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ALiVE.OS · ALiVE 3 Development

MACC (Military Air Command & Control)

Flies your faction's aircraft on its own: patrols, strikes, reconnaissance and air defence, launched from your airfields and recovered onto their own stands.

Rebuilt end to end · in testing

ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.

On this page

Overview

What MACC (Military Air Command & Control) does

Military Air Command and Control is the system that flies your faction's aircraft, without a mission maker scripting a single flight. It reads the battlefield, decides what air support is needed, launches the right aircraft from your airfields to carry it out, and brings them home to refuel and repair. Patrols, strikes, reconnaissance and air defence all run on their own. You place the Military Air Component Commander module, give it a faction and draw an airspace marker, and the air war takes care of itself, reacting to enemy movement and to requests from the ground. It works out the airfield for itself.

One thing to know before you test: Place Air Assets is off by default, so out of the box the commander flies the aircraft already standing in your mission rather than adding any of its own. The one exception is a commander with no airfield flying from an ingress marker, which always creates its aircraft because there is nothing standing there to fly. The air commander has been rebuilt end to end for ALiVE 3 and that rebuild is what you are testing, so the behaviour described here is still moving. The changelog at the foot of the page is the record of what has changed recently.

Where you place this module matters. Where you drop this module decides which airfield it commands: it takes the nearest one to itself inside your airspace markers. It also settles whether the base is a carrier, because the deck or terrain call is made at the module's own position. Drop it on a deck and the ship becomes the base.

How it works

An air sortie, stand to stand

Every aircraft the air commander flies goes round the same loop: it waits on its stand, gets a job, launches, works the target, comes home and is serviced before it can go again.

  1. On its standPlanes park by hangars (up to 8 a base) and helicopters on pads, with no crew and engines off. With Place Air Assets left at No, the commander only flies armed aircraft of its faction that start inside its airspace, so either place some there in the editor or set it to Yes.
  2. A job comes inFrom the commander's own airspace watch (DCA against enemy aircraft over 105 m, CAP patrols every 5 to 15 minutes, SEAD against air defences when an aircraft with anti-radar missiles is free) or from the ground AI Commander (CAS, Strike, Recce, OCA). Available ATOs decides which it accepts.
  3. Picking the aircraftOne that's parked, fuelled, less than 60% damaged and armed (Recce excepted), with the right role first and the nearest breaking a tie. SEAD sends a pair. CAP and DCA only take planes, never helicopters.
  4. LaunchA crew is created and the engines start. A plane waits for the runway, taxis out and takes off; one launch or landing has the runway at a time. Helicopters and VTOL lift straight off their pad.
  5. On stationCAS, Strike, SEAD and OCA hunt the target; CAP, DCA and Recce circle over it. It stays for Sortie Duration (25 minutes when blank). An attacker that hasn't fired by 60% of that time goes home early.
  6. HomeIt turns for home when fuel drops below 20%, it's out of ammunition, it's more than 50% damaged, its time is up or the target is gone. Below 10% fuel near home, it lands at once.
  7. LandingA plane waits for the runway again, lands, and is moved back onto its stand; a helicopter lands on its pad.
  8. TurnaroundReady again 3 to 13 minutes after landing. With Show Support Trucks on and a Military Logistics module placed, a truck drives out to service it; otherwise it's refuelled, rearmed and repaired where it stands. It goes back to step 2.

When one is shot down. The wreck is cleared and, with Resupply on (the default), a replacement comes: flown in by Military Logistics when that's placed, otherwise built straight onto the empty stand.

A blank Maximum Concurrent Offensive Sorties or Minimum Aircraft For Offensive Missions means no limit, not zero.

How it works

Asking for CAS from the tablet

With an Air Component Commander in the mission, the tablet's C2ISTAR menu has Request CAS. Click the target and the commander that flies for your side takes it.

  1. Request CASOn the tablet, open the C2ISTAR menu and pick Request CAS, then click the target on the map. Closing the map without a click sends nothing.
  2. Who takes itThe Air Component Commander that flies for your side, or an allied side's if yours has none, as long as CAS is ticked in its Available ATOs.
  3. The answerYour side hears the request acknowledged or turned down on the radio, and an aircraft goes when one is free. A red marker shows your side where you asked, with your name on it. It goes when the strike is over or turned down, or after a couple of minutes if no aircraft is sent.
  4. Optional: keep the AI's CAS awayKeep Commander CAS Away From Players turns down the AI Commander's own CAS near friendly players, so players working quietly aren't joined by aircraft they didn't ask for. Their own requests still go through.

Capabilities

What it handles

MISSIONS

The sortie set

Combat air patrol, close air support, strike, reconnaissance, offensive and defensive counter-air, and suppression of enemy air defences by aircraft carrying anti-radar missiles. A recce flown for an AI Commander that has Find Out Before Attacking on reports what it sees at the objective once a minute, and the commander uses it to decide when to attack. The commander is told the recce is complete once the flight is home or lost, and a late report doesn't reopen it.

THREATS

Enemy anti-air near your aircraft is live

While the commander's aircraft are in the air, the enemy's anti-air vehicles close to them are spawned so they can shoot back, even with no player nearby. The Virtual AI System's Air Defence Spawning and Air Defence Radius settings control it; it is on by default.

AIRFIELDS

Real airfield operations

Parks aircraft, launches them and recovers them onto their own stand, working out a runway itself on maps with no built-in runway data. Besides the airfields ALiVE's terrain index found, it counts the airports the terrain declares in its own config, so a grass strip with no military buildings can be its base. A jet waits on its stand until it's on its airport's taxi route, then taxis out and takes off, and after landing it taxis off before parking. Helicopters and VTOLs lift off and land on their stands without the runway, waiting only while a crewed vehicle is under the rotors or the launch wait runs out.

SELECTION

The right aircraft for the job

Each mission is matched to an aircraft by what it can actually do, so a gunship flies the attack run and a reconnaissance drone flies the recon. Combat air patrol and defensive counter-air go to fixed wing; close air support and reconnaissance can go to either.

AIRCREW

Crews and operators

Aircraft are crewed automatically, and unmanned aircraft are given an AI operator so they can fly. Aircraft park without aircrew: a crew is raised only when a sortie launches, and removed from its seats once the aircraft has parked.

DRONES

Unmanned aircraft

Drones already in your mission are crewed with an operator and tasked for reconnaissance and attack alongside crewed aircraft. To have the commander add one of its own, switch Place Drones on and leave Use Drones at Yes. Place Air Assets and an airfield are not needed, so an air component can be drones alone, and a base gets one drone.

TURNAROUND

Return and recover

Aircraft fly home between sorties to be refuelled, rearmed and repaired before they are sent out again. A sortie ends when its fuel, its bombs, its targets or its clock run out, not only when the clock does. A sortie whose target dies on the way turns back, and one whose target is dead before it launches stands down on its stand.

CARRIERS

Based at sea

A commander can work from a carrier deck instead of an airfield, the USS Freedom or the USS Nimitz workshop mod, with aircraft catapulted off the bow and brought back down on the deck, helicopters included.

NO AIRFIELD

Flying from a map marker

When there's no airfield, helipad or other military site inside its airspace, the commander can hold its aircraft at a marker you draw and fly them from there, so a map with no runway still gets air support. Always Fly From Ingress Marker uses the marker even when there is an airfield.

SERVICING

A truck drives out to it

A returned aircraft is refuelled, rearmed and repaired, and goes back out with a full tank. With a Logistics Commander module also in the mission a support truck drives out to where it parked; without one, or with Show Support Trucks set to No, the aircraft is serviced on the spot.

