Epervier
Not sure if you are interested or not but i have managed to get the AI to use the Schrage Musik canons sometimes when attacking (DBW 1.71). You need to have the SAS Engine Mod v2.6rc installed, link below, too as this sets up the AI doctrine.
https://www.sas1946.com/main/index.php?topic=23327.0Then you need to open the HE_219.class and add TypeSchrageMusik. my entry is below
public abstract class HE_219 extends Scheme2
implements TypeFighter, TypeBNZFighter, TypeSchrageMusik
next you need to edit HE_219UHU.class, add again at the top of the file, so that you have
public class HE_219UHU extends HE_219
implements TypeSchrageMusik, TypeBNZFighter
Then further down you need to change all the weapon trigger assignments, otherwise the AI fires forward armament when below an enemy plane and upward armament when behind. example below, change this
String s = "default";
Aircraft._WeaponSlot a_lweaponslot[] = new Aircraft._WeaponSlot[byte0];
a_lweaponslot[0] = new Aircraft._WeaponSlot(1, "MGunMK108k", 200);
a_lweaponslot[1] = new Aircraft._WeaponSlot(1, "MGunMK108k", 200);
a_lweaponslot[2] = null;
a_lweaponslot[3] = null;
a_lweaponslot[4] = new Aircraft._WeaponSlot(0, "MGunMG15120si", 300);
a_lweaponslot[5] = new Aircraft._WeaponSlot(0, "MGunMG15120si", 300);
a_lweaponslot[6] = new Aircraft._WeaponSlot(0, "MGunMG15120si", 300);
a_lweaponslot[7] = new Aircraft._WeaponSlot(0, "MGunMG15120si", 300);
a_lweaponslot[8] = null;
a_lweaponslot[9] = null;
to this
String s = "default";
Aircraft._WeaponSlot a_lweaponslot[] = new Aircraft._WeaponSlot[byte0];
a_lweaponslot[0] = new Aircraft._WeaponSlot(0, "MGunMK108k", 200);
a_lweaponslot[1] = new Aircraft._WeaponSlot(0, "MGunMK108k", 200);
a_lweaponslot[2] = null;
a_lweaponslot[3] = null;
a_lweaponslot[4] = new Aircraft._WeaponSlot(1, "MGunMG15120si", 300);
a_lweaponslot[5] = new Aircraft._WeaponSlot(1, "MGunMG15120si", 300);
a_lweaponslot[6] = new Aircraft._WeaponSlot(1, "MGunMG15120si", 300);
a_lweaponslot[7] = new Aircraft._WeaponSlot(1, "MGunMG15120si", 300);
a_lweaponslot[8] = null;
a_lweaponslot[9] = null;
you need to do this for all weapon slots. I have only tested this in DBW 1.71 don't know if it works in 4.09. In 4.11 and 4.12 i think it should work however TypeSchrageMusik needs to be TypeJazzPlayer, although i have not tried it.
See how it works for you, sometimes the AI will attack normally other times it will use schrage musik, if it works feel free to add to any further updates.
Also i asked in an earlier post if there may be some chance of getting the level stabiliser implemented please? No worries if not.
cheers
slipper