the points of the 
								turnout, leading to early failure of both.  
								It also makes it more difficult for the next 
								operator that comes along to get a hold of the 
								arm to throw it the other way.
 |  
								| 
 
 Manifests 
										
										 Here 
										is a sample Manifest for Train Number 
										263.  A Manifest is generated for 
										every train to be run in an operating 
										session.  An operator signing on as 
										the Train Crew for a train will receive 
										a clipboard that includes a Manifest for 
										that train, a Rules Book and a Route Map 
										of the APN Conroe Subdivision. 
 These Manifests are created by the software 
								program
								
								RailOp.  Listed in the 2 columns of 
								this report are the locations the train 
								originates from and terminates in, and other 
								towns/locations that will be traveled through.  
								Town/location names are underlined, as shown in 
								the detail figure below, and each 
								town/location's entry is followed by the number 
								of cars leaving that location and the train's 
								length and weight.
 
 Switching assignment entries on the Manifest are color coded to assist 
								the Train Crew in performing their duties:
 
 
 > Cars that are picked up along the route to 
										be set-out before the train's terminal 
										is reached are printed in red as an aid in deciding where 
								to block the car in the train.  All other 
										PickUps are in black
 
 > SetOuts are shown in Green.
 
 > Local Moves (within same town) are Blue.
 Click on the photo for a larger image.
     |  
								| 
 The following is an enlargement of 
										one section of the above Manifest, 
										showing the entries for the town of Big 
										Bend.  The lettering in italics 
										describe the information contained on 
										the Manifest. 
								 |  
								|  |  
								| 
 Switch Lists - Conroe Yard Master 
										
										 
								Here is a sample Switch List for the Yard 
								Master job in the Conroe
								
								Classification Yard.  
 You can click on it for a larger version.
 
 It shows trains that will originate from and/or 
								terminate at the Conroe Yard.
 
 For each train that originates from Conroe Yard, 
								it is the responsibility of the Conroe Yard 
								Master to assemble the cars listed for each 
								train, blocked in the order they appear on the 
								list.  The order is relative to the 
								direction the train will depart, where odd 
								numbered trains will head East and even numbered 
								trains will head West.
 
 Once a train is assembled the Yard Master is to 
								notify the Dispatcher via the intercom.
 
 No movements within the yard limits can be 
								performed without the permission of the yard 
								master.  Engineers wishing to enter or 
								depart from the yard with their train must 
								obtain this approval via a radio request (see Rule no. 2B).
 
 During the course of an operating session the 
								Operations Superintendent may give the yard 
								master an updated list.  This list might 
								overlap with the switch list the yard master is 
								currently working from.  It is the duty of 
								the yard master to compare the new list to the 
								old and strike out those trains on the new list 
								that have already been made up.
 
 The Port Keechi Yard Switcher will receive a 
								similar list, and the use of this list is 
								comparable to its use in Conroe Yard.
 |  
								| 
 Crew Call Board Hanging in the Crew Lounge is our "Crew Call 
								Board".  It contains a listing of all the 
								trains to be available for the Operating 
								Session, and is for use by Operators to sign up 
								for train assignments.  Its use is 
								relatively straight-forward, but refer to
								
								Rule no. 13. More detailed information on each train can 
								be found by reading through the Train Manifests, 
								which are on clipboards maintained by the 
								Superintendent of Operations, and will be 
								available in the Crew Lounge.  The contents 
								of a train manifest were described above. Upon deciding on a train to run, an Operator 
								adds his name to the "Crew" column of the Call 
								Board, picks up the clipboard for the 
								chosen train, along with a cab and a radio.  
								Upon locating his train, and prior to departure, 
								the Operator should write down the time in the 
								"Departure" column, and in the appropriate place 
								on the Train Manifest, and per
								
								Rule no. 2, call the Dispatcher and get 
								approval before moving your train. Upon completion of his route, the Operator 
								should notify the Dispatcher, and write down the 
								time of arrival in the "Terminate" column of the 
								Call Board and on the Manifest.  If any 
								difficulties were encountered during your run, 
								or you have any feedback or suggestions about 
								this train or the layout or the organization of 
								the operating session, write them on the 
								Manifest before turning it in to the Operations 
								Superintendent. 
								
