Well, this is what's going on with the updated version of the console:
- It will have a new bomb script, the planes will switch to "failed to align" state if they were not able to align with the target in time, also "no visual" state if you made them ingress from a direction where there is an obstacle between then and the target (a big mountain for example) so they cannot see the target.
- The planes will be able to attack objetives at any height, and they will be already spawned at the height of the objetive + bombing height. So the planes will not be automatically spawned too high or too low.
- Aside of bomb runs or CAS, you will be able to call for gunships support or/and airborne assaults.
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If mando missile is present in the mission (addon or script suite), and you select a firing unit, a new console option will be available to fire cruise missiles against indicated positions as long as the firing unit is alive. These cruise missiles will be detectable by mando missile firing units anti-missile capable, so they can be intercepted. The firing unit will be marked also as active radar target, so enemy SEAD units with mando missile systems can go and try to hunt it down. Also, if mando missiles is present, spawned planes and choppers will be equipped with automatic countermeasures dispensers (obviously, if mando missiles is present, more than probably you have more than one enemy SAM waiting for the air units ***

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- Initial numbers of gunships, airborne and cruise missile attacks per side can be set via globals.
- Console options might be also initially disabled or not-visible via globals (for example, SADARM attacks).
- Sakakah problem gone.
With a bit of luck and free time all this will be ready for next weekend.