Horseshoe Curve

madman203

New member
Hello all,

I am wondering if anybody knows of a good horseshoe curve route for trainz 2010

any help will be greatly appreciated

thanks
 
I have a TRS2006 Fishlipsatwork DEM that I promised on June 1, and again promised that I would release the Beta WIP route on June 15th (it will be updated with regular improvements, making each prior CDP obsolete).

If I had released it on June 1st, or June 15th, it would be lacking details that I add daily ... sorry for the delay, but a largely unfinished incorrect route would be a disappointment ...

So I will be working on it all today, and this week ... and this weekend ... and release it ASAP.

Thank you for all your patience ... it is a huge chore of a route.

I presently have RST Tracks installed on it, but any suggestions of TRS2006 track that would be better to show up in 09/10/12 would be appreciated, and I will change them out.

Possibly with MP Wood v2 by Phil Skene & MP Rusty by Josef Pav, and Koleje Roz, Koleje Drevo, MP Tunnel Track Dark
 
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The Fishlipsatwork DEM is terrain only ... if you wait till this friday, or this weekend, or Monday, June 20th at the latest, I will release what I have done ... no matter how incomplete it is.

Starting your own Horseshoe route will drive you absolutely batty ... it is an extemely difficult, HARD ROUTE to lay track on.
 
If you like just the: "Curve", it has been finished for months, and months, and months ... the "Curve" is just another, simple, stupid bend in the RR tracks.

However: The lengthly Middle Division: from Harrisburg via Altoona, and the East Slope: Pittsburgh Division from Altoona to Cresson, and the West Slope: Pittsburgh Division from Cresson to Johnstown, had a very complex mainline, with many intricate interlockings ... resembles little like that of todays NS mainline, who tore it to pieces in the name of streamlining.

My screenshots do not efectivly display the trackage well ... you will have to run it to really appreciate it.

I will be releasing it "As Is" by June 20th (with future update CDP's, as I lay track and make improvements).
 
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i am looking for the whole route, or as much of it as possible, i just couldn't think of the name of the route

by the way, i cant even make a good simple route, i just don't have the patience
 
The route goes from a town east of Altoona called: Antis Fort, (Antis Tower) near Bellwood. And goes all the way to the Packsadle Narrows west of Johnstown.

My larger DEM goes even farther, and covers a huge 6 County area ... but that huge route is at least 6 months away from completion.

This smaller Fishlipsatwork DEM will be easier on low end PC's ... as my larger huge DEM is in excess of 10,000 baseboards.

Like I said: it will be released at the latest, Monday, June 20th, AS IS, no matter how incomplete it is ... but it has spectacular trackwork, and interlockings.

Gray baseboards, no trees, nor textures, and just a few important buildings ... just track and signals ... You'll have to DIY, or wait for future updated CDP's.
 
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I once found a texture that was mottled, and looked like overgrown landscape and brush, I think it was one of the multitude of "Gras"-something or other.

That texture, along with rock textures would make trees and schwubbery almost un-needed ... asside from right near to the track.

I have seen many routes that use textures, instead of 15 zillion twees.
 
yeah, i think my weakest point is the texture, so i might need 15 zillion twees


Careful not to have so many that the game comes to a screaming halt:eek:.

A good route creator will have a good balance of trees and texture so the game doesn't have major frame reduction.
 
You really don't know just how much I want, and need to get this route released ... as soon as it is ironed out a little bit more ... It'll be released as a WIP beta testing route.

These 17 yards in Altoona are a real chore !

When it is done it wil have thousnds of turnouts ... I have many hundered installed ... this Hump Yard is a real gas ... cars coasting at 5 mph downgrade ... and they all come to a creeping stop just short of the exit yard throat.

The yards hold 100+ cars per track ... and the yard is 30 tracks across in some spots, 5 miles long !