CAS REQUESTS

Players can call for close air support

With an Air Component Commander in the mission, the tablet's C2ISTAR menu has a Request CAS entry. Open it, click the target on the map, and the request goes to the commander that flies for your side, or an allied one if your side has none. It only goes to a commander with CAS ticked in Available ATOs. The side hears the request accepted or turned down on the radio. A red marker shows your side where you asked, with your name on it, until the strike is over or turned down.

PLAYERS

Keeping players out, or letting them in

Set Players Can Use ATO Aircraft to No and the commander's parked aircraft are locked to players, while its own crews carry on as normal. Return To ATO After sets how long an aircraft a player has flown and left waits before the commander takes it back.

PARKED

Parked aircraft sleep while nobody's near

An empty aircraft on its own stand is hidden and frozen once no player, Zeus camera, connected drone or spawn source is within 1.2 times the profile system's spawn distance, and wakes again at the spawn distance itself. It keeps its exact position, fuel, damage and weapons. Aircraft on a carrier deck or at a marker base, waiting for a support truck, or with anybody aboard are never hidden.

How to use it

Getting started

  1. Place the Military Air Component CommanderPlace Military Air Component Commander on or near the airfield it should fly from: it takes the airfield nearest to itself inside its airspace, and one dropped on a carrier deck makes the ship its base. Then set its faction (default OPF_F).
  2. Draw an airspace marker and name it on the moduleThe commander operates inside the airspace you draw; leave Airspace Markers blank and it uses the whole map. If there's no airfield, helipad or other military site inside that airspace, also draw a marker where you want the aircraft held and name it in the module's Ingress Marker setting; it's only used when none of those, and no carrier, is found.
  3. Decide whether the commander supplies its own aircraftPlace Air Assets is off by default, so the commander flies whatever aircraft are already in your mission. Switch it on to have it add aircraft of its own. A commander with no airfield, flying from an ingress marker, always creates its aircraft.
  4. Switch on Place Drones if you want one addedDrones already in the mission are crewed and tasked either way. To have the commander add one of its own, switch Place Drones on and leave Use Drones at Yes. It doesn't need Place Air Assets and it doesn't need an airfield, so an air component can be drones alone. A base gets one drone.
  5. Cap the offensive workload if you want toMaximum Concurrent Offensive Sorties limits how many offensive sorties (SEAD, strikes, close air support, reconnaissance and offensive counter-air) the commander can have running at once. Combat air patrols and defensive counter-air are never limited. Leave it blank for no limit.
  6. Add a Military Logistics module for servicing on the standWith a Military Logistics module in the mission, a support truck drives out to a returned aircraft to refuel, rearm and repair it. Without one, the aircraft is serviced where it parked. Either way it goes back out with a full tank.
  7. Choose how aircraft are serviced and whether players can use themSet Show Support Trucks to No to skip the truck and service aircraft where they stand. Under Player Interaction, Players Can Use ATO Aircraft set to No locks every aircraft of this commander to players. Return To ATO After (s) sets how long an aircraft a player has left on the ground waits before the commander takes it back; blank uses the Virtual AI System's wait, 5 minutes by default.
  8. Let players call for close air supportNothing to set up: with the module in the mission, players get Request CAS in the tablet's C2ISTAR menu. They open it and click the target on the map, and a red marker shows their side where they asked. CAS must be ticked in Available ATOs. If you'd rather the AI Commander didn't send aircraft onto players' positions, set Keep Commander CAS Away From Players under Player Interaction.

Settings

Every setting, and what it does

These settings decide which aircraft the air commander takes charge of, where it flies from and which air missions it'll accept from other commanders. They also control what players can do with its aircraft, what it tells them over the radio, and a few fallbacks for terrains with awkward or missing airfields.

Presets that use this module: Air war: NATO and CSAT fight for the sky. Place one in the editor to see it set up.

Quick setups

Air support on a terrain with no airstrip

  • Ingress Marker: the name of a marker you've placed, e.g. macc_ingress
  • Ingress Aircraft: 6

With no airfield, helipad or other military site inside its airspace, the commander flies from that marker instead of not starting at all, and creates its own aircraft there.

A self-contained air wing that doesn't need hand-placed aircraft

  • Place Air Assets:: Yes
  • Resupply:: Yes

Aircraft are placed at the nearest airbase or helipad at the start if fewer than 2 are there, and losses are replaced during the mission.

An air force that runs out and stays out

  • Resupply:: No
  • Minimum Aircraft For Offensive Missions:: 3

Losses are never replaced, and if it starts with fewer than 3 aircraft it turns down offensive missions and only patrols. The count is taken once at the start, so later losses don't change it.

Keep air strikes from swamping the map

  • Maximum Concurrent Offensive Sorties:: 2

No more than 2 offensive missions run at once; extra requests are turned down and asked again later, while patrols carry on as normal.

Give players the air jobs the AI can't cover

  • Generate Player Tasks:: Yes
  • Generate SEAD Tasks:: Yes

Search and rescue, a backup intercept when more than one intruder shows up, and anti-air sites the commander has no anti-radar aircraft ready for become player tasks; SEAD tasks need both settings on and the C2ISTAR module in the mission.

Players run their own air support

  • Keep Commander CAS Away From Players:: 1 km

The AI Commander's CAS requests are turned down while a friendly player is within 1 km of the target. A player's own Request CAS from the tablet still goes through.

Players call CAS from the tablet

  • Available ATOs: CAS ticked (the default)

With a C2ISTAR module and players carrying the tablet, the C2ISTAR menu has Request CAS: click the target and this commander flies it, if it flies for their side or an allied one.

General

3 settings
Enable DebugDefault: No

Choices: Yes / No

Writes detailed logging to the RPT file and puts a marker on the map at the command post the commander picks. That marker is global, so every player sees it, and it's never removed; keep it off for live missions.

PersistentDefault: No

Choices: No / Yes

Loads the commander's aircraft roster (which aircraft exist and which airspace each belongs to) back from the ALiVE database at mission start. The roster is saved with the mission whatever this is set to. The HQ, runway overrides and missions in progress aren't saved; they're worked out again on each load.

AffectsNeeds the ALiVE Data module running. On a load the commander waits up to two minutes for the Data module before reading its aircraft back. Each commander saves under its own key, so two commanders of the same faction keep separate rosters; give a persistent commander a variable name in Eden if another commander of its faction is in the mission, or its saving is refused.

FactionDefault: OPF_F

The faction whose aircraft this commander uses, which also fixes its side for the whole mission. If the side can't be worked out from the faction, it falls back to EAST and notes it in the RPT.

AffectsA synced Faction Compiler replaces this. Factions from synced AI Commanders on a friendly side are added to it; one on an unfriendly side is skipped with a warning in the RPT.

See it inAir war: NATO and CSAT fight for the sky (BLU_F), Air war: NATO and CSAT fight for the sky (OPF_F)

Air Operations

6 settings
Available ATOsDefault: All ticked (CAP, DCA, SEAD, CAS, Strike, Recce, OCA)

Choices: CAP / DCA / SEAD / CAS / Strike / Recce / OCA

The kinds of air mission this commander will fly; anything unticked is turned down. If the list ends up empty or unreadable, it goes back to allowing all of them and warns in the RPT.

AffectsIf Minimum Aircraft For Offensive Missions is filled in and the commander starts with fewer aircraft than that, only CAP and DCA are flown, whatever is ticked here.

TryTick only CAP and DCA for a purely defensive air force that never flies strikes.

