FMB is a mysterious art. Its not all as straight forward as it looks but it
is if you understand this:
The AI pilots are robots. They are not intelligent, you must give them intelligence. Just because you selected "dive bomb" or a kind of attack you must remember that they are also trying to follow their waypoints. They need time to adjust to the instructions aswell as if a real verbal order was given.
So for example to make a Stuka dive bomb you lead the waypoints to the target at 3000km say. Then over the target. Then behind that waypoint (yes behind so they roll over!) you place a ground attack marker at say 500m's and then escape they way they came. Now, by tightening this almost stacked set of way points tighter or looser you will see different effects and approaches. This is where the tedium of testing comes in.
Now your Ju88's. Obviously this is easier! You will need at least 3 waypoints, start at your high altitude (I dont know 2000m's?) then on the ground attack target (which you "set" to your target) you lower the waypoint to say 800m's(?). Now your third waypoint after the target you set back to a higher altitude (if you wish them to climb away? maybe they dive away? ) . Placing these waypoints closer or further away will effect the angle of dive! - Experiment!
The thing about waypoints is the AI to stay in formation and fly within thier own limits and will use a certain (unknown) percentile to keep to those waypoints in terms of speed, alt and position of the waypoint. So if you set waypoints too close at too steeper a climb the AI will attempt to climb like hell almost on its tale untill it reaches that waypoint then realise it cant make it as it passes the waypoint and either circle around to get up there or most likley carry onto the next waypoint and its given parameters, ie speed and alt. So the waypoints themselves are just as important if not more important than some of the other stuff - however its all related!
As for bomb loads click the ... buttons next to weapons, there will be the bomb rocks, clcik them and they become a drop down menu. Dont forget also you must set the detonators, they are pretty self explanitory. Obviously if you choose level bombing for a low level attack the bombs wont explode as they have not fallen the 1km needed...
Bomber skill. Once again click the ... button on skill.
Basic flying about 14 / 20 ( like staying in formation )
Advanced flying 5 / 20 very important! ( keep low to avoid bombers becoming fighters and rolling like an F 16. )
Awareness 10 / 15 ( o look im going to crash into that! Goes hand in hand with Vision )
gunnery 2 or 3 /20 very important! - the reason bombers need fighter cover!
tactics 8 / 20 ( not too sure about this, I think its more for fighters. )
Vision 10-15 / 20 ( how far the bomber can see and also report other contacts. If you click the radio silence button the bomber wont call out anything. )
Bravery 14-18 / 20 ( Not sure what the exact diffence is between this and Discipline but they are subtly different. )
Discipline 15-18 / 20
Hope this sheds some light on it for you.
O and check out:
http://airwarfare.com/sow/index.php/forums16
Its mission4today but for Clod. You can download missions and campaigns from there, aswell as skins etc etc... I think Ive seen you there but Ill include the link anyway for anyone who has not heard of it but reads this thread.