The asset handling system gets the racial letter from the autoreg file. It then spawns player scouts, recycler, and turrets with the corresponding racial letter.

Likewise, Players whose pilots die are respawned as *suser_m.

Asset checks get done against *suser_m, where * is any odf 'race' involved in the game. Since stock odfs begin with letters a through z (including y and v), every letter of the alphabet is checked for *user_m.

To get around this, 3 'tricks' must be employed:

1. [b]A symbol can be used[/b], provided it is not a forbidden symbol. One such symbol is @, which I have taken for my hadean recycler variant. There are plenty more - try !^%$£ etc....

Given this, a player can start a game in @vscout, with @vrecy and @vturr_st. When such a player dies, the game will spawn him as @suser_m, which is not checked for bad assets in a stock game, and therefor will not give bad assets in a stock game.

2. Upon entering and leaving a ship, a player will be spawned as ispilo, unless the ship referencs another pilotconig, but since pilots that are not *suser_m are not checked in stock game asset checks, we can simply use espilo (or whatever our desired racial [i]letter[/i] is) as the pilotfig.

3. Next up, a player with just a pulse rifle, that exits a ship, will be given the weapon referenced by altname in his pulse rifle's odf file. This means pilot that respawn with no sniper will be given a sniper when they leave a ship... This can be circumvented by having this race's combat pulse reference itself, and the player's assault sniper rifle reference itself. Now the weapon will not be upgraded when a player hops out of a ship.

The combination of these factors mean that a starting scout (eg. @vscout) can use 
pilotconfig = "ESPILO"
, to spawn the player as an ESPILO once he leaves his ship (with a sniper and pulse). When a player dies, however, he will be respawned as "@user_m", which does not have a sniper rifle, and whose pulse rifle references itself in it's altname. 
Due to this referencing, when the (respawned without pulse) pilot enters and leaves a ship (even the ship with the pilotconfig = "espilo") , he's still stuck with just a pulse rifle, and no sniper.