The Stuka doesn't consider AT guns as bomb targets, and infact they are the only thing it uses its mgs on.
Thanks for spotting this bug - it turns out that the Stuka still had the original FH2.25 weapon AI priorities. I recently reverted all the aircraft files to the originals and re-did the changes I made (in an attempt to fix whatever caused the CTDs on Mersa Matruh) and forgot to update the Stuka bomb data.
I've now uploaded a new version of the mod - anyone who downloaded it before 6pm GMT on 7 March should re-download it to fix this issue.
I'm really not sure what's with the Flak 88 and Bofors; the data files for these guns are more or less the same as in the first minimod release, other than some very minor corrections to the max/min gun elevation, and the ability for the Bofors to fire at ground targets (which have a very low priority compared to planes). I haven't made any changes to the LOS of any game objects, in fact I'm not even sure how to do so, if it's possible to (I'd like to -increase- the LOS of some things, like stationary guns and MGs, if I could!) I haven't personally had any problems with AI aircraft not being effective due to LOS - bombers are lethal, capable of taking out tanks and guns with precise accuracy (if you hear the whistle, you're probably dead!) and fighters seem to be quite good at strafing infantry + light vehicles; I've been killed by them several times.
It sounds like quite a few of the issues described are just AI "randomness", bots often don't seem to do what the AI data files tell them to do, and in some games will almost ignore a particular vehicle or gun, and on the next will use it very effectively. This can be seriously frustrating (particularly from a playtesting point of view) but I'm not really sure if it can be fixed. Mortars seem to be particularly prone to this randomness. I assume it's partly because most of them are in positions that have little or no LOS to potential enemy targets. Infantry have the highest priority, followed by light armour (which includes guns)
But a a few things which I might be able to fix/improve: Aircraft preferring MGs/cannons vs. infantry and bombs vs. vehicles + guns is something I'm planning to work on soon, I deliberately didn't put this into the current version as it's something that will require a fair amount of playtesting to make sure that it works correctly.
Bazooka/panzerschreck range is another thing I haven't fixed yet (but will attempt to do soon) for the same reason. As I mentioned in the thread for the first release, I've actually reduced the ranges of these weapons from their default FH2.25 values, so no idea why they seem to be firing farther!
All tank guns (other than light automatic guns like the Pz.II, which are a bit less) have a maximum range of 500, which I think is the hardcoded maximum sight distance for the BF2 AI. Sometimes they'll fire at the limit of this range, sometimes they won't, it seems to be another case of AI "randomness".
The other thing was the Chevy's. The bots love the Vickers on the back, and tear-assing around with bots on both guns blasting away is fuckin great fun...
You're definitely right about that
- even an all-bot crewed Chevy can be deadly, I've even seen them shoot down planes! Bots don't seem to be quite so keen to use the MGs on the SAS Jeep, though...
About the bots killing themselves with AT charges, I temporarily disabled "setExplosionRadius" for these weapons in an attempt to get bots to use them at all - now that they do, I'll try re-enabling it and seeing if they still work. I thought part of the problem with the AI for these weapons might be that their maximum throw range is actually smaller than the explosion radius, so bots never consider it "safe" to use them.
Please, please tell me how you increase the temperature...
The basicTemp value is in the "objects.ai" file for each vehicle. Every crew position has its own temperature. Another thing that affects bot usage of PCOs is setStrategicStrength, the first line (0) is for offence, the second (1) for defence. The bots seem to use the two in combination to decide what PCOs and crew positions to use.