There was mods like Sushi's Velocity mod that would double the speed for the regular FS and FS2 campaigns ( mmh, wisely made, like he recaculated all the missile locking duration, etc ) I was a big fan of that, and, well, the Ai would go too fast to actually bump against anything it would just miss it, bombers wouldn't stupidely run into their target as they blow up, etc. I think the dumbiness of the AI is actually helped by a higher speed. Also makes dogfights much more... more

As for Lods, no matter what the main lod is, I try to keep lod 1 below 1000 triangles and the other lods are half the previous lod. Last lod has 50 polys max, I suppose. There's really no need to go overboard with polys, dunno, look at my ezechiel fighter, the main lod as a whooping 4367 triangles, wich I consider is an awful lot for a fighter, but, on the other hand, lod 1 is only 351 triangles. Passed a certain range, range that is not necesseraly too far away, polycount and curves don't really matter, you can simulate a very detailled ship very well just thanks to a good overal shape and a good map. A single rendered map, btw: I don't see what's got into

's mind, using toned down tiled maps on lods is... dumb.
Anyway, really, I too try to keep it as close as possible as the main lod, I hate deleting whole details too, but, ingame, that just doesn't show.