UncleTgt
SOH-CM-2025
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.
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.