The Absolute BEST LOOKING Track?

How do you think these WRRW tracks would fare on a 4-track main, with full crossovers, with the occasional 4-10 track yard by the wayside? Do switches look right? Do you get wheel screech with WRRW (I'm assuming that's a track function)?
There is nothing worse than being at the Horseshoe Curve and having that fingernail across the chalkboard, infernal wheel flange screeching...it goes right through you ! I would prefer the sound of wheelsets hammering away at 40' jointed rail trackage, rather than squeeling. How annoying that screeching sound must get after awhile !

I found the track had 4m kinks in turnouts. But it looks great asside from that. Framerates of WRRW TK2A Dark Ballast are good.
 
Hi cascade --

If you do decide to use the original MP track, be aware that it is automatically obsoleted in TS2010 by a FPS-hogging Auran track that has kinks when curved and looks vastly inferior.

On the DLS, though, you will find an identical track to the MP but with a different kuid that will not be obsoleted. Search with "philskene" as the author. Make sure TRS2004 is included in the search.

Phil
So this means that all the old routes Marias Pass, The Loops...etc...etc...that had Josefpav's-HP Trainz MP Wood, MP Rusty, & MP Tunneltrack Dark, all these route will show up faulty in 10 ? How (by what process) are 10 users going to replace the obsoleted MP Track ? And what about MP Rusty track by Josefpav-HP Trainz.

This TS2010 BS is really getting to be a major pita. What about WRRW TK2A Dark ballast ? Will that work in this superior 10 program ? What track type would you suggest 06 users, to use so that it will show up in TS2010 ?

Please check thse tracks out in TS2010, whether they show up, and how the framerates are.

18inch MRT (6m) 35lbs. tunnel(ng) mine track -shortline2
18inch MRT (3m) 35lbs. mine track - for jct tunnels (SC) -shortline2
Log Flume -sssjung
Log Flume Connector -sssjung
koleje1_drevo -Ramsay72
koleje1_roz -Ramsay72
1000mm_cmNG -huphgeign
1000mm_cmNG_rusty -huphgeign
1000mm_cmNG_grass -huphgeign
1000mm_cmNG_adap -huphgeign
US Mainline (2m) -sg1
US Old/Dark (2m) -sg1
MP Rusty -josefpav
MPTunneltrack Dark -josefpav
WRRW TK2A Dark Ballast -slavedriver
 
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So this means that all the old routes Marias Pass, The Loops...etc...etc...that had Josefpav's-HP Trainz MP Wood, MP Rusty, & MP Tunneltrack Dark, all these route will show up faulty in 10 ? How (by what process) are 10 users going to replace the obsoleted MP Track ? And what about MP Rusty track by Josefpav-HP Trainz.

This TS2010 BS is really getting to be a major pita. What about WRRW TK2A Dark ballast ? Will that work in this superior 10 program ? What track type would you suggest 06 users, to use so that it will show up in TS2010 ?

if you download the mp track concrete from hp trainz, it works error free as i did this. i think its just the old version that doesnt work....
 
I do not use: Concrete track...it does not replicate the 1920's.

I use Wood, Rusty, Grass and other assorted weathered track.

18inch MRT (6m) 35lbs. tunnel(ng) mine track -shortline2
18inch MRT (3m) 35lbs. mine track - for jct tunnels (SC) -shortline2
Log Flume -sssjung
Log Flume Connector -sssjung
koleje1_drevo -Ramsay72
koleje1_roz -Ramsay72
1000mm_cmNG -huphgeign
1000mm_cmNG_rusty -huphgeign
1000mm_cmNG_grass -huphgeign
1000mm_cmNG_adap -huphgeign
US Mainline (2m) -sg1
US Old/Dark (2m) -sg1
MP Wood -Josefpav
MP Rusty -josefpav
MPTunneltrack Dark -josefpav
WRRW TK2A Dark Ballast -slavedriver
 
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"So this means that all the old routes Marias Pass, The Loops...etc...etc...that had Josefpav's-HP Trainz MP Wood, MP Rusty, & MP Tunneltrack Dark, all these route will show up faulty in 10 ?"

Not quite. In my routes I've always used "MP Track wood" and "MP Track concrete rusty".

TS2010 obsoletes the "MP track wood" with "Auran Track TS2009 Jarrah". It also obsoletes "MP track concrete" with "Auran Track TS2009 Concrete".

