If anyone is interested I have some low level test results.
I use:
Altitude over target = 100 ft.
KIAS = 400 kts.
Dive Angle = 0 degrees.
Map pressure = 30.31 Hg (was default for Nevada)
9 SnakeEyes (5 on centreline, 1 on each other pylon)
Full internal fuel
No flaps
Target elevation = 3921 ft
Using the tables and charts in the actual manual I got depression setting =
82 (from table) + 52 (from chart A) + 16 (from chart B) - 35 mils = 115
With this set on the sight depression, and the pressure set on the altimeter, I am able to get consistent strikes. I stay level over the taget at 4021 ft, and drop right when the pipper hits the target. Timing seems crucial since there is a lag due to the release button response.
I also noticed that to maintain the speed the air brake is better than throttle adustments and does not affect the aoa (both the manual and game do not seem to have a problem with this).
I also noticed that for each bomb I drop I have to decrease the depression for the next bomb run by about 3 mils, 2 mils for the absence of the drag from the bomb I just dropped (chart B) and 1 mil for its weight (chart A). Depending how long I am over the zone, I would also need to in advance plan how many mils to reduce depression based roughly on how much fuel I use over time (chart A again).
Finally the manual's diagrams of the four or so factors that affect short or long drops I found were helpful after the planning was done and I was over the target i.e. after proactive planning and during reactive execution. If my first run was a failure, even if I followed all planned parameters, I could tweat just one of the variables for the next run, eg. If my bombs were short, I could either drop my altitude a few feet or increase kts for the next run.
It would be great if someone else tries this approach and confirms wether it works for them too.