re. multi-crewed kamikaze a/c

A bit of an update.

BH, I was a little ahead of myself with your idea of removing the "crew+#" section from the DP. It does make a difference, but there is still some hard-coding going on.

To recap, I wanted to create kamikaze a/c with no rear gunners.
I replaced Pilot Azul's crew with the stock "JA_Pilot" (that, toegether with making the aircaft model fully transparent, is how I made the rear gunner & gun disappear - it's all the same matl, so I had to make the entire "part" transparent). So, I've got a Ki51 with just a pilot. Now, if these a/c get intercepted by CAP on the way in, I see jumpers, not very realistic, so I tried to find a way of getting shoot downs that would trigger our AI pilot jumper.

If I replace the JA _pilot with IJN_pilot etc, I still get a jumper, as you would expect with any normally crewed a/c. If I replace with Martin Wrights WEP_RAF_pilot, I still get a jumper, so I think that rules out using "weapon" pilots in the dp.

What I haven't done is take out the pilot or gunner kill effects from the DP file, but I don't see how these sections would trigger a bale out anyway.

However

If I eliminate the "crew=#" section from the DP file altogether, the only jumper I get is the very last a/c I shoot down in a QC "bomber interecept" formation. If this is the only time a hard-wired jumper shows up, I think can live with that.

Putting transparent JA_Pilot_1 & 2 & 3 textures in the a/c file makes the jumper transparent, but also makes the pilot transparent. If someone could create a pilot WEP_payload (to avoid using another a/c slot) that uses different texture names, I think that would work, but I'm just not sure it's worth the effort for that last AI kill in each intercept.
 
some progress with Piloto Azul Ki-51 Sonia

I finally got round to redrawing panel lines & rivets, here is my first go at knocking out a new skin... the model is too shiny still, I need to adjust that next -- the a/c is configured as an AI kamikaze, but the repaints will do for a conventional AI bomber as well.
 
I'm glad things are moving for you. I had worked with the no jumper in my WWI campaign a while back. That was one of the solutions which seemed to work. Though now I aim for the pilot and tend to kill them rather then shoot the plane to bits.

Here is abit to consider. reduce the crew number to 1 and add pilot kill to which ever part of the DP you think would be best. It might have to be added to more then one location. there will be no jumper if he is killed. The down side is if you make the pilot kill then the plane will go out of control. something to play with.
 
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