diff --git a/Mission-planning.md b/Mission-planning.md index eba96ed..c9edf1f 100644 --- a/Mission-planning.md +++ b/Mission-planning.md @@ -10,7 +10,14 @@ Each package has an assigned time-over-target (TOT). The even corresponding to t Other mission waypoints, takeoff times, and mission start times will be planned based on the mission's TOT. Travel times to the target will be estimated, as will startup times and taxi times. -Flights will have their takeoff delayed long enough that all flights can arrive at their target at the assigned time. +Flights will have their takeoff delayed long enough that all flights can arrive at their target at the assigned time. Behavior for delayed flights varies based on the number of players in the flight, the origin point, and the player's settings: + +* AI flights from the shore will be spawned uncontrolled (the plane will be parked, but no pilot will be in it) until their mission start time. This is to provide targets for airfield strikes and for ambience. +* AI flights from the boat will be activated late (the plane will not be spawned) until their mission start time. This is to decrease congestion on the flight deck. +* Cold start player flights from the shore will be spawned uncontrolled. The player will not be able to enter the cockpit until the mission start time. This is to prevent AI wingmen from starting their engines prematurely and wasting too much fuel before a long delayed flight. +* Player flights from the boat will spawn immediately (https://github.com/Khopa/dcs_liberation/issues/375). + +To prevent player flights from being delayed, use the "Never delay player flights" option in the campaign settings. When planning a mission, if you do not care specifically when the package reaches the target but instead want to plan the mission to begin as soon as possible, use the "ASAP" button next to the TOT in the package UI.