Airspace MarkersDefault: (empty)

Marker names, separated by commas, that outline the commander's airspace; armed aircraft of its faction (and of any synced AI Commander's factions) already inside are taken over. Names that don't match a marker are skipped with a warning in the RPT, and if none match (or the box is blank) the whole map is used.

TryType "north_air,south_air" to split the map between two commanders.

See it inAir war: NATO and CSAT fight for the sky (NATO_AIR,FRONT_AIR), Air war: NATO and CSAT fight for the sky (CSAT_AIR,FRONT_AIR)

Airspace BlacklistDefault: Empty

Choices: Area marker names, comma-separated

Areas taken out of this commander's airspace. Nothing inside them counts: it won't base there, won't take over aircraft parked there, and enemy aircraft or air defence there aren't its concern. With Airspace Markers left blank, this gives the whole map except these areas.

AffectsA name that isn't an area marker is skipped with a warning in the RPT.

Sortie DurationDefault: (empty)

How many minutes every sortie is allowed to run, overriding whatever the requesting commander asked for. Blank or 0 keeps the requested time: an AI Commander asks for 10 minutes of close air support, and the air commander's own patrols, intercepts and SEAD sorties run for 25.

TryType 15 to keep aircraft on task for a quarter of an hour at most.

If the commander has fewer than this many aircraft when it finishes setting up at mission start, offensive missions (SEAD, CAS, Strike, Recce, OCA) are turned down and only CAP and DCA are flown. The count is taken once, so later losses and replacements don't change it. Left blank there's no minimum.

TryType 3 so a commander that starts with only 1 or 2 aircraft keeps them home for defence.

How many offensive missions can run at once; requests over the limit are turned down and the requesting commander asks again later. CAP and DCA don't count, and blank means no limit.

TryType 2 to keep only a couple of strikes going at any time.

Air Base

4 settings
Build HQ If NeededDefault: Yes

Choices: Yes / No

If there's no military or HQ building within 750 m of the module to use as a command post, Yes builds a garrisoned field HQ and No uses the first object of the base with no guard.

AffectsIgnored on a carrier or when flying from an Ingress Marker; neither ever builds a field HQ.

Place Air AssetsDefault: No

Choices: Yes / No

At mission start, if fewer than 2 armed aircraft are in the airspace, the commander stocks its airfield: a helicopter on every free helipad, and planes in the hangars (the first always, 70% chance for each other one), up to 8, fighters first. With this on No, Place Drones on No and nothing placed in the airspace, an airfield commander gets no aircraft and flies nothing.

AffectsMakes no difference when flying from an Ingress Marker, which always creates its own aircraft there, but it does work on a carrier. Replacing losses later is Resupply's job.

See it inAir war: NATO and CSAT fight for the sky (true), Air war: NATO and CSAT fight for the sky (true)

ResupplyDefault: Yes

Choices: Yes / No

Replaces aircraft that are lost during the mission. With No, losses are permanent and the air force only shrinks.

Choices: Yes / No

When an aircraft lands, a supply truck drives out to refuel, rearm and repair it. With No the aircraft is serviced where it stands straight away.

AffectsTrucks only come from a Logistics Commander in the mission.

Aircraft and Drones

5 settings
Aircraft TypesDefault: (empty)

Class names of the only helicopters and planes this commander places, separated by commas. They can be from any faction. Leave it empty to use the faction's own aircraft.

AffectsPlacement only: aircraft restored from a save are kept. A name that isn't an aircraft class is said once in the RPT and left out. Drones are set in Drone Types.

TryPut B_Heli_Light_01_dynamicLoadout_F in it and the commander places armed Pawnees and nothing else.

Excluded AircraftDefault: (empty)

Class names of aircraft this commander never places, separated by commas: helicopters, planes and drones.

AffectsUse it to drop one aircraft from the faction's list, such as one too big for your hangars. Placement only: aircraft restored from a save are kept.

Drone TypesDefault: (empty)

The drones this commander may place. Leave it empty to use the faction's own drones; fill it in when the faction has none listed.

AffectsOnly used when Place Drones and Use Drones are both Yes.

Place DronesDefault: No

Choices: Yes / No

Places a drone at the base at mission start, separately from Place Air Assets, so the air force can be drones alone. If the commander already has a drone, from the mission or a save, it doesn't add another.

AffectsDoes nothing if Use Drones is No.

Use DronesDefault: Yes

Choices: Yes / No

Whether the commander takes charge of drones in its airspace and flies them. With No, drones are left alone for anyone else to use.

Player Interaction

7 settings

Choices: No / Yes

Turns air jobs into player tasks: search and rescue for one of its pilots who ejects and lands alive (its rescue chance decides), a backup intercept when more than one intruder is in an airspace, and anti-air sites when Generate SEAD Tasks is also on. With No these jobs are simply dropped; the AI's own flying is the same either way.

AffectsUses the C2ISTAR module for the tasks, and must be on for Generate SEAD Tasks to work.

Choices: No / Yes

Creates a player task against anti-air sites the commander has spotted whenever it has no anti-radar aircraft parked and ready to fly SEAD itself. With it off, those sites are noted but left alone until such an aircraft is available.

AffectsOnly works if Generate Player Tasks is also Yes.

Choices: Yes / No

Yes: once an air defence site has been given to players as a Destroy AA task, this commander's own SEAD jets leave it, and anything within 500 m of it, alone while the task stands. The hold starts with the offer, lasts at least 10 minutes and lapses 5 minutes after the task ends. No: the jets go after it anyway.

AffectsEither way, if someone else destroys the site first, the players are told who did and get no reward for it.

Radio MessagesDefault: Yes

Choices: Yes / No

HQ radio calls to players on this commander's side, such as missions accepted or turned down, aircraft lost and base compromised. No silences all of them, including the airbase established call at the start.

Choices: Yes / No

Yes lets players climb into this commander's aircraft and fly them. No locks every one of its aircraft to players; AI crews still fly them as normal.

AffectsChanging it during the mission locks or unlocks every aircraft straight away.

Choices: Off, 500 m, 1 km, 2 km, 5 km

The AI Commander asks this commander for CAS on enemy armour and aircraft it knows about. With a distance set, such a request is turned down, without a radio call, while a friendly player is that close to its target. CAS goes on everywhere else, and a player's own request always goes through. The commander may ask again once the players have moved on.

Try1 km for a mission where players run their own JTAC or work quietly.

Return To ATO After (s)Default: (empty)

Seconds an aircraft waits after a player gets out of it on the ground before the commander takes it back; 0 takes it back at once. Only a plain number works; anything else (like "60s" or "off") is treated as blank and noted in the RPT, and blank uses the Profile System's setting, 5 minutes unless changed there. An aircraft a player leaves in the air is taken back at once.

TryType 600 to give players 10 minutes to climb back in.

Objective Objects

4 settings

How many objects from the Objective Objects list to spawn around where the module sits, picked at random so the same one can come up more than once. 0 spawns none.

AffectsDoes nothing on a carrier or when flying from an Ingress Marker.

The chance, from 0 to 100, that the objects are spawned at all: one roll, and it's either the full count or nothing.

TryType 50 so the objects only turn up in about half your missions.

Objective BehaviourDefault: Dispersed

Choices: Clustered / Dispersed / Perimeter

How the spawned objects are laid out: bunched together, spread out, or around the edge of the area.

Objective ObjectsDefault: (empty)

The objects to choose from, such as jammers, radars and antennas, picked from the list or typed in as class names.

AffectsNothing spawns unless Objective Objects Count is above 0.

Advanced - Airfield Overrides

6 settings
Ingress MarkerDefault: (empty)

A map marker to fly from when the commander finds no airfield, helipad or other military site inside its airspace; its aircraft are created there, held out of sight and launched from that point. Blank means a commander with none of those doesn't start, and so does a misspelled marker name.

