What track to use?

Narua

New member
I've been working on my first Trainz (TANE) route since I retired as of the end of last year. It's an 'N' scale route as that is the scale I had used when I built an actual layout back when the kids were small. I've already changed the track selection a few times and it's driving me nuts. Now I'm leaning towards the ST#100 selections but I noticed the ties are offset every one or two or so. The route is 1950/60 Eastern USA standard gauge. I can see the visual positives and negatives of the many selections but I would like to hear from experienced Trainzers if there are any "gotchas" for certain selections. Also would the use of the ST#100 be prototypical for my region/era as I've never seen that before?

I'm not looking for a wide variation of the initial choice. Just track for mainline (ballasted) and yard (no ballast). Anything more than that would be icing on the cake.
 
Welcome to the world of Trainz. Now that you've jumped in and started creating your own routes, you might have noticed the wide variety of objects that you can use. All that choice can be overwhelming. Eventually you'll narrow it down to a small set of favourites. Until then, you should try many different ones. The bulk replace feature in T:ANE can quickly exchange any that you really don't like anymore.

As for the specific area you are modelling, if someone has created those exact tracks, give them a try. Otherwise any of the reasonable facsimiles would work too. Some of the newer procedural track might look even better, even if the ballast and ties are not exactly prototypical for your area. Don't know the tracks in that area so no specific recommendations.

Even if you originally used N scale back in the day, Trainz is a 1:1 scale simulator. With almost unlimited range, no need to use distance compression. If two stations were ten miles apart then you would model ten miles in Trainz. Of course you'll need to apply scenery objects for all of that distance but it's only a matter of time. There is no $ cost to adding more. Performance is another matter but that is a whole different topic. The same with rolling stock. One boxcar or ten, no extra cost, unlike their physical counter parts.

Meanwhile, enjoy and don't be afraid to experiment and ask questions here.
 
Thanks for the quick reply.

How does one identify procedural track versus any of the others? And can I get a quick explanation of why use it versus the others?
 
There are so many tracks to choose from.

The ST 100# track is nice, but I find it's good in limited quantities and really good for specific places like the ballast-less track is great for sidings and those old branches which had nothing under them. The black ballast and rusty track too is good for coal mines and places like that. The staggered ties are perfect for the less than well maintained branches and sidings, however, I find overall that the segment lengths on this otherwise really great track repeat oddly so that ties don't spread out evenly when there's a large amount of switches such as in a yard. The track is also a bit high poly too with some very obvious LOD breaks. I hope this doesn't sound harsh on poor Adam who made it. But nonetheless, I do use it as I said in limited quantities.

For mainline track, there's JR track such as their various ones now supplied with T:ANE and if you get their Legends of the BNSF, there's a nice selection of new track with that, and as a freeware pack from their website www.jointedrail.com.

On the DLS there's SAM-series track. This is actually European, however, there's some that has no screw bolts so it looks like it's been spiked to the ties rather than screwed down. The track is also has fairly low poly-count so there's little performance hit, and there's a nice selection of shiny and rusty track with the same ballast, which I think is important. The track also blends with other spline track such as the ST track mentioned above if you want to use that for sidings.

Then there's the procedural track. There's a new selection of NSWGWR track. It's Australian, but unlike the UK track which came out first, this looks very American. My complaint with it is the ties are still too sparse and thin compared to our track, but then again that might be the choice for the pro-track anyway no matter what so we're stuck with it. There are variants of this with very rusty, somewhat shiny, set on cinders, has ballast, etc. With the pro-track, you need to watch your track angles otherwise odd things happen with junctions, which either do not form or have missing ties.

My track of choice at the moment is Jointed Rail's BNSF mainline, and variants for sidings along with their NS 4 and NS 5 track, which came from a route I installed from them.

What to avoid...

Don't even look at the old ca. build 2.0 track. It's really, really horrid and does not look good. It uses what's called a chunky mesh and is clumsy with its printed on textures and rails. Avoid the MARTA and MBTA track from the DLS. The texturing is nice, but there's little LOD so this track in particular will cause your machine to stall.

