Easycor,
You might want to caveat the description on object pitch settings. I found about 1\3 were perfect relative to the current level elevation. Usually the latest generation of 3D object builds +- .1-.2. Older generation objects required futsing with them to get all three points on the ground. Then after doing all of that, running the "build", some were off the ground or in the ground again. The F4u family was naughty like that. And the Ju88 just didn't want to put it's tail wheel on the deck. The 47N needed personal care versus the other 47 models which all used the same settings. The spits and 109s played nice as groups.
If the tail wheel\skid was in the ground, often you had to split the difference on bringing it up versus bringing it just enough up, then lifting the whole plane by .1 or .2. The main gear to tail wheel relationship would get translated by the "build" back to the tail wheel in the ground. The Storch was very bad about that relationship. Also, this would all change depending where on an airfield I moved the object to.
Once the oba file is manually updated and the editor is opened. Run build to lock the pitch into the oba file, then start making adjustments. If you decide to move the object after you massage it's pitch, you will loose that pitch setting at the new move location. So first get all of the objects where you want them as your final location, then massage the main gear to nose\tail gear relationship and run the "build" to lock it in. After I made that runway line up photo op, I thought I could just slide all the planes onto the end of the macadam for the next photo op. When I moved them, the pitch zeroed out in the oba file. Fortunately I kept a backup from doing the runway lineup but, that is how I learned not all locations on a flat plain are equal when it comes to setting pitch for an object.
The pitch list is a "rule of thumb getting started list" which Hitech was kind enough to save my bacon with.