I used 3dz studio to "null" the elements that have non-functioning instruments. Then they simply don't show up in the cockpit.
That in turn gave me more room for the functioning gauges so again, using 3dz studio I enlarged them.
I added moving switches by adding an action code and an "on" flag to the element that depicted a toggle switch. Then I piggybacked the element ( made a copy in the exact same place ), flipped the mapping vertically and gave the piggyback the same code but with the "off" flag. You end up with a toggle switch that goes up and down depending on what the pilot chooses.
Mostly I used this for the landing gear but it can also be done with a light as some of the dive bombers have.
In this case I needed a little extra space on the cockpit texture file to draw two identical warning lights, one bright red and the other a very dark red.
Then I mapped an element to the spot on the texture that corresponds to the dark red light and assign it an action code and an "off" flag. Next I piggybacked the element and mapped the piggyback to the bright red light and gave it the same action code but with an "on" flag. You end up with a light that goes on and off depending on what the pilot chooses.
I used this mostly for the dive brakes because you can't see some of them from the cockpit but I also used it as an engine indicator for the P-55 because you can't see the prop from the cockpit since it's a pusher.
Same basic idea for the cockpit frames but I only assigned an engine "on" code to the frame and no "off" code because I wanted the frame to only show up when the engine is running.
And you guys thought I was just a pretty face.