nearly forgot - the hangar scene will need tweaking, Hitech - the nose of the B26 obscures the text of one of the loadouts.
Personally, I'd be happier with a clipboard reresentation of the various loadouts for actually selecting them - less fiddly. You could still have the graphics draw a green box around the modelled selected loadout.
Could we also select fuel in 5% increments up to the maximum available at a base, please (this would be easier from the clipboard than from graphics). This would really be a plus from buffers point of view. Suggest that the graphics indicate (with an orange box around the relevant number of drums, perhaps?) what the maximum percetage available at the base is, and 25% increments for that is fine, but not being able to fine-tune our fuel loadouts is a hindrance to buffers. Given sufficient control over loadouts, we can "tune" our takeoff weights, and so use performance tables for particular weights (irrespective of mix of fuel and bombs) rather than for particular loadouts.
Given that AH is supposed to be about "the art and science" of air combat, it really needs to put some of the science back into the buffing side that is currently absent. That means fine control over loadouts, being able to benefit from doing proper DR & pilotage navigating, and not being crippled defensively by lack of Otto gunnery for those times when player gunners are not available.
As a by the by, it'd be nice, rather than essential, if AH II could at some point raise the level in bombsights again by better simulating both tachometric AND stabilised vector sights, and giving users a choice of one or the other pre- takeoff, where appropriate. You might need to simulate a certain amount of turbulence or something to stop the vector sights from working too accurately, but I'm sure the team is up to it! :-)
Anyway - nice progress so far with AHII!
Esme