What’s happening is that the belted points are jumping to a different location at the first frame, which is causing the curtains to billow out. I don’t know how that happened, but you can correct it by going into each of your belt tags and resetting them (just click the appropriate point and then hit the set button).
A few other observations:
* you have subdivision set *very* high — the cloth nurbs is subdiving once, and then that subdivision is being subdivided twice more by the HyperNurbs object in the editor, and three times for the renderer. In effect you’re taking the number of polygons in the object and multiplying them to the fourth power. That’s creating over 600,000 polygons which will slow things down considerably. I’d suggest subdiving once in the CN object and once in the HN object.
* you have quite a few disconnected points on the curtain geometry, which is caused by selecting and deleting polygons. You can remove them by running the functions>optimize command. If you do that, do it before you reset the belt points or you’ll have to reset them all over again.
* you can reduce the curtains bounce and get a more controlled simulation by adding a tiny bit of global drag in the cloth tag’s forces tab (just around 1-3%).
hth