New version, see first post.
Graphics are "complete", i.e. all are drawn and coded, although may still be tweaked...
Still to to:
* Finalise vehicle statistics and names
* Sort out the default cargo/climate problem (see below)
Also most bugs in use of articulated road vehicles are being ironed out
I'm looking for some coding advice;
In different climates different vehicles require different default cargo types to prevent bugs, for example the hopper truck (default cargo coal) appears as default cargo rubber in the sub-tropical climate. This is easy to fix via a climate specific action6, but is there a tidier way of doing this?
In some climates some vehicle types have no default cargo which "fits", for example the armoured truck in toyland, but, for compatibility with any newindustry grf, needs to be available for purchase (i.e. if a newindustry grf added a gold mine to toyland, the armoured truck would have to be available to carry the gold). Is there a way to make vehicles only available when there is a cargo type which can be transported by them? This would also be useful for disabling a vehicle if a newindustry grf disables all the cargoes which it can carry.