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PLEASE
NOTE:
We've
returned to the world of On3. It seems that after getting most of the
benchwork completed, we were able to visualize how the lilmited space
could be used for modeling limited portions of a very small loging
operation. Since that's our primary interest, a decision was made
to once again begin modeling in 1/4" scale.
Since modeling time is extremely limited,
it is all but certain that this site will not be completed. Because the
site has been helpful to some even with its incomplete status, we will
not remove the site for the forseeable future. We have, however,
disabled the contact links since with the inactivity here, the little
genuine mail received has been severely outweighed by the amount of
spam received. --Ron
For
those finding this site before it's officially announced: We're still
in the bare-bones stage. While the very nature of the
project indicates that it's a perpetual work in progress, we have some
photographs to create and a bit more text to add in the immediate
future.
In the meantime, this page (even without the photographs yet to come)
is a good introduction to the project.
THE CONCEPT
This project
will focus on
developing all aspects of the layout
to a high level of realism and prototype accuracy, and integrating
them--equally, for the most part--to end up with a Proto:87 layout. The
appearance of reality and
prototypical correctness is of paramount importance, however, so they
will take precedence over operating considerations whenever
necessary. Along the way, we'll go against conventional wisdom a few
times to achieve our goals.
But before
we
get deeper into the concept behind the project, let's briefly
differentiate Proto:87 (or
P:87) from "Prototype Modeling" for those who may not be familiar with
the terms.
Prototype modeling
attempts to get as close to prototype realism and
accuracy as possible. It really isn't strictly defined--there are no
"standards" that define how much one can deviate from the prototype and
still be considered a prototype modeler--so let's call it a "state of
mind". Obvious no-nos would be to put C&O Progress decals on
single-sheathed box car: since such
a car never existed in real
life, as a prototype modeler, you wouldn't do it. Neither would one run
a Southern Ry
steam locomotive with a string of Southern Pacific passenger cars. And
you don't letter any steam locomotive for Amtrak! It's usually a lot
more subtle than those examples however, having to do with "rivet
counting" and all that. You get the idea, I'm
sure. Prototype modeling usually applies mostly to locomotives and
rolling stock,
although it can easily be expanded to included everything about a
layout.
Three Yahoo groups that are based on prototype modeling are Mike
Brock's Steam Era Freight Cars group at http://groups.yahoo.com/group/stmfc,it's
sister group, the Passenger Car List at http://groups.yahoo.com/group/PassengerCarList,
and Jim Six's Railroad PROTOTYPE Modeler group at http://groups.yahoo.com/group/RPM-forum.
Proto:87
is a set of track and wheel standards for HO scale that are scaled
closely from prototype track and wheel
dimensions--much closer than normal HO. The typical HO wheel is grossly
oversize in width and flange depth
when compared to a prototype wheel. Since the gauge is nearly the same,
a lot of commercially available flex track is usable. A problem comes
when we get to switches, however, where the typical flangeway clearance
is too wide for a Proto:87 wheel--they just drop into a frog and
derail. This is where the new Central
Valley
track system comes into play: The tie strips are probably the most
realistic currently on the market, with both a uniformly spaced
mainline tie strip and more irregularly and wider spaced
branchline/yard tie strip. The ties are pre-gauged with grooves in the
tie plates for the rail, and the matching switches are scaled from the
prototype. Therefore, it is essentially only the frog that needs to be
replaced to
make a Central Valley switch Proto-friendly. Proto:87 Stores
sells a replacement Proto:87 frog for the CV switch. In fact, Proto:87
Stores is a
complete source for just about anything one needs in the way of
Proto:87
wheels and track--they carry the complete CV track system as well as
the
appropriate rail, and also have a specially packaged CV switch kit that
includes the
replacement proto frog instead of the regular HO frog. The Stores also
carries Northwest Short Line replacement
wheelsets, etc.
We'll cover more of the specifics when we get into the subject of
trackwork. Until then, there is a Yahoo Group for Proto:87 at http://groups.yahoo.com/group/proto87/
that you might want to join if you are interested in having
exceptionally realistic trackwork.
The Space Problem:
Selective Compression, Friend or Foe?
One problem we face in modeling is that of space. Perhaps, it is the
one largest obstacle to truly achieving realism in most modeling
situations. There is almost always more space required for completely
accurate modeling of any given scene than we could afford to give it,
and
this is where the time-honored concept of "selective compression" comes
to the rescue.
Or does it? If you look for it, some of the biggest giveaways in
modeling are those having
to do with space--too-tight curves, and too much compression of
structures and the areas that surround them.
But one can't
have
everything. We're usually more than willing to compromise in order to
gain
more railroad and/or more operational possibilities, since it's almost
always an either/or situation when attempting to balance scenery and
structure
space against operational needs. But you'll recall this was referred to
as a
"diorama-style" layout on the splash page, and that implies there may
be priorities that differ from what might be held most dear if building
a
more conventional layout. And so it is.
When we visit
a layout we've
never seen before, at the same time we are admiring skillful modeling
and great scenery, we also automatically and without question accept
that the curves are
probably a bit sharp, and the buildings or the plots they're sitting on
may be a little too small. This has a subtle
effect of dampening the feeling of realism, but probably not much since
we're used to seeing it, we expect it, and we therefore don't give it a
conscious thought.
