Well, even moders have a life too...
No disrespect, but lack of time really isn't an excuse for bad resource management. Sorting out a definitive and reasonably efficient priority and resource allocation system isn't as hard or time consuming as it sounds, and once done can save uncounted hours and frustrations in the future. even a simple list of priorities and goals (the official term is Project Milestones) to work towards can be amazingly helpful. It can effectively eliminate the "where do i start" and "what now?" questions.
The KISS* principle applies here, if you answer either of the above questions with "check Mantis" many people will take one look at the apparent mess it is (it still won't let me register, so i can't look at it myself) and either put it in the "too hard" basket, or pick some trivial thing they can do quickly. This means you end up with all the little bugs fixed and the big ones remaining. (which from people's conversations here, appears to be a common problem) Assigning priorities to bug reports can alleviate this somewhat, provided it is done to a particular standard, in this kind of situation that standard would probably be based around how many people each bug will affect, ie: if a bug affects everybody and have a major affect on playability and/or core features or design goals, that bug is a "show stopper" and is flagged to be fixed ASAP, before any further public release. If a bug is affecting a particularly cool feature, but not a core feature, that bug is prioritized below show stopper status because the feature could be dropped if it is holding up a critical or otherwise major release. Lower again are bugs that only occur in a specific situation and
only affect a small group of players (ie, features for supporting other mods/campaigns. if the creators want their mod supported they can push for the bug to be upgraded in priority or fix it themselves)
Even before looking at Mantis, having a "shortlist" of features and major bugs to be added/fixed for the next release can provide initial direction and give everyone an idea of where the project is at. As items on the shortlist get ticked off it gives the community a sense of progress, which provides a moral boost and gives vital momentum to the project. there's nothing better for a team to be able to look at a list of goals one day and realize that they are on the home stretch to a milestone. It boosts morale and gets people enthusiastic. Productivity goes up and before you know it, you've hit your target, get a new release, a new list of goals and a team raring to get stuck into them.
*keep it simple, stupid
Wow turned into a long post. Will wait for reaction to this lot before going too far into project management 101. I'm sure some of you have experience managing this kind of project and have some better suggestions. Please no shooting down or flaming anyone's ideas without providing some positive feedback, we all have FS2's future at heart, and negativity only makes things worse.