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Aberdeen Guild St discrepancies

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Aberdeen Guild St discrepancies 05/02/2015 at 14:21 #68861
peterb
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It doesn't help that I don't have track plans or pictures of the panel to compare it against, but I don't think the simulated layout is quite right.

Guild St depot itself has been lifted and the land redeveloped.

As it currently is, the lines marked 'Guild St 1' and the headshunt, and all the lines leading off 'Guild St 2' don't exist.

Also, as well as the two Guild St lines there is the unmarked bay platform between Guild St 2 and service platform 3. It would stand to logic that unlike the current labelling, this unmarked platform is actually platform 2, and 'Guild St 2' is platform 1, both of which aren't in passenger service.

Platforms 1 & 2 are both used by ScotRail for stabling. However, there is only one simulated siding - try to put two trains in there (i.e. behind A42) and they stack up, when in reality they should stable in either of the two platforms. It means that the current simulation layout presents difficulties to modern timetables.

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Aberdeen Guild St discrepancies 05/02/2015 at 16:17 #68868
Ray
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I can confirm that the guild street goods yard has been completely removed and that the old platforms 1&2 are used for stabling. At one time, platforms 1&2 were generally used for the Royal Deeside services to/from Ballater prior to the closure of this branch line in the 1960s.

This you-tube link shows the service worked from the Waterloo Branch north of Aberdeen. If NE Scotland is being updated, this section of track could be incorporated within the simulation. According to the comments in the youtube site : We service Omya at Waterloo yard four days a week, turnover shunts only on Wednesday and Friday using the class 67 off the sleeper train. Empties in and loads out on Thursday (for Workington) and Saturday (for Irvine).

https://www.youtube.com/watch?v=Yn89iDeyIag

Filmed mostly from the leading cab, 6D84 Waterloo Yard to Mossend conveys 10 TEA's / ICA's loaded with Calcium Carbonate slurry bound for Workington. This video covers the short trip from Waterloo Yard to Aberdeen Station only.

This rail bed from Waterloo to Port Elphinstone (Inverurie) was originally a canal.

Last edited: 05/02/2015 at 16:21 by Ray
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Aberdeen Guild St discrepancies 05/02/2015 at 17:28 #68874
Colourlight
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I can,t comment on Aberdeen specifically but all Sims are modeled on a specific era. I don,t know how modern Aberdeen is meant to be but it is fairly common to find that the timetable is incompatible with the Sim. Either because it is an old timetable and a modern sim or vice versa.
I believe the Developers are leaning more towards releasing Sims with a Time period option. One of the most recent of these is Coventry.

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Aberdeen Guild St discrepancies 05/02/2015 at 20:26 #68886
Peter Bennet
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As above the Sims are based on the information I had at the time of production and generally this is around 2006s. Where I've been fortunate enough to have data from other eras then I've tried to add them too (see Motherwell) as alternatives.

The other factor is how material a change is. In some instances the change removes something without adding anything so leaving it as-is is more flexible for timetable writers: Edinburgh has a few sidings that had actually gone at the time represented.

Having just looked at the data for Aberdeen, the non-track circuited area is a black hole and, as is normal with SimSig, trains entering the black hole fall-off the sim and can re-enter at a later time (rules permitting). Despite the picture the reality of the coding is that there is one TC (well 2 actually) 100m long leading to that black hole.

Unless the sidings have become track circuited recently any update would be to the picture - not the underlying coding. Though I guess I could add these fall-off roads as Aberdeen Platforms as well as Guild Street but the reality would remain that trains stabled in those sidings would fall-off and re-enter.

Waterloo Goods is controlled by Dyce which is why you have simplified representation.

Peter

I identify as half man half biscuit - crumbs!
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Aberdeen Guild St discrepancies 06/02/2015 at 10:20 #68930
peterb
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It may or not be the case of course that the layout for platforms 1 and 2 changed during the course of the Guild St demolition/redevelopment.

But Peter please can you explain your logic regarding making these platforms an entry/exit point. If it was a large yard like Craiginches then I'd understand, but this is two siding roads in platform bays with no other ways in or out. It's a similar setup really to the Motorail platforms at Edinburgh, also non-TC yet it isn't simulated as a black hole. So I don't quite understand why it need be a entry/exit point.

The set of points marked behind A42 which split into platforms 1 and 2 can't be moved and therefore restricts access to platform 1 only. Would it be too much to ask that much like the set up at Edinburgh, it's possible to swing these points so that trains can get into platform 2 also?

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Aberdeen Guild St discrepancies 06/02/2015 at 11:55 #68933
Tempest Malice
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Online
(Atleast according to the quail trackmap I am using as a source,)At the time guild street existed , Behind A42 is not just the two platforms but the entire of guild street with it's ~9 and 2 half ish sidings, 3 fuel roads, access to the coal yard(2 sidings which are all that is accessible behind A44 signal) and the two platforms. With all this, having A42 be a drop off the map exit makes sense.
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Aberdeen Guild St discrepancies 06/02/2015 at 12:02 #68934
Ray
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A google map satellite view of the south end of Aberdeen Railway Station clearly indicates the new track layout around the old Platforms 1 and 2. I have not submitted this on here due to possible copyright infringement.
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Aberdeen Guild St discrepancies 06/02/2015 at 12:11 #68935
Danny252
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" said:
A google map satellite view of the south end of Aberdeen Railway Station clearly indicates the new track layout around the old Platforms 1 and 2. I have not submitted this on here due to possible copyright infringement.
You could've just linked the page, y'know: https://goo.gl/maps/aymkr

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Aberdeen Guild St discrepancies 06/02/2015 at 12:49 #68937
Peter Bennet
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I'll make a note to look at this next time I fiddle with the Sim.

However I think there's a difference between it being wrong - as in never been right and being "wrong" because something's changed in real life since.

Peter

I identify as half man half biscuit - crumbs!
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Aberdeen Guild St discrepancies 06/02/2015 at 13:08 #68938
Ron_J
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Recent photo (2014) of Aberdeen panel attached.

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The following user said thank you: peterb
Aberdeen Guild St discrepancies 06/02/2015 at 18:08 #68944
peterb
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" said:
I'll make a note to look at this next time I fiddle with the Sim.

However I think there's a difference between it being wrong - as in never been right and being "wrong" because something's changed in real life since.

Peter
Hence why I never said it was 'wrong' ;)

Seeing the panel 2014 version was really helpful thanks. Also it helps to know that access to the depot was possible from platform 1 and not just via the headshunt and marked 'Guild St 1'.

Even were the simulated panel to be kept as it appears on the sim, and not cut out (on current panel) then it would be nice as I said to be able to swing the points to access platform two.

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The following user said thank you: Soton_Speed
Aberdeen Guild St discrepancies 06/02/2015 at 19:23 #68948
Peter Bennet
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Guild St 1 and Aberdeen platform 1 are two different things.
As you can see from the picture the track from what I called Guild St 1 is now "tippexed" out.

Peter

I identify as half man half biscuit - crumbs!
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