From 63d389b3ec97717f2bbbc7d0894b7b364367e6f3 Mon Sep 17 00:00:00 2001 From: Starfire13 <72491792+Starfire13@users.noreply.github.com> Date: Sat, 4 Oct 2025 09:04:16 +1000 Subject: [PATCH] Updated Mission planning (markdown) --- Mission-planning.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Mission-planning.md b/Mission-planning.md index 18cc56e..0196cd6 100644 --- a/Mission-planning.md +++ b/Mission-planning.md @@ -14,7 +14,7 @@ Flights will have their takeoff delayed long enough that all flights can arrive * 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. +* 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. Note that AI wingmen wasting fuel is less of a concern if you have unlimited fuel turned on. * All other shore player flight start types will spawn immediately. Use delayed runway and air starts with caution, as there is no way to prevent the player from being spawned into the path of another flight. * Player flights from the boat will spawn immediately (https://github.com/dcs-retribution/dcs-retribution/issues/375).