But
it also stands to reason
that if we've grown accustomed to seeing compression, anything
that goes in the opposite direction would allow for a more realistic
impression. That's the nail I've decided to hang my hat on, and in a
couple of years, we'll see if it was a good choice. But for now,
the broadest curves possible will be used--probably with easements--and
the
longest switch frogs
possible, too, and enough room will be allowed around structures to
provide for
things often not included, such as employee parking, storage, company
vehicle servicing, fencing, etc. All
this probably still won't be enough if compared to the real thing, but
in
comparison to the norm for operational layouts, it should appear
more spacious and open.
The conclusion? Selective compression is a friend to modelers who need
to conserve space, with what's probably a minimal impact on realism.
But
it's also a friend to modelers who want to play off the
norm established by space-saving measures like selective compression,
and increase the feeling of realism by doing so, and we can achieve
this without having
to go all the way to a fully-scaled out version of that being modeled.
The Givens.
The primary space for this project is just over ten and a half feet
wide, and comes to
just over 900' x 200' in real life. That has to encompass the main
portion of the scene itself, and the curve approaches on either side
where track has to enter the scene from side extensions. Depth-wise, it
also has to contain two mainlines, run-around tracks and a two-track
interchange yard, plus a team track, freight and passenger stations,
and
somewhere to put some locomotive service facilities (no turntable,
though!). And don't forget we have a background to transition
into. Because the space is so small, the side approaches (except
for one side of the B&M mainline) will be part of the scene, and
not
hidden. (If hidden, curves could be tighter...too bad, huh?) To
alleviate a bit of the congestion, the actual interchange point itself
and the very beginning of the interchange yard trackage, as well as one
road's passenger station and a portion of the run-around track, will be
located on a 12" to 15" wide by 10' long extension along the right-hand
wall. (The opposite wall will have a hidden trackage extension for
trains to disappear into.)
But even with the help that the right side extension provides, there is
still
the problem of getting mainline curves to look convincingly real in a
tight space, plus the fact that one mainline that has to make a
visible, 180 degree turn within
that scale 900'--something that one rarely ever sees in real life.
Oh yes. I should mention that this is all located in a bedroom, which
has to retain that function.
So, given all this, how does a prototype modeler reconcile these
problems to model a prototype scene? Well, it probably isn't
possible. No prototype scene can possibly fit these requirements, and
if
one
could be found that did, chances are extremely unlikely that it would
be on the
B&M.
The Sell Out:
Fiction Mixed With Proto Modeling.
So here's where I make a compromise. The solution is
to model a
fictional interchange at a fictional point along the B&M.
(Although it's not too hard to guess the general location of Dalton
Mills as being somewhere along the Conn River line, north of White
River
Junction.)
The
foreign road (The Strafford Valley RR) is also fictional, since a
real road would require
modeling a real interchange... and then we'd be back to fitting a
prototype scene into the available space.
There's a photograph on the Fallen
Flags
site in the MEC section, which shows a relatively compact yard at
Lewiston, Maine. This yard has much of the compact feeling I'm looking
to
replicate in the fictional road's yard, although the surrounding town
area will be more evident. It will also look a little more alive. Net
etiquette prevents direct
linking to the image, but look toward the bottom of the MEC page in
"Other Photos" for "Yard - Lewiston ME". Keep this one in mind, and
we'll see just how close to that we end up. Be sure to visit the Fallen
Flags site in any event. It's well, well worth a
vist!
Damage Assessment.
Since
major compromises are being made in prototype accuracy by
establishing a fictional location and fictional foreign road, what
damage has been done to our prototype modeling philosophy? Strictly
speaking, Frodo has crossed into the land of Mordor
(proto-freelancing), but overall,
I think the prototype modeler philosophy remains mostly intact: All the
rolling stock and
the locomotives modeled will be true to prototype as per June 1953,
except for the foreign road's equipment, which will still adhere to
prototype practice for the era. Even reweigh and repack stenciling on
all freight cars will be correct for the time limits imposed in 1953.
The only thing not prototypical will be the paint and lettering
of the foreign road--and of course, the fictional town of Dalton Mills,
and Dalton Mills Junction
itself. Everything else on the layout will be done as the prototype
would have done it, and the details of the town and everything about it
will be as realistic for its date and locale as yours truly can make it.
What's Next?
While there is a basic track plan in mind, things can't really
proceed
any further in that direction until the space needed for the trackside
structures is known. As of January 2004, the main benchwork has
been built (no side extension yet), covered in plywood
(since the geography will all be relatively flat), with the background
installed and the basic blue sky color applied. The lighting needs to
be completed before going much further, as the layout is sandwiched
vertically between a row of cabinets on the floor, and a drop ceiling
over the top, giving only about 24" between the layout surface and
the ceiling. The lighting needs to go in now, too, before anything
delicate gets installed on the layout itself. The advantage to the eye
level viewpoint is that one can't take in as much in a glance as from a
higher viewpoint. This helps with the space issues, making the scene
feel larger.
Progress
will be slow, so there will be
no such thing as
regular updates. Because of this, there is a form in the right column
to request email
notification of site updates.
The background and lighting need to be completed next. After that, a
track plan must be finalized, which will involve building some of the
primary structures
or mockups of them to assist in visualizing some options.
(As you
can see, we're already digressing from the way things are usually
done design-wise.) I've also been working on some freight cars and
locomotives here
and there, and have done some custom decals for the SV.
Tyin' Up.
I hope
the direction this is taking, and the thought process behind it is of
interest. From here on out,
things should mostly be on a more practical level.
Stay tuned for updates, and thanks for visiting!
Ron
January 2004
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