Changing Game Plans
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Dispatchers won't admit this, but they are neither perfect nor omnipotent. Further, most of them are not as good as engineers at covering their mistakes...but we digress. Obviously, dispatchers must have a means to change the game plan, so several forms of train orders were invented to handle this operation. First, though, we should mention Rule 220, which tells us how long train orders are in effect:
The concepts here are simple:
Timetable schedules can be changed in the same manner as train orders. We've already seen this in the case of a column wait superseding the late-running #99's timetable schedule. If #99 was running more than 12 hours late, by the way, it's timetable authority would be void, and it would be advancing under Form G authority as an extra train. |
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Below is an example of an order that has been annulled using a Form L. Somebody apparently got his wires crossed in the original order. The original order is a Form F, which is used to authorize following sections of a regular train. In this case, First 76 is the Lark, and Second 76 is a freight (or light engine; caboose hop) out of Bayshore Yard. |
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If the game plan changes, the rules allow for part of an order to be changed using a Form M. At right, the column wait portion of an order has been annuled and a fixed meeting point established. Once the 3208 and the 4436 meet at Radum, Order #50 is fulfilled and is no longer in effect. One other type of anulling order is the Form K, which annulls a timetable schedule, or a section of a regular train. |
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