So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.
Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...
In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.
Also, you didn't ask about this, but a little more advice:
- Your grates and railings should be using the Solid Render Mode, not Texture. Texture makes them glow in the dark and show glass decals when shot.
- Try to avoid using the Fit button when texturing. It stretches and squashes textures and can lead to compiling issues further down the line.