								 Diagram of the "Crew Call 
								Board" showing a sample of one of our sessions 
								in progress   Also shown on the Call Board are 
								any speed restrictions in place for the day, and 
								the names of the Dispatcher, Conroe Yard Master 
								and Port Keechi Yard Switcher on duty. Operating Sessions can vary in length from 
								several hours to most of a day.  This 
								flexibility is possible by choosing how many of 
								the trains on the Call Board are run during the 
								given session.  It is not necessary that 
								they all be run, as RailOp can start the next 
								operation session where the previous session 
								left off.  The decision on how many trains 
								to complete can be made "on-the-fly" as the 
								session progresses.  Factors such as the 
								skill level and number of Operators can cause a 
								session to go faster or take longer than 
								originally estimated, so the ability to make 
								adjustments is a convenience that adds to the 
								enjoyment of the participants.  Always 
								remember Rule no. 1!   In a "Normal " Operating Session, 
								the number of participants desirable are:  
									1 -
									Dispatcher 1 - Yard Master - Conroe Classification Yard
 1 - Yard Switcher - Port Keechi  
									Yards
 7 - Road Engineers (can get by with as few 
									as 5)
 Optional - The "Hole" (usually filled by an 
									APN member)
 
 Operations Superintendent  (A member of 
									the APN Operations Committee)
 A few additional people can be accommodated 
									(especially newbies) by having 2 persons 
									assigned to train crew: an
									
									Engineer to drive the train, and the
									
									Conductor, who supervises the engineer 
									and manages the paperwork.  The 
									limiting factor is the space available in 
									the layout room aisle ways. 
 |  
								| 
 
										
										 Dispatching 101 
 Imagine that you are in the tiny cab of 
										your locomotive, and then imagine how 
										much of the railroad you can actually 
										see from the vantage point of that tiny 
										window.  Unlike standing in the 
										aisle towering over the layout, from 
										inside that cab you can see ahead very 
										little.  So it is on real 
										railroads, and there engineers rely on
										signal systems 
										and dispatchers to be able to "see" what 
										trains lie ahead of them.
 
 On our railroad, the Dispatcher can see 
										what blocks have trains in them, and 
										with this knowledge, directs the 
										movement of trains over the APN Conroe 
										Division's mainline and sidings, making 
										sure in the process that trains don't 
										collide.  In performing this duty, 
										our Dispatcher 
										relies on a Dispatcher's Panel which 
										allows him to monitor the location and 
										movement of trains, and operate track 
										switches (turnouts) and the traffic 
										signals that tell trains to stop or 
										change their speed.
 
 A portion of the Dispatcher's Panel is 
										shown in the diagram below.
 
 Green Mountain Falls, the western extent 
										of the Conroe Division, is shown in the 
										upper left hand corner of the panel, and 
										Björnburg, the eastern most extent, is 
										at the lower right hand corner of 
										the panel.  The track plan wraps 
										around similarly to the text in this 
										paragraph, i.e. the right hand end of 
										the upper track continues to the left 
										hand end of the middle track, 
										immediately below it.  Following 
										that track to the right hand edge of the 
										panel, it connects with the left hand 
										end of the track shown in the bottom 
										track segment on the panel.
 
 All turnouts that can be controlled 
										remotely by the Dispatcher are drawn on 
										the panel with a wide line for the 
										diverging route, and are 
										numbered sequentially from West to East.  
										All other turnouts leaving the mainline 
										or sidings are shown with a narrower 
										line, and are not numbered.
 
 The Dispatcher throws those turnouts 
										over which he has control by placing the 
										cursor over the turnout diagram on the 
										panel, and right-clicking the mouse.  
										The route these 
										turnouts are aligned to will be shown as 
										a white line.
 
