I dont have an issue in the sense that I need to submit a help desk ticket and waste someones time on the question of "When is the next service pack coming out" and "Why did you ruin the game with bad service packs".
I'm simply stating that the OP's issue with routes and locomotives not working isn't surprising because N3V has a tendency to ruin things further when they try to fix them.
I remember a while back I commented on the same issue, and a bunch of users started saying things like "why are you leaving comments like this, the next Trainz will be an addon for TANE it won't be another game".
The next release was that silly driver thing that like, 2 people bought.
The next release after that was TMR, that I think people enjoy, but me and a few others I know find both the concept and the execution a little... dumb.
Any way thats all. I should propably make a thread on this. We might have some interesting discussions.
Absolutely all not true, which is why we're saying all your doing is whining here.
1) TMR was always a second product and NOT T:ANE, though it contains the same game engine. TMR was actually slightly newer than T:ANE when it came out, but based on some older technology. It was never meant to be the same program as T:ANE full version. The program, like the old Classics Series, has its own content set. T:ANE, being the full version can now load that content, just like the Classics 1 & 2 was a subset of TS2006 and the Classics 1 & 2 stuff was eventually included in TS2009 and up.
2) Just because you and "few others" find it dumb, doesn't mean that everyone does.
3) N3V does not break content when they release a new version. The content was already broken prior to the new version coming out. I know because I have fixed a ton of content over the past years including for TRS2004 when that first came out, and I was a new user back then only it wasn't as easy as it is today. Really. We had to deal with a content.html file to display what wasn't loaded, and then hunt and poke through files. Trainz Objectz by Terry Franks helped with the process plus gave us other tools too, but it was still awkward.
If the content was built to the specifications outlined at the time the content was created, it will work fine. The reason why content fails is due to improper implementation, or workarounds the end-user did to make something work, uncaught errors at the time due to less strict (not as refined) error checking. Now there are tighter error-checking filters, which actually started with TRS2006 to enforce the rules. There are some assets, for example, where the content creator deliberately circumvented the LOD requirement by using the same mesh for all targets. This will not only cause horrible performance, it's also wrong. With T:ANE and TMR too, this is checked at the mesh-level and nailed down as an error.
Back in the olden days, there was little or no error checking and content could be created, installed and the program was unstable. People were quickly creating and uploading content with typos in config.txt files, missing textures, poorly written scripts, etc., all no fault of their own because the errors weren't caught. What would happen is the content would be installed and the program would crash randomly. TRS2004 and below were horribly unstable. There were so many drops to the desktop, even blue-screen errors, and other unknown errors which were totally unexplainable. Starting with TRS2006, Auran at the time started implementing changes in how content was installed. Content was checked via Content Manager instead of only at run-time, or barely checked then, and this was to keep the content from crashing the program. As the Trainz versions changed, the checking has gotten better and this has caught more things. I only wish that N3V would tell us when they've made these changes and what they are so we can be better prepared, but that's another ball of wax to deal with.
It's this load of errors too which caused much of the poor performance in these older versions. The programs would read through (parse) the data and find the parts that worked. This process, though quick by human speed, is still time wasted which could be used elsewhere such as running trains and controlling other things. These uncaught errors also caused awful stutters, which you might have noticed are not as bad now as they were before.
4) Trainz Next, or whatever it's going to be called, will be another program based on the same technology. It will not be an add-on, but a full product just as TS12 was, and T:ANE is today. Even TMR is a separate product, but uses the same components underneath as T:ANE. This is very common in many industries. Why does Dodge use the same chassis and components on the Dodge Nitro as it does the Jeep Liberty? Why did Visual Technology use the same plastic cases for all their products? Why does LG and Hyundai use the same metal cases and doors for all nearly all their microwaves? Why reinvent the wheel when the components are the same?
N3V can't sit still, did you see the current newsletter? Sure we can have routes that still look like they did when Trainz 1.0 came out. I know the next argument will be why not fix what we've got before moving on? They are fixing errors at the same time as they are developing a new product. This is called Software Development Lifecycle, or SDLC. Software moves from development to release to support. T:ANE is in support while concurrently a new product is being worked on. Software by its very nature has bugs, and if a company were to focus just on repairing that single product, they would go out of business. See the newsletter for information on this.