Since making mistakes and correcting them take less time than waiting to find the truth on paper, I’ve decided to fundamentally revise and streamline the Monk project. It doesn’t mean I’m abandoning it, but rather that I’ll try something that can be reverted back to the initial planning if required or that can grow out as I develop the design and find new ways to run trains.
First, I’m completely ditching replicating an exact prototype location.
That’s not a mystery to those knowing about my intention with Monk. It had
always been the initial goal: find what’s mundane, typical, and relatable. Everything
will be generic though prototypically informed. Getting it right is more
important than slaving over a prototype that may change according to my fancy.
A passing track is a passing track, a grade crossing is a grade crossing and correctly
locating a water tank doesn’t really change from a railway to another.
Structures are fun to build and can be replaced to create another railway, be
it a CNR station or a CNoR one.
Tentative track plan |
Second, the theme stays the same: a busy mainline in the middle of
nowhere in the mountains. That’s good enough for me. This, combined with the
first statement, means that I will no longer give real place names to spots on
the layout but rather give them a generic descriptor. The goal is to emphasize
what happens there and not to falsely pretend to be somewhere that I can’t
model as closely to reality as I would wish. It’s a succession of cameos,
vignettes and vistas where one can stand and get immersed by what happens from
the trackside. It’s all about railfanning the trains. In this case, places will
then be known with short yet evocative names:
- The Meet: where you can see trains stop at the signals and meeting each
other through a clearing in the forest. This is the isolated railfanning spot that
provides only a glimpse of trains fighting the grade. It will be located at the
Abénakis Bridge which will be replaced by a big fill.
- The Fill: a very large embankment built in a shallow but large valley
with a big concrete culvert. In this regard, this scene is unchanged from the
previous layout design. You watch the train as it enters a scenic curve.
- The Station: a place of civilization where you find fields, a small rural station, a section crew and a team track. Nothing fancy… except for the train order signal and the fact that here, the railway connects with human life.
The Causeway: a long narrow embankment built over a lake/marshes on the outskirts of the Station where our train disappear beyond a point we can’t reach after travelling through a highly scenic S-curve.
As mentioned in a previous post, the layout will be modified to be a
folded dog bone. The passing track is now implied since there are no visible
turnouts and we imagine they are out of sight from the modelled world we can
see, as happens often in real life.
Defining the views |
Also, some modifications are made to the staging area. Basically, I’ll modify the lower staging to fit the new scenario. I’ve yet to decide exactly what I want to do, but the good news is the longest train will be 50-cars long, which is quite impressive if it even works. Another idea would be to only have the lower level loop used as a staging (between 4 to 6 tracks) and keep the upper level staging much simpler with only one long passing track.
Passing turnouts won't be visible on the layout |
My idea is that, if I’m inclined to do so, it would be possible to scenic
the upper level and consider it as another layout. Among many ideas, I’m
extremely tempted to do it in an American Southwest style reminiscent of Santa
Fe and other such classic roads. I won’t hide the fact that ATSF is quite an evocative
force in my mind and it would be cool to have a very simple track plan that can
support two difference “layouts”.
Proposed scenicked upper staging |
le village de Armah avec son pont en arche ressemble beaucoup au croquis de la scene ou st-malachie aussi
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