 Just like on the prototype, there is an 
										interlock that prevents the Dispatcher 
										from throwing a turnout under a train.  
										If a train has fouled the OS of a 
										turnout, that turnout's diagram will 
										appear red on the panel, and the 
										Dispatcher will not be able to throw it.   
										The train will have to back up and clear 
										the OS before the Dispatcher can regain 
										control of the turnout.  Refer to 
										Rule no. 6.
 
								
								 A portion of the Dispatcher's Panel.  
								Click on it for a larger view showing the entire 
								panel.
 Referring to 
								one of the maps shown earlier on this page and 
								comparing it to the Dispatcher Panel above, the 
								names of CP locations are shown on the panel in
								
								 yellow 
								text .  
 Siding names are shown in
								
								 light 
								blue italics 
								.
 
 Town are not all labeled as such.  
								Instead, there are labels only at those 
								locations where there are turnouts from the 
								mainline or siding that can be controlled either 
								by the Dispatcher, or at his election, by the 
								local train crew (refer to Rule no. 4).  
								These labels are contained in boxes on the 
								diagram, and show either an abbreviation for the 
								Town's name, or for a major industry near the 
								turnout.  Either <Local> or <CTC> will 
								appear after the abbreviation, indicating who 
								has control of the turnout.  The Dispatcher 
								can toggle who has this control of the turnout 
								by moving the cursor over a box and clicking the 
								left mouse button.
 
 When the train crew has control of the 
								turnouts, <Local> will appear in the box, 
								the box background color will turn white and the 
								appropriate block of track and the effected 
								turnouts will show as purple
  on the display.  In addition, there will be 
								a blue LED that lights up on the layout fascia 
								near the turnout, on the Control Panel that has 
								the toggle switches that will now control those 
								turnouts. 
 A red line
  on the panel indicates blocks that are occupied 
								by a train.  A white line indicates 
								unoccupied track. 
 A green line
  on the panel indicates the block(s) of track ahead 
								of a train that the Dispatcher has set the 
								signals for, giving that train authority.  
								The direction of that authority is indicated by 
								a black arrow superimposed on top of the green 
								line, and by the numbered green signal marker 
								indicators (  ).  The Dispatcher sets the signals by 
								left-clicking on the appropriate red signal 
								symbols ahead of a train.  The signals will 
								clear (  ) when the train enters the block, but can be cleared 
								manually by double clicking on the symbol. 
 Once the Dispatcher has set a route for a train, 
								he can right-click on the red line for a train, 
								and enter an identifier tag for that train.  
								Typically the information entered in the tag 
								would be the train number.  Once entered, 
								this tag will display above or below the red block of 
								track occupied by that train, and the tag will 
								follow the train on the screen as it moves from 
								block to block.  The train symbol appears 
								on the screen in light grey bold font, as shown 
								in this example:
  which appears on the sample screen above on the 
								Burnito Siding. 
 Passenger stations, depots and stops are 
								indicated by this symbol
  on the panel. 
 The Dispatcher passes orders and other 
								communications to Train Crews via 2-way radio, 
								and communicates with the Conroe Yard Master via 
								an intercom.
 |  
								|  |  
								|  |  |  |  
                | 
 Signals: During APN Operating Sessions, control of trains is via
				
				Centralized Traffic Control, or CTC.  All of the 
				signals that will eventually be associated with CTC are not 
				installed on our railroad yet, which increases the importance of 
				communications between train crews and the dispatcher via radio.  
				For those stretches of the APN mainline that are signaled, a 
				train crew can safely operate their train by obeying those 
				signals.  This section gives an overview of what the 
				signals in use on our railroad mean. Our railroad is divided up into "blocks," and each block 
				boundary is designated by a Control Point, or "CP."  
				Signals, when they are present, are located primarily at the 
				start of each block.  They govern whether a train may enter 
				the block they protect.    It is important to remember that, since our railroad is 
				not completely signaled yet, a train crew cannot rely completely 
				on signals to identify where blocks start and end.  The 
				locations of all CP's are shown on our  
				Route 
				Maps, are also labeled on the control panels around the 
				layout, and trackside are identified by white painted ties and 
				posts at each block boundary.  As you run your train down 
				the mainline, you must not just be on the lookout for the next 
				signal, you also must follow your map or observe the control 
				panels, or watch for the next white painted tie to make sure you 
				don't overrun into the next block, if it happens to be unsignaled.  You must get clearance from the 
				dispatcher 
				before entering any unsignaled block.  In unsignaled 
				territory, he is your "eyes" and knows whether those blocks 
				ahead have a train in them or not. |  
                | Signal Basics: To understand signals, you must 
				learn these two building blocks.  Once you know these two 
				concepts, how to obey signals becomes more intuitive. Concept 1: Signal Colors and what they mean
 