There is no know way of reversing the obsoleting. Both of the Auran's tracks are vastly inferior to the MP track.

Other MP tracks are not affected.

The work around for the MP wood is to use my "MP Track wood v2" from the DLS. It is identical in all respects to the original but uses a different kuid so is not obsoleted. It shows error free in all versions of Trainz from TRS2004 onwards.

Phil
 
I wouldn't have a thing to say if TS2010 didn't start dropping assets out, like changing MP Wood to default Auran framerate killing Jarrah track, and such. What next ? Alto Tower, all the tunnels including Tunnel3-1 voie, Waffle House, and Lamppost Linda will be eliminated ?

If TS2010 was so great...don't you think I'd go out and purcase a copy ?
I might just have to buy TS2010 anyway, just to see what 04/06 content drops out.

What other tracks in 06 will be faulty in TS2010, or be changed to a default 10 track ?
 
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The work around for the MP wood is to use my "MP Track wood v2" from the DLS. It is identical in all respects to the original but uses a different kuid so is not obsoleted. It shows error free in all versions of Trainz from TRS2004 onwards.

Phil

I use the new MP track wood v2 in most of my routes. It is my favorite, it not only looks good but doesn't cause a problem with frame rates.
 
Thank you, I will be switching to version 2 MP Wood by Philskene.
Why is it that MP Rusty is not obsoleted in TS2010 ?
And what about all of these tracks that I use in TRS2006 ?

18inch MRT (6m) 35lbs. tunnel(ng) mine track -shortline2
18inch MRT (3m) 35lbs. mine track - for jct tunnels (SC) -shortline2
Log Flume -sssjung
Log Flume Connector -sssjung
koleje1_drevo -Ramsay72
koleje1_roz -Ramsay72
1000mm_cmNG -huphgeign
1000mm_cmNG_rusty -huphgeign
1000mm_cmNG_grass -huphgeign
1000mm_cmNG_adap -huphgeign
US Mainline (2m) -sg1
US Old/Dark (2m) -sg1
MP Wood -Philskene
MP Rusty -josefpav
MPTunneltrack Dark -josefpav
WRRW TK2A Dark Ballast -slavedriver

I think I'll upload a small route that has all the assets that I use in TRS2006...to see whether they show up in TS2010.
 
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I know Derrmy is doing a super fine job on all his routes, and it looks like he is using MP Wood V2-by Philskene. I tried using it again, and everytime I'm in the cab driving, or down low looking at the chunky mesh MP Wood track, I really, really, Really miss the detail of WRRW TK2A Dark Ballast-by Slavedriver.

The WRRW TK2A Chunky Mesh is missing the rail base, and lacks the detail I am looking for.

The WRRW TK2A High Detail is wonderful, but the framerates suffer so much.

I have tried several others like Standargd Gauge & NorfolkSouthern37 track. I have tried all the Greenery, SG, and DB.

So once and for all, and lastly, I am back to WRRW TK2A Dark Ballast-Slavedriver. I hope this works in TS2010, as well as for 04 users who can modify my routes config file to get my route running for them.

In Open GL I was getting an average of 20-40 FPS, and in DirectX I was getting as high as 60 FPS using WRRW TK2A Dark Ballast. I still hate the 4m kinks in switchs though. http://i525.photobucket.com/albums/cc339/cascaderailroad/Turnout4mRepeat.jpg WRRW TK2A High Detail vs MP Wood
http://i525.photobucket.com/albums/cc339/cascaderailroad/Andi061.jpg Andi06 vs MP Wood

So the Horseshoe line is back in progress again. Track choices, switching back and forth, and experimenting with dozens of tracks, have really brought me to a complete standstill.
 
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I know Derrmy is doing a super fine job on all his routes, and it looks like he is using MP Wood V2-by Philskene. I tried using it again, and everytime I'm in the cab driving, or down low looking at the chunky mesh MP Wood track, I really, really, Really miss the detail of WRRW TK2A Dark Ballast-by Slavedriver.

Haven't updated to Phil's V2 yet, but will. The 'perfect' track probably doesn't exist, and in any case one user's 'Perfect' is another user's 'Dismal Fail'. MP works well for me because I pretty much never drive from the cab. I take a rail-fan's perspective and watch the trains go by from tracking cams, so the long view down the right-of-way is something I never see.

One of the good things about TS10 is the speed and ease with which end users can swap out one track for something that suits their style of 'play' better...