AffectsIgnored when a carrier or any military site is found, even one with no runway, unless Always Fly From Ingress Marker is Yes; Ingress Aircraft sets how many aircraft it gets.

TryPut a marker out at sea and name it here to give air support on a map with no airstrip.

See it inAir war: NATO and CSAT fight for the sky (CSAT_AIR)

Choices: No / Yes

Yes flies the commander from its Ingress Marker even when it finds an airfield, so you choose where its aircraft come from. It then has no airbase on the map: no HQ, no guards and no parked aircraft, just the Ingress Aircraft held at the marker.

AffectsA carrier is still used when the module is on one. Needs an Ingress Marker; a marker that doesn't exist leaves it on the airfield it found, with a warning in the RPT.

TrySet an Ingress Marker out at sea and this to Yes on a map with an airfield, and check the commander's aircraft come from the marker.

How many aircraft fly from the Ingress Marker, from 1 to 12; anything outside that range is pulled back into it. Planes and helicopters take turns, and the planes come fighter first, then attack jets.

AffectsOnly used when the commander is flying from an Ingress Marker: when it has no airfield, or Always Fly From Ingress Marker is Yes.

See it inAir war: NATO and CSAT fight for the sky (8)

Runway start positionDefault: (empty)

One end of a runway's centreline, typed as [x,y,z], and it only counts with Runway end position filled in too. Other ALiVE systems keep compositions off that runway, the air commander keeps parked aircraft off it, and jets line up along it to take off. Leave it blank, as ALiVE finds real runways by itself.

Runway end positionDefault: (empty)

The other end of the runway centreline, typed as [x,y,z], used together with Runway start position. It isn't drawn on the map, even with Debug on.

Runway widthDefault: (empty)

Width in metres of the no-build strip along that centreline. If the two ends are set and this is left blank, a 24 m strip is used.

Overhaul

What changed

  • Players can request CAS from the tabletOpen the tablet's C2ISTAR menu, pick Request CAS and click the target on the map. The request goes to your side's Air Component Commander (or an allied one if yours has none) and is taken as a sortie straight away if it has an aircraft free. The side hears the answer on the radio.
  • Keep Commander CAS Away From PlayersA new setting under Player Interaction. Set 500 m, 1 km, 2 km or 5 km and the AI Commander's own CAS requests are turned down while a friendly player is that close to the target, so players working quietly or running their own JTAC aren't joined by aircraft they didn't ask for. A player's own request always goes through. Off by default.
  • Choose the aircraft and the airspaceAircraft Types and Excluded Aircraft say which helicopters and planes the commander places (drones too, for the exclusions), and Drone Types picks which drones it may add. Airspace Blacklist cuts areas out of the airspace, so "the whole map except that airfield" is one marker.
  • Fighters hold their height and see enemy aircraftFighters on combat air patrol and defensive counter-air fly to their station and loiter at 1,500 m instead of climbing as high as the engine takes them. On station they are told about every enemy aircraft within 8 km as it turns up, and pick their own target.
  • Air defence is live near the commander's aircraft, and SEAD is tidierEnemy anti-air close to the commander's aircraft is spawned so it can shoot back, even with no player nearby (the Virtual AI System's Air Defence Spawning). Players are offered one SEAD task per air defence site rather than one for each launcher and radar.
  • Parked aircraft are hidden rather than despawnedThe old commander's parked aircraft were despawned by the profile system when nobody was near. Now they stay on their stands, hidden and frozen, so the map and Zeus keep showing their icons even when you can't see them on the airfield. That's expected, not a bug: they're still there, and the game has no way to hide a single object's icon.

Status

Where it stands

Delivered

Getting a drone onto the field

A drone on the books is crewed and tasked like any other aircraft, and the commander now places one of its own. Place Drones is its own switch: it doesn't need Place Air Assets and it doesn't need an airfield, so an air component can be drones alone.

Aircraft are matched to missions by capability

Troop transports are no longer sent on strike runs they cannot carry out.

Combat air patrols engage threats, and go to fixed wing

Fighters intercept instead of circling the airfield, and a helicopter is no longer picked for a patrol it has no business flying.

Runways worked out automatically

Aircraft can launch on maps that ship without runway data.

Planes park in the hangars

A hangar bay was being refused because the hangar counted as an obstruction and its paving as a road. Planes go inside again, with a fit test so an airframe too big for the bay stays out of it.

Aircraft park at their own airfield

The parking search could anchor somewhere other than the commander's own field and send an aircraft hundreds of metres away.

Hangarless aircraft park on open ground, clear of the taxiway

A parked aircraft no longer blocks everything trying to taxi out.

Drones are crewed with an operator and tasked like any other aircraft

A drone no longer sits grounded before taking off. Having the commander add a drone of its own is off by default: switch on Place Drones. It doesn't need Place Air Assets and it doesn't need an airfield.

Air tasking keeps running after losses

Losing aircraft no longer stops all air tasking for the rest of the mission.

Parked aircraft face along the runway

Aircraft on an apron used to point due north whichever way the runway ran, on any field that had not been marked up by hand.

Helicopters are given helipads first

A helicopter takes a free pad ahead of open ground, and looks across the whole airfield for one, so a pad another module is already using no longer sends it off to park beside the hangars.

Aircraft stay where they were correctly parked

The air commander no longer picks up airframes it had already placed well and moves them somewhere worse, and a wreck on a stand makes an arriving aircraft wait rather than give the stand up.

A lost aircraft no longer closes its airfield

An aircraft that goes missing part way through landing used to hold the runway shut for the rest of the mission.

Loss reports say where the aircraft really went down

The position given when an airframe is lost is now the place it was lost, not the last place it was recorded.

Aircraft that come with their own crew take off with that crew aboard

An aircraft placed already crewed could be recorded as being crewed by itself. It launched empty, could not be given orders, and flew into the ground.

Aircraft are not tidied away in the middle of a sortie

Aircraft and their crews are kept loaded from take-off to parking. Crews were being removed from aircraft flying at speed, leaving the aircraft to fly on with nobody at the controls.

Aircraft finish their landings and end up on their own stand

A plane used to be removed a few seconds into its landing run and put back in the sky at three hundred metres, then circle until a timer gave up. Now a landed jet taxis off the runway and is put on its stand when it reaches the end of the taxi-off route. A VTOL lands on its own stand instead. One that stops short of its stand is moved there straight away if nobody, Zeus cameras included, is within a kilometre, or while it's hidden. With players about it waits 10 minutes, then goes once none of them can see it. On a runway or taxiway it goes at 10 minutes anyway, and anywhere else 20 minutes after that, whoever's watching.

Jets taxi out from the taxi route

A launching jet is stood on its airport's taxi route and taxis to the runway itself. Jets in tent hangars used to stall in the doorway until the launch timed out and threw them into the air.

Jets waiting for the runway stay put

A crewed jet creeps forward on idle thrust, and one crept half out of its hangar while it waited its turn. It is now held on its stand until it launches.

Helicopters no longer queue for the runway

They lift off their own pads and land on them again, so a helicopter that cannot get down no longer holds the runway shut while the jets behind it wait.

Patrols stay on station

A patrol used to turn for home within seconds of reaching its area, because the middle of its zone was counted as a target that had gone.

The path of a launching jet is kept clear

Anything up to 120 metres ahead of it is moved aside: an empty civilian vehicle at once, soldiers and crewed vehicles if they do not move when told. Players and empty military vehicles are never moved. A supply truck serving an aircraft is left alone, and nothing is ever put down under a roof or inside a building.