 |  
                | 
					
						
						
							| 
							The 
							color tells you how many block past the signal are 
							unoccupied  | 
							Name | 
							
							Action to take |  
							| n | 0 | Red | Stop | 
							
							Stop. Unless flashing red, then stopping is not required, 
							and you may proceed at a restricted speed, but be 
							prepared to stop.
 |  
							| n | 1 | Yellow | Approach | 
							
							Proceed, reduce to medium speed, be prepared to stop 
							at the next signal (or CP).If flashing yellow, reduction in speed not required.
 |  
							| n | 2 | Green | Clear | 
							
							Proceed |  |  
                | Note that when a light is flashing, the number of unoccupied 
				blocks ahead remain the same.  The blinking indicates that 
				for the color shown, the signal is less restrictive than if the 
				same color was shown but was not flashing. So for example, 
				yellow means that 1 block past the signal is unoccupied, but the 
				block following that is occupied.  You may proceed past the 
				signal at medium speed if the signal shows a steady yellow 
				light.  If the light is flashing yellow, you may proceed, 
				but are not required to reduce your speed.  In either case, 
				you must be prepared to stop at the start of the next block, 
				which will be at the next Control Point, where there may or may 
				not be another signal.  (If there is not, remember the rule 
				stated earlier, you may not enter an unsignaled block without 
				the permission of the dispatcher). |  
                | Concept 2: Multiple Signal Heads
 |  
                | 
					
					
						| 
						 | When 
						there are stacked signal heads, as depicted here, the 
						upper signal is for the mainline, and the lower signal 
						for a diverging route, such as a passing siding. 
						 | 
						 |  |  
                |   |  
                | 1 + 2 = Putting it together So with these two concepts, 
				here's what you do.  When you approach a signal, if the 
				upper color is green or yellow, proceed ahead on the mainline.  
				If it is red, look for a second color, below the first.  If 
				there is none, or if it is also red, then you must stop.  
				If the lower signal is green or yellow, then you may proceed, 
				but you are being routed into the diverging route.  The 
				exception is when a red signal is flashing, in which case 
				stopping is optional, but if you don't stop, you must slow down 
				to restricted speed and be able to stop your train in half the 
				distance between you and any opposing train, broken rail, 
				improperly thrown turnout or other obstruction.   Hopefully if you think about it in these terms it will make 
				sense, and you can figure out what any signal combination means, 
				without the need for showing pictures of all the possible 
				combinations of signals here.   |  
                | Factoid: The single lens search light signals shown above on 
				the right will be short lived on the APN railroad, as they are 
				due to be replaced by signal head types that contain individual 
				lenses for green, yellow and red.  This to accommodate our 
				color-blind operators who can not all distinguish between the 3 
				colors. |  
                | 
 More Information: For a more comprehensive set of 
										information on using our layout,
										click here Want to see an Operating Session in pictures? 
								click here 
 
 The following are being contemplated as 
								future additions to this page: Description of the available jobsControl panels - local control LED
 FRS Radio use 101
 Guests will not 
										need to bring anything except their 
										enthusiasm for operations. We have 
										enough radio handsets for all, so you 
										don't have to bring your own. However, 
										we do not have enough headsets to go 
										around. We use FRS radios. If you have 
										an FRS radio with a headset that you are 
										partial to, please feel free to bring it 
										to use at the session.
 CTC
   |  
                | 
				Press your"HOME" key
 at any time
 to return to
 the top of
 this page.
 |  
                | Updated on
				11/21/2024 |  |  
 
 | 
 
 |