I've decided to build collision boxes for such insubstantial things as masking nets differently.
Currently, the collision box is a single item enclosing the entirety of the item. In order to reflect its delicate construction, the panzer value is typically made quite small. But this approach is a poor reflection of reality. Suppose you want to strafe a plane sitting under a net. Your first few hits have to destroy the net, then can subsequent hits on the plane occur.
In reality, hosing down a net will have most rounds passing between or through the netting/camo patches, with little by way of a visual destruction. The thing will likely be still largely standing, until an explosion or fire occur.
I propose to make the hit box very small. Actually, four skinny boxes coinciding with the four vertical poles supporting the net. In this way, strafing will tend to leave the net intact, unless some lucky hits on the poles are scored. And any nearby explosion will still destroy the net, as usual.
This would allow non-stationary planes to actually use these nets. A mission can start with the player under a net, without blowing upon upon mission start. To facilitate egress, the hit boxes could be moved a bit farther outward, so that a grazing of a pole will not blow you up.
Other masking/camo/tent type structures can be similarly dealt with. For example, there's an object (in several flavours) that has a tarp or net roof supported by 4 poles, and with stout sides of a shorter height constructed of logs/timber. This object can have a hit box fitting each of these side walls only, and with high panzer values so as to make strafing through them impossible or difficult. But the roof is no impediment, and one can shoot through it without the structure first having to be destroyed (due to the current hit box enclosing the whole thing.)
As mentioned, I've already adjusted hit boxes for some open storage sheds so that one can strafe under the roof.
By way of an update, I currently have over 60 building structures fixed up with new/better shadows, hit boxes and no more flashing farthest LODs.