Having the mos editor going again, I can see that it really gives us some incredible possibilities. I think the .mos file is one of the last big areas of untapped potential in CFS3. Since I have (at least) two projects that will need a .mos file done, I'll be doing some experimenting. Some things that may be possible:
-automatic unique skins for each aircraft in a flight. Have a standalone of say, a 609 Squadron Spitfire, and its .mos file will draw from a bank of 609 Squadron Spitfire skins and apply them randomly across the members of any given flight.
-layered details in skins. This would make two things possible - 1. weathering details could be randomized similar to the above multi-skin feature; and 2. This could function as a live template. A skilled skinner could create a .dds with all the panel lines and weathering, just like in a psd template, and a .dds with all the paint. The two dds files would be layered in the .mos. This would allow amateur painters to just modify the paint .dds layer without having to paint the finer details of weathering and panel lines. When loaded in the sim, the skin would be complete with all the details. This would allow us to implement the multi-skin feature well without overtaxing our handful of master painters. They produce a couple skins with layered details, and then us unskilled grunts can do the work of painting entire squadrons (not meaning to be disparaging here, I include myself in this category).
-more interesting damage. Our bullet hole textures seriously need to be updated. I'm doing some soon and it will include a bit more variety in the kinds of damage you will see.