Nothing is parked with a wall inside its reach

The last-resort parking search judged buildings by their centre point, so a helicopter could be parked with its rotor over a tent hangar. It now measures the building itself. Jets keep their hangar bays.

An aircraft that cannot fly is not thrown into the air

A helicopter that lost its rotors on the ground was still thrown into the air when its launch timed out, and fell. The launch is now called off, and the aircraft is put back and repaired while another takes the job.

Every landing is serviced, and the truck has time to arrive

Only an aircraft's first landing was ever serviced, and a supply truck could be given as little as 27 seconds to reach it across the airfield, so it always timed out. Every landing is serviced now, and the truck gets three minutes.

Aircraft in the air keep their crew

A crew could be stood down, or cleared away, while its aircraft was still flying. That no longer happens, and a crew that has been stood down cannot climb back aboard.

Jets wait for their way out, then take off down the runway

A jet held on its stand is asked for its taxi route again every few seconds, with its tank kept empty so it cannot roll, and waits while another of its commander's aircraft is using the runway. If the route stays blocked it leaves from its stand after a few minutes rather than giving the job up. Stood on its route it is sent well past the far end of the runway it takes off along: sent toward a target off to one side, a jet used to drive along the ground toward it instead of taking off.

VTOLs land on their own stand in VTOL mode

A Blackfish or similar comes home to its stand and lands on it, no longer takes the runway at all, and is never parked in a hangar it could not lift out of.

Landings finish properly

A helicopter coming home lands on its pad instead of circling it until its landing times out. A plane on final approach is not put down from the air by its landing deadline, and a plane that touches down stays down instead of taking off again to finish the move it was given on the way home. An aircraft put down from the air is held still until it settles, and never on top of a vehicle.

A sortie whose target is dead turns back or stands down

The targets are checked all the way out, not only on arrival, so an aircraft no longer flies out to find its contact died while it was on the way.

A job waits for an aircraft suited to it

A job with no suitable aircraft free waits for one rather than going to whatever is on the ground. The A-10 is no longer picked as a fighter, and the Blackfish is only sent to scout.

Crews are removed from parked aircraft

They used to climb out and walk to a building, and a dismissed crew could get back in and fly the aircraft away. The engine is switched off with them.

Serviced aircraft go out with a full tank

A supply truck only ever topped a tank up to half, so an aircraft that came back with more got nothing.

Settings for servicing and for players

Show Support Trucks, and a Player Interaction section with Players Can Use ATO Aircraft and Return To ATO After.

Drongo's Air Operations leaves the commander's aircraft alone

With that mod loaded it no longer takes over aircraft the commander is flying.

Air defences are attacked with anti-radar missiles

When an aircraft carrying anti-radar missiles is parked and ready, the commander sends it at the air defences it has found, as a pair where it can. Nothing else is sent at them, however near. No vanilla jet carries HARM or Kh-58 on its default pylons, so fit them in Eden.

Shot-down aircraft crash where they're hit

An aircraft whose pilot is killed, or whose crew is lost after a hit, is left to fall. It crashes where it was hit rather than being given a new crew and put back on its stand, and its wreck stays burning until the Garbage Collector clears it.

Parked aircraft sleep while nobody's near

An empty aircraft on its stand is hidden and frozen while nobody's within the spawn distance, and it's shown again before anyone arrives or a sortie needs it.

Choosing which aircraft a commander may use

Aircraft Types names the only helicopters and planes the commander places, Excluded Aircraft bars some, and Drone Types picks the drones. Airspace Blacklist takes areas out of its airspace.

Players can request CAS from the tablet

The tablet's C2ISTAR menu has Request CAS when the mission has an Air Component Commander. Click the target on the map and the request goes to your side's commander, or an allied one if yours has none.

Keep Commander CAS Away From Players

A distance setting that stops the AI Commander sending CAS onto targets a friendly player is standing near.

Fighters hold their height on patrol

Combat air patrol and defensive counter-air fighters loiter at 1,500 m and are told about enemy aircraft within 8 km.

In progress

Sending aircraft against air defences

The first HARM does its job, and the pair now turns for home once the radar it was sent for is down, instead of making low gun passes on the launcher. With no anti-radar aircraft ready, a site can still go to players as an Air Tasking Order, which needs the C2ISTAR module, Generate Player Tasks and Generate SEAD Tasks all switched on.

Flying without an airfield

Naming a marker on the module is in and working: the commander holds its aircraft there, launches them from the air and replaces a loss within seconds. Two pieces remain. You cannot yet name a slot for each aircraft, so the commander alternates planes and helicopters itself. And a commander whose airspace holds an airfield its own side does not hold still stands up on that airfield rather than falling back to the marker.

Save and reload, and dedicated servers

A commander covering more than one faction now keeps its whole fleet across a save, and an aircraft armed in the editor keeps its weapons. A save made before the rebuild now gives a commander the aircraft of its own faction and of the friendly factions run by the AI Commanders synced to it, unless another air commander has that faction as its own. One thing remains: a saved list of aircraft is checked again against the current settings when the mission loads, so one the commander would refuse today is marked unplaceable rather than flown, though it stays listed.

Reporting the air picture

The commander can now be asked what the air picture looks like and answers with its own aircraft, how many are airborne, what enemy aircraft are over its airspaces, and whether the sky is quiet or contested. Putting that in front of you, in the situation report and on the map, is work in other modules and is not there yet.

Parking the Blackfish

A Blackfish now lands on its own stand in VTOL mode, and its crew is removed once it has parked. Where it is parked is the unfinished part: the hangar and apron searches find nothing its size, so it is given open ground, which can be a patch of dirt well away from the runway, and near crowded hangars there may be no room for a second one at all.

Planned

Borrowing friendly air

Letting a player call on aircraft belonging to a friendly faction. The tablet's Request CAS already falls back to an allied commander when your own side has none; choosing one when your side has its own is not there yet.

Testing

How you can help

Place a Military Air Component Commander, give it a faction and draw an airspace marker over a map with an airfield, and put a few of that faction's aircraft on the field. Leave Place Air Assets off unless you want the commander to add aircraft of its own. Run the mission and watch what it does with what is standing there: planes should be inside hangars where one fits, helicopters on free pads, and anything left over on open ground clear of the taxiway and facing along the runway. Then let it task a sortie and follow one airframe all the way round, from a crew boarding to the aircraft back on the stand it started from. Worth knowing what you will see at the end of a sortie: with nobody within a kilometre of its base or of the aircraft itself, the aircraft is put straight onto its stand from the air rather than landing, which looks abrupt and is deliberate. Things worth reporting: an aircraft given a sortie it cannot fly, an airframe that never comes home, a crew walking away from an aircraft that is still flying, anything parked where it blocks ground traffic, a VTOL that does not come down on its own stand, and a jet that stops where its taxi route meets the runway and is then put into the air by its launch deadline, which is known and being looked into.

Worth knowing about parked aircraft. Go more than about 2 km from the airfield and they vanish from their stands; head back and they should be there before the field's in view. After a teleport they can take up to 10 seconds to appear. The map and Zeus keep showing them while they're hidden, which is expected. Worth reporting: an empty stand you can see from within about 1.5 km, or an aircraft appearing while you're looking at it.

Spotted a problem? Please report it on the ALiVE issue tracker on GitHub, with the map, rough location and what the units were doing so it can be reproduced.

