Firebird wrote:The 250kt limit is imposed by the AI engine whilst in controlled airspace under 8000', I think (although it might be 10000').
The trouble is that unlike real life FS9 does not go into details of assigning controlled as in real life. It assigns controlled airspace from the ground up and does not even try to take on the task of mapping things like MATZ's and TMA's. So its a blanket coverage. There are some areas where you can get your cruising speed at low level but there are more hit and miss than something you can plan for, as far as I know.
On the dummy waypoint they are really very simple invisible afcads. Have a look at any of our packages that use them and load one into ADE/AFX/AFCAD and have a look at one.
For flightplanning purposes you have your aircraft do TNGs at the dummy's. This does mean that they will make approaches with the gear down. Remember as well that the flight plans will have to be IFR, or they will touch down.
Also there is a limit on the difference in height between one airfield from the previous one. It can't be of a height greater than around 2500' lower, or the aircraft will disappear on finals when that limit is reached.
Thanks Firebird

Ahh, the IFR thing will help.. I assume that if they try to touch down at an AFCAD without runways they will just disappear? So an IFR missed approach will work better than a VFR T&G?
I had guessed that there would be a controlled airspace aspect to the speed restrictions. I wonder if it is possible to create an uncontrolled airspace for a specific area, and if that would even apply to AI? The area where these flights take place is out to sea, and in a military restricted area...
The issue of having both sections arriving back at base together is just, as "missionrecon" pointed out earlier, a matter of maths and trial and error. And not a really big deal in the big scheme of things.
So far I have the "strike" section heading out to a dummy waypoint, but they don't return, probably due to the VFR/IFR issue, and the "Fighter" section heading out (currently to another airfield, but I'll build a waypoint for them as well) at higher alt, so it is starting to come together. I have to decide where the "target" scenery will be then modify the location of the inbound waypoint to match. I'm toying with the idea of having the strike package separate prior to the target so that you'll have aircraft coming from multiple angles, timed to arrive overhead in a short space of time... If I can get it to work it should look pretty cool
Thanks for the tips guys... back to Notepad++ and the calculator!
SeanG