Again, in hopes of actually getting additions like this, and the A-26 in another thread, I try to follow the KISS principle: "Keep It Simple Stoopid".
While what you describe would be a great way of doing it, having one vehicle break down into two separate, destroyable vehicles is probably more complication than would be acceptable for an addition to the existing game, the way it is modeled now. The separation and deployment I can actually see a graphic for that (tow vehicle moves off at slight angle, trailer outriggers deploy, cammo net and sandbags appear), but the two separately destroyable objects is where I really see the problem..... might be simpler to keep it all one object in practice, even if visually separated.
I would not even expect much articulation, if any, between the tow vehicle and the trailer, in turning and moving, as well as they being permanently hitched together for simplicity.
Same reason I figured existing puffy ack or 5" gun code could be used to create a FlaK36 addition, rather than trying to model closer to the timed fuse they actually used. End effect is about the same.
And I would find that all acceptable to get the FlaK36 in a multi role GV for manned puffy ack, bombardment artillery, and long range direct fire weapon. Eye candy is great and all, but for an online game like this, I'll accept a few shortcuts for functionality, or to even just get the addition.
Camo. I could go either way on this one. Stop the Flak36 and deploy (O - like Open Doors) .... movement disables firing? (but what if graphics a little twitchy for the user?)..... camo or no camo. Either is a darker mass on the terrain with occasional fireball above it as it fires.
More eye candy is always preferable, but just getting the addition to the game at all is the hard part.