Changelog

Updates to this page

  • 2026-11-01
    A MACC now also counts the airports a terrain declares in its own config, where no indexed runway is within 1.5 km. On Sumava a MACC by Nalzovske Hory bases at the Plasy strip instead of the central airbase.
  • 2026-11-01
    New setting Always Fly From Ingress Marker: Yes flies the commander from its Ingress Marker even when it finds an airfield. Off by default.
  • 2026-10-31
    A player's own air requests show on the tablet's Air tab, and the player who asked can cancel one. The aircraft on it are told.
  • 2026-10-31
    The Air Tasking Order holds with an AI Commander set to Hold Until Go, and plans no sorties until an admin starts the war.
  • 2026-10-31
    An AI Commander's recce flight now tells the commander when it's accepted, turned down and over the objective, and what the aircraft sees there goes into the commander's picture.
  • 2026-10-29
    Clicking the map after Request CAS now leaves a red marker on the spot, named for the player who asked. Only their side sees it.
  • 2026-10-29
    The CAS marker goes when the strike is over, cancelled or turned down. A request that never becomes a strike clears after 2 minutes, and none stays up past 45.
  • 2026-10-29
    Aircraft spawning and the airside checks treat the paved aprons of Stratis, Malden and Tanoa as ground again, so aircraft can park there. This morning's Field HQ fix had counted them as runway.
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before.
  • 2026-10-26
    The commander can fly from a USS Nimitz deck (the Steam Workshop mod) as it does from the USS Freedom. Drop the module on the Nimitz deck: aircraft park there facing the bow, are towed onto one of its 4 catapults and launched, and a jet coming home catches the Nimitz wires and stops on the deck. The FA-18E from the Super Hornet mod launches but doesn't land on the Nimitz yet; it circles.
  • 2026-10-25
    With Drongo's Air Operations loaded, its tablet lists its aircraft again. The MACC kept Drongo's mod off its own planes by putting each plane and its group on the mod's ignore list, but the tablet only expects class names there, so it threw an error and opened empty. The MACC now marks its planes as already seen by the mod instead: the mod still leaves them alone and they stay off its tablet (Eric on Discord).
  • 2026-10-23
    New setting Leave Players' Sites to Players decides whether the SEAD jets keep off a site players have a Destroy AA task for. Yes, the default, keeps them off.
  • 2026-10-23
    An aircraft that crashes within 2 minutes of an enemy hit is now put down to whoever fired, instead of its own pilot, in the RPT's loss line and for a Destroy AA task.
  • 2026-10-23
    The air commander's SEAD jets keep off an air defence site, and anything within 500 m of it, while players have a Destroy AA task for it.
  • 2026-10-23
    Aircraft on the USS Freedom now park facing the bow and launch off the bow catapults. They used to face aft and run down the deck and off the stern. Jets saved on the deck before this still face aft after loading that save.
  • 2026-10-22
    Players can ask the Air Component Commander for CAS from the tablet, from A. Ares and Javen: C2ISTAR menu -> Request CAS, then click the target on the map. It goes to your side's commander (or an allied one) with CAS in its Available ATOs, and the side hears it acknowledged on the radio.
  • 2026-10-21
    New setting Keep Commander CAS Away From Players (Player Interaction): with a distance set, the AI Commander's CAS requests are turned down, without a radio call, while a friendly player is that close to the target. A player's own CAS always goes through, and CAS carries on everywhere else (#1093).
  • 2026-10-21
    An airfield with only an approach recorded and no runway pieces keeps a runway again: the survey tries its stand-in strip both ways along the approach, then 600 m either side of the touchdown point. Kujari, Isla Pera, Staszow and 9 other workshop terrains had lost theirs since 20 Oct, which left ground placements and parked aircraft nothing to keep them off the strip.
  • 2026-10-20
    On Chernarus the north-west airfield's runway is marked where it really is, not down the hangar row 240 m away, so garrisons and parked aircraft keep off the right strip. Fields with no runway pieces get a strip laid back along the runway from the approach.
  • 2026-10-20
    With nothing to fly, the AI Commander's repeated requests no longer fill the radio with "has requested" and "denied": a commander's requests are read out at most once in five minutes for each kind of sortie. A player's own requests are always read out.
  • 2026-10-17
    Fighters on CAP and DCA fly to their station and loiter at 1,500 m, and on station are told about every enemy aircraft in the air within 8 km as it turns up, picking their own target.
  • 2026-10-17
    Players get one SEAD task for an air defence site, not one for each of its launchers and radar; once the offered target is destroyed the rest of the site can come up next.
  • 2026-10-17
    Enemy anti-air near your commander's aircraft is now spawned so it can shoot at them, even with no player near (the Virtual AI System's Air Defence Spawning, on by default).
  • 2026-10-15
    An aircraft jammed against a hangar wall after landing is now put back on its stand, up to 3 tries. A test A-10 was put back 0 times before and 3 times after.
  • 2026-10-15
    The Air Commander fills the hangars across its whole airfield, not just the cluster its base stands on: StartisTest went from 4 aircraft to 9 or 10.
  • 2026-10-14
    Aircraft the Air Commander takes over now park at its airfield, not where placement left them: a Blackfish gets a helipad or clear ground 55 to 110 m from the base instead of dirt by a camp. A bush no longer blocks a parking spot.
  • 2026-10-14
    A helicopter set down from flight keeps its main rotor: damage stays off until the rotor has stopped, then it is repaired again.
  • 2026-10-14
    A saved aircraft the Air Commander can no longer fly, for example after a faction change, is retired when the mission loads instead of sitting on its stand for good.
  • 2026-10-14
    New Airspace Blacklist setting: markers the Air Commander leaves out of its airspace. It won't base on, take aircraft from or fly sorties into them (#1084).
  • 2026-10-11
    An aircraft with nobody in it gets its supply truck: it used to ask under no side, and no logistics module answered.
  • 2026-10-11
    A save from before the rewrite now gives an air commander the aircraft of every friendly faction its synced AI Commanders run, not only its own. Before, the other factions' aircraft stayed behind in the old store.
  • 2026-10-11
    Dirt airstrips with no runway objects, such as the five on Altis, now get a runway line from the map's own airport data.
  • 2026-10-11
    A helicopter waits on its stand while a manned vehicle is under its rotors, other than the truck coming to service it, and starts up once it has gone (or when its launch time runs out).
  • 2026-10-10
    When an air commander aircraft is lost, players on the sides hostile to it now get an Air Picture report.
  • 2026-10-10
    A SEAD pair now heads home once the radar it was sent for is down, instead of strafing the launcher.
  • 2026-10-09
    New Aircraft Types and Excluded Aircraft settings choose which aircraft the air commander places, from any faction.
  • 2026-10-09
    A parked aircraft's crew no longer decides who holds an airfield while the aircraft is virtual, so base-game pilots can't hand an area to the wrong faction.
  • 2026-10-09
    A persistent air commander waits for the Data module's save name before loading, so its aircraft are restored rather than started fresh.
  • 2026-10-09
    An autosave or Save and Exit that lands while the air commander is taking over an aircraft keeps that aircraft.
  • 2026-10-09
    Two air commanders starting together no longer log registry errors at mission start.
  • 2026-10-09
    Aircraft are no longer parked on top of a wreck: a helipad, apron or patch of ground with a wreck on it counts as occupied.
  • 2026-10-09
    An air base at an airfield with one hangar gets a plane: if the first plane fits no stand there, up to four of the faction's other planes are tried.
  • 2026-10-09
    A replacement aircraft that was on order when the mission was saved still arrives after a reload. Before, that aircraft was never replaced.
  • 2026-10-09
    The air commander says in the RPT why Objective Objects aren't placed at sea or at an ingress point.
  • 2026-10-09
