ALiVE.OS · ALiVE 3 Development
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.
Overview
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
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.
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
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.
Capabilities
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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
OPF_F).Settings
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.
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.
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.
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.
No more than 2 offensive missions run at once; extra requests are turned down and asked again later, while patrols carry on as normal.
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.
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.
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.
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.
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.
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)
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.
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)
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Choices: Clustered / Dispersed / Perimeter
How the spawned objects are laid out: bunched together, spread out, or around the edge of the area.
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.
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)
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.
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.
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
Status
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.
Troop transports are no longer sent on strike runs they cannot carry out.
Fighters intercept instead of circling the airfield, and a helicopter is no longer picked for a patrol it has no business flying.
Aircraft can launch on maps that ship without runway data.
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.
The parking search could anchor somewhere other than the commander's own field and send an aircraft hundreds of metres away.
A parked aircraft no longer blocks everything trying to taxi out.
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.
Losing aircraft no longer stops all air tasking for the rest of the mission.
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.
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.
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.
An aircraft that goes missing part way through landing used to hold the runway shut for the rest of the mission.
The position given when an airframe is lost is now the place it was lost, not the last place it was recorded.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
A supply truck only ever topped a tank up to half, so an aircraft that came back with more got nothing.
Show Support Trucks, and a Player Interaction section with Players Can Use ATO Aircraft and Return To ATO After.
With that mod loaded it no longer takes over aircraft the commander is flying.
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.
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.
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.
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.
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.
A distance setting that stops the AI Commander sending CAS onto targets a friendly player is standing near.
Combat air patrol and defensive counter-air fighters loiter at 1,500 m and are told about enemy aircraft within 8 km.
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.
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.
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.
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.
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.
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
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