As far as being prototypical? Well that can be difficult. The 100# rail is close to what was common in the US at the time, except for perhaps the NYC and PRR which used 120# rail for their mainlines. The 100# rail is a close match for the 85 which is/was common for sidings. What's interesting is the old Boston and Maine did not ballast their mainlines until post WWII. Instead they used old cinders from their steam locomotives. The cinders didn't even bury the ties so the track looks unballasted in many places, and I'm sure many branches and sidings probably had little if any ballast such as their shortline connection Hoosac Tunnel and Wilmington (Hold Tight and Worry), which used no ballast at all.

In the end, it's your choice, though difficult to make. I hate to say how many track splines I have gone through. What was my track of choice one year, changed many times over the course of more than a decade of using Trainz.
 
Ditto what JCitron said. As for identifying procedural track, that's a good question. Unfortunately, before downloading a track, it's not easy. Some creators add the word in the description which is the best way. If it is not made for T:ANE then it is not, if it is made for T:ANE, it might be. Once it has been downloaded and installed, just make a junction. If the blades and associated hardware are automatically placed, it is procedural.
 
A good procedural track on the DLS is elstoko's Protrack NSWGR, it comes in a variety of flavors.

Here with the rails reskinned to JR color:

longIslandWestern4.jpg


Has matching ground textures here ballast recolored to gray:

coastal4.jpg


Or just out of the box:

ek3a10.jpg


There is also LRW track on DLS with matching ground textures:

coastal6.jpg



Harold
 
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JCitron:
Lot's of really good info there. I just looked at all the variations of the NSWGR (I think you meant GR and not GWR?) tracks. Looks like I'll be bust for quite some time.

Martinvk:
Thanks for the tip. Appears I have been using procedural all this time.

hminky:
Ditto on the NSWGR. The LIRR SW1500? caught my eye being I live on Long Island.
 
I have found that not all tracks works correctly for the AI and track direction markers when you add certain XING's. I have documented it HERE

I found that the built in JR tracks have no bugs with other assets and the AI. I don't think they are procedural, but they look real nice close up. I like the JR Lt Grey and the rusty variant as my personal favorite.

If your not going to use the AI then it should not matter.
 
If you are going procedural I would strongly recommend the "LRW Track" series. I've tried all the different types of procedural track that are available and found that this particular series looks very reasonable, the LOD changes are not as aggressive as most others, and it gives much better frame rates than all the others.

There are also matching ballast textures.

Phil
 
Thanks for this additional info. I've now got all the possibilities mentioned in this thread and will spend some time mulling it over. It's hard to ignore that the procedural turnouts do look a bit more realistic but perhaps I'm being a bit too critical at this stage.
 
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Agree that Protrack is the way to go, although one of my current projects is using the Russian fixed track turnouts as (AFAIK) we don't yet have a 5ft gauge version.

I like the appearance of the LRW track (especially the brown ballast version) over the appearance of Andi06's version and it has the advantage of including rusty track sections too. However, I have hit the snag - which may have been related elsewhere - of the sleepers vanishing from points, especially when making a crossover between parallel tracks. Hopefully something the author is looking into.
 
Agree that Protrack is the way to go, although one of my current projects is using the Russian fixed track turnouts as (AFAIK) we don't yet have a 5ft gauge version.

I like the appearance of the LRW track (especially the brown ballast version) over the appearance of Andi06's version and it has the advantage of including rusty track sections too. However, I have hit the snag - which may have been related elsewhere - of the sleepers vanishing from points, especially when making a crossover between parallel tracks. Hopefully something the author is looking into.

The solution to the crossovers is to ensure that all track splines are level.

I like the LRW track, but it would nice if we could adjust the number of ties since there's not enough for North American main tracks, but is suitable for sidings as is.
 
The solution to the crossovers is to ensure that all track splines are level.

I like the LRW track, but it would nice if we could adjust the number of ties since there's not enough for North American main tracks, but is suitable for sidings as is.

I played around with this track today and the Protrack one, and I think the LRW is real good, and I agree with the adjusting the number of ties, other than that it is now one of my favorites. It also works well with crossings (XING), which has been one of my pet peeves with other tracks breaking the AI.

There is only one thing that the LRW track could improve on is the ground textures. It would be super if the light grey one matched a little bit better, I have been using the darker one and the ground texture matches much better. Over all the LRW is the best I've seen yet for T:ANE, great job!
 
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