gtrtroger wrote:Absolutely.... very nicely done!
You can add this one too....no one will mind at all....
I'm working on it; have to get in touch with JL and see if we could have a 3 primary_number mapped on the tank car instead on the actual 1 primary_number, thus being limited to 1 to 9 numbers. Indeed GRAMPS tanker with UTLX used 3 or 4 digits number.

P.S. my next post will illustrate the numbering problem with my Shell scheme.

Notice that the SHELL tank car displays no. 29; yet, the ,GeoDxPc file has only 1 primary_number - thus limiting to a maximum of 9 tank cars numbered between 1 and 9

20180618122127_1.jpg
As a makeshift solution, digit 2 is part of the ''decal'' texture file and not part of the auto-numbering mechanism. I tought it would overcome the auto-numbering short- coming but graphically it is a poor option as we can clearly see a gap separating the 2 from the 9 (and hell with proper alignment!). Furthermore, this option is not suitable for scenario editing - remember the
numbers.dcsv file has only 9 declared numbers and will only display those 9 numbers to make a consist; again limitating. If you decide to change manyally the car number to 29, will simply not display any number (conflict with declared values within the
numbers.dcsv file).
A suggestion to rolling stock creators, even if a road seem to have less than 10 cars of the same category, it is easier to use a blank number within a 3 primary_number structure than only one!
Happy creations
QcRail
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