Andy :)
 
Here are some questions, probably been asked many times before, and answered several times over.

In TRS2006, why does the track height sit floating 0.20 meters above the baseboard...why is it not right on the baseboard at 0.00 meters ? And is there any way to make track sit right on the baseboard, so that it doesn't have floating track desease ? Can this be accomplished by altering the track config file, or altering an Auran TRS2006 general setting ?

And an unrelated question: Where is the bell switch or cord in the "cab mode" ? The whistle is there, but Auran never installed a bell cord or switch. Why ? I know the keyboard shortcut for the bell is "B".
 
Don't know why the track sits high above the ground. Everybody has complained about this since several decades ago I just play with the terrain over the entire length of the system. Only that for unexplained reasons, after several saves or days of play.. it is floating again! Oh well...! Then another matter: The super good looking track from let's say Ocemi, it looks really good at close range. But in the distance it shows pixel interactions and it produces a funny effect (when moving). I am not the only one with this problem, yes? How can it be eliminated or reduced?
 
Well I guess you could place the track in gmax at -0.2m on the z axis. But then of course you would have to be sure to use the smoothing function under all track, and you would have problems connecting to things like industry tracks and bridges and stuff. It would be a lot easier if N3V simply changed the smoothing function.
 
How do you get WRRW High Detail track to avoid making 4m straight segments kinks in switch's ?

I presume that using WRRW Chunky Mesh track for turnouts is one alternative.

WRRWHighDetail2.jpg


WRRWHighDetail.jpg
 
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How do you get WRRW High Detail track to avoid making 4m straight segments kinks in switch's ?

I've questioned this for some time now too. I haven't really dived into 2009 yet but in 2004 the really good looking high detailed track always had these kinks in it on any curved section. I just abandoned using the high detailed track because I the kinks drove me nuts.

Surely someone has used the detailed track without the kinks...
 
I have seen some absolutely stunning screenshots with all the high detail tracks. They must be using extra spline points, or are making sweeping #12 turnouts. I think High Detail track just doesn't like curves, especialy moderate to tight curves.

I once re-laid all my Horseshoe Curve route with MP Wood track, but after using WRRW TK2A Dark Balast track, it was like looking at the diference between HO and Prototype trains. The realism just wasn't there with MP Wood. I see Derrmy, JRFolco, and others are using MP Wood, and the track is un-noticable, as the spectacular routes shift your eye away from the Chunky Mesh tracks.
 
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In answer to your question about losing the kinks in SlaveDriver's high detailed track, using his chunky mesh equivalents is the only way I've found.

A while back I was using some of Natvander's 2m track, with his matching versions up to 20m, and it worked beautifully for sharp curves and low frog number turnouts. Is there a reason most creators stick on that 4m track and do not offer a 2m version?

Bernie
 
Things that I hate about Trainz & Track

Why is there an unusable engineers seat that constantly gets in the way and blocks your view, when using -freeintcam ?

Screen_002-11.jpg


Why do creators make 4m-8m track that makes kinks in turnouts ?

Screen_004-8.jpg


You finally find a detailed track, and the frogs and railjoiners don't show up correctly on the track, as they are too low.

Screen_003-5.jpg


Why does high detailed track kink and shows track swirls ?

Screen_005-3.jpg


Where are the animated turnouts ? (Asside from the difficult to wire up 4 y/o Andi06 switch's).

Where is the bell button in the cab ?

Why is there no conductor, and if the fireman is present the engineer is missing ?

Why are the track sounds so lame ?

Why is there a blinding yellow cursor (compass), and why can't it be disabled ?

Why can't you adjust the -surveyorfov=55 any closer than the default=55 ?

I am going to have to purchase 09, or 10 just to see how much R&D, or just how little improvement has been put into Trainz.
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Using Chunky track is about the best and only option. As when medium, or high detail, track is used, it looks great form one angle, but looks absolutely terrible from another angle.

Screen_006-3.jpg


Screen_009-3.jpg


Screen_008-4.jpg


Screen_007-4.jpg
 
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Lol...I can never understand cabs that put you behind the driving seat...you're supposed to be sitting in it.
...and as for the track...I always have this problem, I search all day and then suddenly find the absolute perfect ballast, the beautiful wooden sleepers...I lay the track and it kinks in such a way that a train travelling at more than 20mph would jump off it like a dog that just sat on a bee's nest.

Mart.
 
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