well, iirc, the "fake pilot" bits would just be dumped at the root of the objects folder in 1stGens; just like any other pilot or seat you add. SF2 requires the use of the seperate pilots folders. Although, the older method will still work
It's only hard when you don't know what you're doing, or not listening to those that do.
To once again explain how the fake pilot part add on works:
FastCargo created the fake pilot, a 1 pixel sized LOD, that is transparent, with a transparent skin. When placed at the 0,0,0 coordinate of the aircraft, it is effectively invisible, as well as hidden from view. Now, as all pilots require a "seat" to park their butts on, the "add on parts", say a canard or the avionics hump for a Skyhawk, is used as said seat, but is placed NOT under the pilot's ass, but at whatever location is needed to get them to sit where they should be, if the aircraft model has been built with it from the start.
so...in the example below, 2 wing fences are being added to the F-86F..
//fake-pilot for wingfences//
[Fence1]
SystemType=Pilot_Cockpit
Position=0.0,0.0,0.0
PILOTMODELNAME=FakePilot
SeatModelName=F-86Fence
SeatPosition=-3.75,0.20,-0.410
SeatID=2
[Fence2]
SystemType=Pilot_Cockpit
Position=0.0,0.0,0.0
PILOTMODELNAME=FakePilot
SeatModelName=F-86Fence
SeatPosition=3.75,0.20,-0.410
SeatID=3
You can see the necessary SeatID numbers, the left and right locations, and the central location for the fake pilot.
It really IS just that simple.