Buddye,
I'd like to join the beta team but my skills would only be as a tester, however, I have dabbled into mods with other games so I like to dig into the game more than just a casual player.
Just a short resume ...
1. BOBII Campaign experience - I've been jumping back and forth into the game over the past year as new patches have been coming out but recently I've been playing this 100% of the time. I currently finished a LW campaign by manually selecting the missions (cancelling the directives) and digging into how best to run and understand how everything works. I just started an RAF campaign and already spotted a bug with regards to the LW generating a mission that allowed the mission to run beyond the 2000hrs time restriction (more detail later if you want). The RAF campaign is easier to understand after running a LW camp so just after a few days of game time I've been able to work out it's logic.
2. BOBII FM - I've been running IA missions with the move codes on (as you've seen with my transition observation). Also, I've worked with the manual pitch control and I've posted the autopitch problem with the spit/hurricane (at 50% throttle, constant switching to high/low rpm within 185-210 ias). I've looked at other aspects of the FM, ie my drag post at matrix, but I contributed that the operator error for the most part. Unfortunately, since I've never flown any of the planes in RL, it's hard to comment on the FM without embarrassing oneself

.
3. Other games/mods expereince -
a. Recently, at the Matrix Forum, I've gotten into model design (milkshape3D), animations, mods, with the Panzer Command Kharkov ... although quite the amateur.
b. The UBISOFT game, Silent Hunter 4 ... I jumped into modding and fixing the radar for the sub's before the patches came out. With this, I taught myself how to read .fx code which really helped, but it was trial/error type of work. I have no coding experience.
c. The older online games, Airwarrior and Warbirds ... I played these back when they first came out. Warbirds ended up being my favorite with the enhanced FM. I flew all the 109 models, E-K, and I taught myself how to defeat the spitfire (and most of the turn fight a/c) using manuevers that were either RL or using smoke and mirrors to give the spit driver the impression I was outturning him (low/high yo-yo) .... but they ended up being defensive manuevers which bought time for my wingmen to get lined up for the kill.
4. RL related experience -
a. Private Pilot - (I haven't flown for over 18 years)
b. A@P Mechanic - I hold a licence for an airframe and powerplant but haven't practiced since my graduation back in the 90's) - I found this helpfull when understanding the prop control and I have ideas regarding damage to the engine (ie, oil system) that may help you guys simulate lost of oil and it's negative effects. Again, it's been over 10 years but I still retain the basic info which could probably be attained thru the web these days anyway.
c. Enroute Air Traffic Controller - Although not very useful for a WWII sim, the RDF system is of great interest to me and I've wondered how close to RL it's modeled. I've been running LW missions based on the RDF to find the holes. With this, I've wondered if the LW campaign code is setup to take advantage of known holes it creates. The key was to take out the RDF every day irregardless of what the primary directive stated, ie, convoys are the primary targets but you can't destroy the convoys if they have early warning.
Anyway, I'd like to jump in and begin some testing for the team with whatever project needs it. I'd like to work on the campaign testing the most.
Thanks,
Rob