I accidentally rammed the wing of an Albatros that I had just shot down. I got lucky and the only damage was to the prop and engine so I made a forced landing many kilometers on the wrong side of the lines but not far from the airfield that I had just bombed and where the Albatros came from.
The next day I was back at work, and apparently I brought the airplane home with me as well.
Yeah, I've reported this issue in the testing forums. Hopefully it gets resolved soon.
In a sort of related area, could I suggest a realism/immersion issue?
If I turn my plane over on landing on my airfield, it is out of service for 3 or 4 days depending on how much of a mess I make. If I do the same thing in a forced landing in no man's land, I get the plane back in the same amount of time. The same is true in any random location on my side of the lines (and I guess on the other side of the lines).
In reality, mechanics would have to go out and fix the plane and have someone fly it home, or take it apart and bring it back on a truck or trailer and then get to work.
My pipe dream here would be an inventory of parts (engines, props, spars, whatever) available to the squadron that mechanics use to fix airplanes. If the parts aren't available, the airplane doesn't get fixed and might get cannibalized to add to the parts stockpile. I don't think that is realistic to implement, so the backup suggestion is to:
a) add some random element to the repair times. For simple 1 day repair jobs, the plane might be available this afternoon, tomorrow or the next day. For what is currently a four day repair, it might range from 3 days to never - the plane is too badly damaged to be repaired.
b) Add a day for airplanes that land off airport, and increase the chance that a bad wreck is going to be written off, especially if it is in no man's land.