I looked into those and found that, as far as I could tell, changing the values there had no effect of graphics while playing. So I took the easy option and ignored them. The export script just sets those bytes to zero and it seems to be fine.
![thumbs_up !*th_up*!](./images/smilies/ok.gif)
I suspect they are deprecated code that is left over from alpha. We have found quite a bit of that. For instance, the weights in the .cgo files are not used by the game (it only uses the .car file weights) and the base price for passengers in the .cty file has no effect on prices during a game (the price must be hard-coded into the .exe).
I found Blender's learning curve was fairly easy, once I took a few hours to actually read the relevant parts of the manual and go through some of their basic tutorials. Before that it was impossible. The manual is essential to making any progress, but you don't need to read all of it. A lot of it is to do with Blender's game engine and other stuff we don't need.
But yes, lack of time is a problem. So is having too many ideas and wanting to implement them all at once.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
I don't worry about the limit on the number of locos. I figure people should just make whatever they feel like making. If there end up being too many locos you can just remove the .lco files for a few of them when you want to use others. Easy.