Yeah, I've been through a bunch of QC test pilots, as you all describe. However, this has several drawbacks, especially if you're making skins and are frequently checking them out in QC, then tweaking them outside the game, etc.
The drawbacks of doing QC-only pilots as it stands now are:
- Every time I want to make a QC test pilot, I have still go through the whole pilot creation thing as if he was a campaign pilot.
- Every time I use the QC test pilot, my QCs are always interrupted by the whole campaign engine running in the background telling me what's happening to the rest of his squadron.
- Because the standard QC test pilots are in a campaign squadron, they can only fly planes for 1 country. Thus, I have to create separate QC pilots for each nationality, which clutters up my dossier book.
- The "never dies" option appears to be a global setting for all pilots instead of applying to the 1 QC-only guy.
- If I set "never dies" for the QC-only guy, I know someday I'll forget to set it back for my campaign guys.
- If I leave the mortality setting for the campaign in place, then my QC-pilots die nearly every flight. So next time I want to check something on a skin, I have to go through the whole pilot creation process again.
What's killing all my QC-guys so fast is just looking at my skinning efforts. For instance, positioning ribs. This requires drawing some lines on the skin, taking a quick look in the game to see if they're in the right place, ending the flight, going back to the graphics editor and tweaking the lines, repeat. Over and over. It's a total pain having to create a new QC-pilot every iteration.
So what I'd like is a way to set up a pilot for QC that avoids all the above problems without having any effect on my campaign guys. Such a pilot must be immortal without making campaign pilots immortal, and should be free of all campaign connections. No campaign engine running in the background, and no restrictions on what planes he can fly in QC.
Alternatively, maybe some talented person here could volunteer to make me a separate skin viewer program. Aces High has/had an utility for this that you ran without running the game. It just showed the plane with the desired skin on it in a blank 3D space. You could not only rotate the view around, but also strafe it in all directions, move the control surfaces with sliders, make the prop disappear, etc. The view strafing was about the best feature, because it enabled out to work out along a wing, say, while looking straight at it, instead of always having to look at an angle from the cockpit.