Southside Bucky 1 Posted March 7, 2010 (edited) Hmmm...Unfortunately, placing the pilot in the nose section has made no difference Peter. As an experiment, I edited all the different versions of the Albatros according to your instructions, then set up quick missions in mid '17, flying the Camel, which guaranteed meeting an Albatros of some description. The result: No change. I still have pilots remaining in the cockpit despite being barbequeued. Flying on for miles with a disabled engine. Just to add, I know you're very busy doing other stuff, so I'm not hassling you for more solutions. I just thought you should know, that's all. I'd be interested to know if anyone else has the same problem? Cheers. Edited March 7, 2010 by Southside Bucky Share this post Link to post Share on other sites
+peter01 2 Posted March 7, 2010 (edited) Hmmm...Unfortunately, placing the pilot in the nose section has made no difference Peter. As an experiment, I edited all the different versions of the Albatros according to your instructions, then set up quick missions in mid '17, flying the Camel, which guaranteed meeting an Albatros of some description. The result: No change. I still have pilots remaining in the cockpit despite being barbequeued. Flying on for miles with a disabled engine. Just to add, I know you're very busy doing other stuff, so I'm not hassling you for more solutions. I just thought you should know, that's all. I'd be interested to know if anyone else has the same problem? Cheers. Strange, but I believe you. The other thing you could do keeping the pilot in the nose section is set the damage rating in the nose section to destroyed. DamageRating=DISABLED (or whatever it is) to .... DamageRating=DESTROYED If that doesn't do it, nothing will. Edit: The best way to test is to load a mission ... you can easily change the player plane in game, edit the file to change the AI plane . Camel vs AlbD5 (1v1).zip Edited March 7, 2010 by peter01 Share this post Link to post Share on other sites