    Aircraft can park on apron paving and helipads again. The Stratis tower apron went from no spots to 2 to 8, and Malden airport from 4 to 50 spots for a UAV and 2 to 40 for a light helicopter, none of them next to a low obstacle.
  • 2026-10-06
    The air commander no longer raises a rescue task for every aircraft it loses. One comes only when a pilot ejects and lands alive, and its rescue chance still decides it.
  • 2026-09-28
    With Persistent on, the local autosave now saves the air commander along with the AI forces. Only Save and Exit did, so a server kept going by autosaves lost its aircraft changes.
  • 2026-09-28
    Pilot Ready Room is gone from the editor. Crews are built straight into their aircraft, so nothing used it, and a mission that saved a building there still loads.
  • 2026-09-28
    An aircraft stranded off its stand with players within a kilometre is no longer put back in front of them after 10 minutes; it waits until none of them can see it, and a nearby Zeus camera always counts as watching. One blocking a runway or taxiway still goes at 10 minutes, and any other 20 minutes after that.
  • 2026-09-26
    Place Air Assets now gives a base fighters and attack jets in turn, fighter first, so NATO and CSAT bases fly their patrols and interceptions. One old-build test stocked 5 A-164s and every sortie was refused.
  • 2026-09-26
    Aircraft held at an Ingress Marker are picked the same way: planes and helicopters take turns, and the planes alternate fighter and attack jet.
  • 2026-09-26
    The Place Air Assets and Ingress Aircraft tooltips now say how many planes a base gets and in what order.
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count. 14 settings, including Minimum Aircraft For Offensive Missions, Place Air Assets and Persistent, have tooltips that now say what they really do.
  • 2026-09-25
    In a hosted game, the air tasking radio calls now reach every player on that side once, instead of repeating on the host.
  • 2026-09-24
    The air commander's save now carries the map, so a copy of the mission on another map starts its own air roster.
  • 2026-09-24
    A persistent air commander's roster now survives a save and restart; until now every restart rebuilt it from scratch. Worth retesting a persistent commander across a save and restart.
  • 2026-09-24
    Parked aircraft now vanish from their stands while nobody's within the spawn distance, and they're back before you arrive. Watch for an empty stand in view, or an aircraft appearing while you look at it.
  • 2026-09-24
    The map and Zeus still show a parked aircraft's icon while it's hidden. That's expected: it's hidden and frozen on its stand, not despawned.
  • 2026-09-23
    A shot-down aircraft now falls and crashes where it was hit, instead of vanishing from the air and reappearing on its stand.
  • 2026-09-23
    Its wreck stays where it fell, burning, until the Garbage Collector clears it once nobody's within 1.7 km.
  • 2026-09-23
    An aircraft heading home is only put back on its stand when nobody's within 1 km of it as well as its airfield.
  • 2026-09-23
    The air commander now flies SEAD. A jet carrying anti-radar missiles is sent at the air defences it has found; no vanilla jet carries them by default, so fit HARMs or Kh-58s in Eden. Watch for low gun passes once the radar is down.
  • 2026-09-19
    Place Drones works on its own now: with Place Air Assets off you still get the drone, and a base that already has one never gets a second. A Blackfish comes back on the exact spot it was parked on instead of drifting.
  • 2026-09-19
    Jets take off down the runway instead of driving along the ground toward their target, and they wait on their stand while the way out is blocked.
  • 2026-09-19
    VTOLs come home to their own stand and land on it in VTOL mode, staying off the runway. A plane that touches down stays down instead of taking off again.
  • 2026-09-19
    A sortie whose target dies on the way turns back, and one whose target is already dead stands down on its stand. Crews leave parked aircraft with the engine off, and a serviced aircraft goes out with a full tank.
  • 2026-09-19
    Three new settings: Show Support Trucks, plus Players Can Use Aircraft and Return To ATO After in a new Player Interaction section. Watch for a jet that stops where its taxi route meets the runway.
  • 2026-09-19
    Helicopters land on their pad instead of circling it, and a plane isn't dropped from the air by its landing deadline. A job with no suitable aircraft waits for one: the A-10 is no longer picked as a fighter, and the Blackfish only scouts.
  • 2026-09-19
    A landed aircraft is never moved while anyone, Zeus cameras included, is within a kilometre, and nothing is put down on top of a vehicle. Drongo's Air Operations no longer takes over the commander's aircraft.
  • 2026-09-18
    Helicopters look across the whole airfield for a free pad, and nothing parks with a building wall inside its reach. A launch is called off for an aircraft that can't fly, which is put back and repaired while another takes the job.
  • 2026-09-18
    Every landing is serviced now, not just an aircraft's first, and the supply truck gets three minutes to reach it instead of as little as 27 seconds.
  • 2026-09-18
    A landed jet taxis off the runway before it goes back to its stand. A Blackfish or other VTOL doesn't take the runway at all: it lands straight onto its own stand.
  • 2026-09-18
    Anything up to 120 metres ahead of a launching jet is moved aside, so a van on the taxiway no longer keeps it on the ground. In testing a Bradley and two MRAPs were shifted about 70 metres and both jets took off.
  • 2026-09-18
    Helicopters no longer wait for the runway in either direction. One that couldn't get down used to hold the runway through five minutes of hovering while a jet behind it ran out of time.
  • 2026-09-18
    Patrols stay on station instead of turning for home seconds after arriving, and a crew that's been stood down can't climb back aboard and fly off. That's how a gunship lost its pilot at 104 metres and crashed.
  • 2026-09-18
    Jets taxi out to the runway themselves rather than stalling in a hangar doorway. Five jets launched this way were airborne 67 to 100 seconds later, and a jet waiting its turn is held on its stand so it can't creep forward.
  • 2026-09-18
    The MACC briefing is now a full module page, built like every other module in the collection, with its roadmap of planned work included. The old address still sends you here.
  • 2026-09-17
    A wreck on a parking spot no longer sends the arriving aircraft somewhere else: it waits for the spot, and the log names what's holding it.
  • 2026-09-17
    Combat air patrol and defensive counter-air go to fixed wing only, so no more gunships loitering over the airbase. Helicopters still fly close air support and reconnaissance.
  • 2026-09-17
    Planes park in the hangars again, with a fit test so an airframe too big for the bay stays out. Every aircraft also parks at its own airfield instead of being sent hundreds of metres away.
  • 2026-09-16
    A commander whose airfield is overrun stops rebuilding aircraft into the enemy position. It used to rebuild them there for the rest of the mission, spending the logistics pool with them.
  • 2026-09-16
    The aircraft stays on the books instead, and is replaced once the ground is clear.
  • 2026-09-16
    An airfield reports who holds it at the point it becomes an objective for the ground commanders.
  • 2026-09-16
    A commander can still base on an enemy-held field in the first place, because a base is chosen long before anyone can know who holds it. The log says so and names the setting to reach for.
  • 2026-09-16
    The runway check every module shares now knows where the runway actually is. Worth a look if you see an aircraft placed somewhere on an airfield it has no business being.
  • 2026-09-16
    Whether your own side holds an airfield is measured across the whole airfield, which can run 700 m across, rather than a 300 m circle, so an enemy-held field no longer reports as yours.
  • 2026-09-16
    A small objective still asks across 300 m as a floor, and the log names the distance it used. With four hostiles standing 500 m out, the same objective answers held at 300 m and not held at 700 m.
  • 2026-09-16
    The ground commander actually goes and takes the airfield, instead of leaving it a target on paper.
  • 2026-09-16
    A persistent campaign no longer stacks up an extra objective and capture task on the same ground with every reload; it reuses the one already there.
  • 2026-09-16
    Worth knowing the airfield now sits ahead of other unassigned targets, so the commander will go after the field before things it might otherwise have picked.
  • 2026-09-16