I Iz Tyred !
Best viewed at @ 80% Zoom (Ctrl+Mouse scroll backwards)
AltoonaWest.jpg
AltoonaEast.jpg
 
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You will need these assets to enjoy the route:

AC MWM Bikini Girl,<kuid:213782:100069>
Alto Tower - renameable,<kuid:262137:10374>
BNCR_Signal_Cabin_Tall,<kuid:237676:1012>
Concrete_bank_spline,<kuid:237676:1092>
Connecting Rod Corners,<kuid2:68236:23011:2>
Connecting Rod Double,<kuid2:68236:1052:2>
Creston Tower,<kuid:106916:10129>
CSX_speedboard_15,<kuid:87907:23341>
CSX_speedboard_20,<kuid:87907:23342>
CSX_speedboard_25,<kuid:87907:23343>
CSX_speedboard_35,<kuid:87907:23345>
CSX_speedboard_50,<kuid:87907:23348>
Dighole_1x1,<kuid:38408:28009>
hog64,<kuid:9:21064>
hog65,<kuid:9:21065>
hog67,<kuid:9:21067>
hog68,<kuid:9:21068>
hog69,<kuid:9:21069>
hog70,<kuid:9:21070>
hog71,<kuid:9:21071>
Invisible Track bnsf50,<kuid2:39134:101050:2>
Lamp post linda,<kuid:67261:35037>
Low switch stand l,<kuid:118781:28010>
Low switch stand r,<kuid:118781:28011>
MLF - Altoona Trainshed,<kuid:262137:10399>
MP Track wood v2,<kuid2:69871:2004:2>
MP-Track rusty,<kuid:46162:38015>
MP-Tunneltrack dark,<kuid:46162:38013>
Platform Narrow Square,<kuid:2512:37003>
PRR Depot Type B-2,<kuid:106916:10227>
PRR Depot Type B-4,<kuid:106916:10300>
PRR Dwarf Signal,<kuid:106916:10301>
PRR PLS01 Style B,<kuid2:61556:24403:1>
PRR PLS01 Style B Gantry,<kuid2:61556:24407:1>
PRR Signal Bridge,<kuid:106916:10298>
PRR Signal Cabin,<kuid:106916:10289>
PRR Station Sign Large,<kuid:106916:10354>
PRR Station Sign Medium,<kuid:106916:10355>
PRR Tower Sign,<kuid:106916:10356>
Road_Dirt,<kuid:-1:100456>
RTS Track 24,<kuid:59940:20614>
RTS Track 26,<kuid:59940:20616>
Signal_Box_4_1942,<kuid:1942:28041>
Sign12BRLM,<kuid:84912:28108>
Sign8BRLM,<kuid:84912:28110>
StoneShed_Nr2,<kuid:164988:3577211>
StoneShed_Nr3,<kuid:164988:3577212>
StoneShed_Nr4,<kuid:164988:3577312>
Tunnel PRR Portal CC 1 Track,<kuid:39134:102611>
Tunnel PRR 2 Track Stone,<kuid:39134:102599>
Turnout Frog Left,<kuid2:45324:26001:1>
Turnout Frog Right,<kuid2:45324:26002:1>
UN Tower - boarded up,<kuid:262137:10373>
Wagon Road,<kuid:63290:38104>

Let me know which assets are faulty, or require error fixing ... and I will look into them.

PM me if you need information
 
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It has no textures, nor folliage, yet ... and only Switch Towers, Stations and Signals.

I am using MP Wood v2 by Philskene, in dense 30 track wide, 5 mile long yards.

Most likely I will use one texture, overall, that has a mottled schwubbery look: (I think it is called "Gras# something or another).

I have heard that if you use more than 6-10 genus of trees, in close proximity ... framerates may lag.

I am unsure what happens when you intentional space thousands of genus of trees and buildings, distantly, spread out, all over a large route.

What about if you use hundereds, or thousands of textures ? Does a multitude of textures cause lag ?
 
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