Option 1
1. Make a file named "UFOPorno-wxp" in your Tables folder.
2. Give it "tbm" extension.
3. Open it.
4. Write something like this:
#Start
$Name: ehit-orange
$LOD: 1
$Name: ParticleSmoke01
$LOD: 1
$Name: SubachHl9_hit
$LOD: 1
$Name: Dazzler_Impact
$LOD: 1
$Name: Kratos_Impact
$LOD: 1
$Name: Shrike_Impact
$LOD: 1
$Name: Incisor_Impact
$LOD: 1
$Name: exp_plasma
$LOD: 1
$Name: Shivan_Impact02
$LOD: 1
$Name: bexp04
$LOD: 1
$Name: exp04
$LOD: 1
$Name: ElecM-Impct-Js
$LOD: 1
$Name: YarFlak
$LOD: 1
#end
This table defines something in explosion of your weapons. I don't know how this work, but it's required if You have custom weapon explosions. If it's not obvious, you may set different name. "-wxp" entry and "tbm" extension are the most important.
Option 2
1. Open buggy model in PCS2
2. Check how many Level of Details it has.
3. Find it's entry in ships table.
4. Find $Detail distance.
5. Set proper LOD count. The numbers of this are distances that tells engine from what distance each LOD is displayed. If your models has four lods [it should], set four entries.
Keep in mind that this is altering, depending on size of the model. For example, this is for fighter:
$Detail distance: (0, 40, 80, 220)
And this is for 1km vessel:
$Detail distance: (0, 1500, 8000, 12000)
I hope that help.