    The same ground may already be an objective under a different name, with its centre some way off: 249 m on Stratis.
  • 2026-09-15
    A commander flying from an ingress marker creates its aircraft whatever Place Air Assets is set to. Naming a marker on a fresh mission used to leave you with no aircraft and a radio call saying the airbase wasn't established.
  • 2026-09-15
    The advice printed when a commander ends up with no aircraft no longer sends you hunting through airspace markers for a commander that has no airfield.
  • 2026-09-15
    A marker commander reloaded from a save no longer holds one more aircraft than Ingress Aircraft asked for.
  • 2026-09-15
    Worth knowing if you build invasion missions: the air commander doesn't ask who holds an airfield. It takes the nearest usable one inside its airspace, and will build its headquarters there, post guards and fly from it.
  • 2026-09-15
    The controls are yours: the airspace marker decides which airfields are eligible, the module's own position decides which of those wins because the nearest is taken, and naming an Ingress Marker gives the commander a point to fly from instead.
  • 2026-09-15
    Where the enemy has a drawn TAOR over the field it takes, the log names the faction and tells you which of those to reach for.
  • 2026-09-15
    This page has been corrected against the code. Suppression of enemy air defences isn't delivered: they're found and recorded, but nothing is sent against them, and the player task needs the C2ISTAR module, Generate Player Tasks and Generate SEAD Tasks all switched on together.
  • 2026-09-15
    Place Air Assets is off by default, so a commander placed on an empty airfield adds no aircraft of its own and flies only what's already in your mission.
  • 2026-09-15
    Nothing taxis: an aircraft is launched from its stand and set back down on it, and with nobody within a kilometre it's put onto its stand from the air. A plane that fits nowhere isn't swapped for a VTOL.
  • 2026-09-15
    The servicing truck comes from a Logistics Commander, and without one an aircraft is serviced where it stands. Drone placement needs two settings rather than one, and the default sortie clock is twenty five minutes, not an hour.
  • 2026-09-14
    The air commander has been rebuilt end to end, and the rebuild is what's in your build now. A sortie can no longer be sent to where an aircraft is not: what each one is doing is measured from the aircraft itself every few seconds.
  • 2026-09-14
    An aircraft flies a whole sortie on its own, from a crew scrambling aboard to the airframe parked back on its own stand with its crew deleted straight from their seats, and it comes home when its fuel, its bombs, its targets or its time run out.
  • 2026-09-14
    An aircraft out of bombs is recognised as empty, and a sortie holding over targets somebody else has already destroyed comes home instead of circling out its clock, twenty five minutes by default.
  • 2026-09-14
    A returned aircraft is rearmed as well as refuelled, by a support truck that drives out to where it parked. Nothing is parked on a runway, and a commander covering two factions keeps its whole fleet across a save.
  • 2026-09-14
    Air support works on a terrain with no airstrip: draw a marker, name it in the module's airfield overrides, and the commander flies its aircraft from there. A loss is replaced within seconds. Aircraft can also be based on a carrier deck, helicopters included.
  • 2026-09-02
    Fighters on patrol can be turned onto an intercept again. This was also the single unexplained script error per mission on dedicated servers and LAN hosts.
  • 2026-08-24
    A plane that won't fit anywhere on a field is replaced with a VTOL rather than quietly dropped, so a faction whose airfield is too small still gets air support.
  • 2026-08-24
    Helicopters stop abandoning a proper helipad for a stray marker pad.
  • 2026-08-19
    An aircraft's home parking slot no longer drifts sideways every time it returns, so over a long mission it no longer walks across the apron into whatever is beside it.
  • 2026-08-19
    A saved mission reloaded with no aircraft left no longer has the air commander tasking sorties nothing can fly.
  • 2026-08-19
    One turned-off drone no longer stops the rest of the aircraft being taken on.
  • 2026-08-18
    Helicopters returning from a task no longer shuffle sideways and spin on the spot as they land. One that sets itself down within thirty metres of its own slot is left exactly where it landed.
  • 2026-08-18
    A runway you draw on the module is now known to the rest of the mod, not just the air side, so clearing an airfield, routing a convoy around one and placing aircraft all see it.
  • 2026-08-18
    A script error no longer appears on screen the first time aircraft use an airfield, and the sortie no longer stops there.
  • 2026-08-16
    Parked aircraft face along the runway instead of all pointing north.
  • 2026-08-16
    That affected very nearly every field on very nearly every mission; only fields marked up by hand in the editor pointed the right way. The heading comes from the terrain's own approach data where it has any.
  • 2026-08-16
    The air commander waits fifteen minutes for the AI Commander instead of two, matching the span the loading screen allows. On a dedicated server, a large mission used to abandon its commander on every single run and warn about it every time.
  • 2026-08-16
    Worth knowing this is a change in behaviour and not just a quieter log: on a big mission the air side will genuinely wait, where before it went ahead detached from the commander it exists to serve.
  • 2026-08-13
    The air commander now starts in seconds rather than minutes: three and a half minutes down to about four on the mission this was measured against. Worth confirming aircraft are still adopted and tasked normally.
  • 2026-08-10
    A landing that hasn't finished is no longer closed out while the aircraft is still flying. One was at 324 metres and 224 km/h when the timer fired and was destroyed; it's now told to land again and given another five minutes.
  • 2026-08-07
    Aircraft fly a sortie from end to end: one has been watched landing, taxiing in, parking on its own spot and its pilot walking to the hangar. Three faults were fixed together.
  • 2026-08-07
    A plane placed with its own crew used to take off with nobody aboard, take no orders, and fly into the ground shortly after.
  • 2026-08-07
    Crews are no longer removed from aircraft flying at speed, and an aircraft is no longer taken three seconds into its landing run and put back in the sky at three hundred metres.
  • 2026-08-07
    A landing now counts as a landing, instead of a five minute timer giving up and parking the plane from wherever it happened to be, sometimes still airborne.
  • 2026-08-05
    An aircraft that goes missing part way through landing no longer holds its runway shut for the rest of the mission. Loading a mission on a map with several airfields also no longer freezes the game for twenty seconds at a time.
  • 2026-08-03
    Aircraft on a crowded field no longer spawn on top of each other and explode: the commander caps how many it places and keeps them spaced apart.
  • 2026-08-03
    Aircraft stay where the air commander parks them instead of sliding across the airfield moments later. One case dragged a gunship into a tent hangar where it destroyed itself, the hangar and a parked plane.
  • 2026-08-03
    Helicopters keep the helipads they're given instead of ending up a hundred metres away on open ground. A wide aircraft that fits no hangar or apron goes on clear open ground near its hangar rather than on a taxiway.
  • 2026-08-02
    Delivered drones no longer arrive with no operator and crash on the way in, and a replacement aircraft no longer lands on the wreck of the one it's replacing.
  • 2026-07-31
    New designate-the-target task: when the commander sends a strike against a building, players on that side get a task to mark it with a laser designator, with a radio call back when the mark is good.
  • 2026-07-31
    New setting caps how many offensive sorties (strikes, SEAD, close air support and recce) can be airborne at once; leave it blank for no limit. Finished strike aircraft and their ground targets are tidied away when no players are close by.
  • 2026-07-30
    Helicopters take real helipads, large VTOLs park on open ground clear of runways, taxiways and roads instead of blocking them, and aircraft flying in no longer collide on spawn.
  • 2026-07-29
    Crew on demand is now live: aircraft park without aircrew and a crew is raised only when a sortie launches, then stood down when it returns.