1. Add options not to load the statics and chiefs view, something like NoStaticView=1 and NoChiefView=1 in the mods section of conf.ini. Although is very cool to see the view of these objects, it can take centuries to load the menu in game if the mission has tons of these objects, like some with high detailed airfields, ground forces or harbors. Make options to skip these objects can be handy for such missions;
This is a very good suggestion - NoStaticView and NoChiefView would stop the second problem I mentioned in my post back on page one. When I have the choice of "Control" and "View" there is the three second delay because the menu has to find 140 "Friend Actors" and 320 "Enemy (or Neutral) Actors" for the lists. This mission also has 36 aircraft in it but I don't think that's a problem.
Now, when the issue comes up in my game of the "Options" and "About" overlaying "Control" and "View" (the first issue in my first post) then there is no delay because the "Control" and "View" lists are not generated.
An extension of this might be to leave out all aircraft that were designated "Only AI" in FMB. When I build missions I have my reasons for not allowing humans to have certain aircraft.
2. Set key assignments to Leave Plane and Rearm/Refuel options of the menu.
While this is a good suggestion I'm not sure it could be implemented easily. For one thing, you still have control of your keyboard when Visual MOD V9 is activated. Let's say, for example, you were to use "R" for the "Refuel/Rearm Plane" option. You have to make sure this key was not used as a regular control or you could trigger the "Cowl or Armor Flaps" (my "R" key at the moment). And it should
not be up to benitomuso to remind you that a key is currently used as a regular control.
On the other hand I suppose you could keep track of all the control keys used and simply use one or more that isn't/aren't currently used.
Bob