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"Flight Groups" Page
 
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Ships  Options Arrival Departure FG Goals Orders WPs Other

 
"Options" Page

CMD/ FG's Role The Role chosen here will determine what description different Teams will see on their screen when this FG is selected in their CMD e.g. Team 1 may see "Our Mission Critical Craft", while Team 2 may see "Primary Target".

This selection also determines whether, and which set of, audible messages you will hear from your Tactical Officer e.g. "Message from our Mission Critical Craft; they're under attack."
 

Optional Weapons These are the alternative weapons the player will have to select from in the Craft Configuration screen before the mission starts. The "All options" button toggles all selections on/off.
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Optional Ships These are the alternative Ships the player will have to select from in the Craft Configuration screen before the mission starts.

To create your own list of optional ships choose "User Defined Options", then click on highest empty slot and choose the Waves, Size and Ship Type in the coloured boxes. You can create up to 10 alternative Ship configurations.


 
"Arrival" Page

Via The default Arrival method for a FG's waves. You can choose from having the FG arrive via Hyperspace or a specified Mothership. (You will need to create the Mothership before you can set it here.)
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Alternative The alternate Arrival method if the default method is not available e.g. its Mothership has been destroyed.
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Condition A Quad condition to trigger the FGs arrival in the mission.
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Delay The delay in minutes and seconds after the Arrival condition becomes true before the FG arrives in the mission.
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Arrive if Player Craft When this option is selected the FG will only appear in the mission if it is piloted by a Player.
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"Departure" Page

Via / Alternative Work the same as the Arrival options, but for the Departure method.
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Condition A Double condition to trigger the entire FG's departure from the mission.
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Abort Mission... This is the state an individual craft must be in for it to abort its mission, (unlike the Departure condition which applies to all Ships in the FG.)

The "shields out/damaged" option doesn't really work for small craft whose shields recharge quickly, it should only really be used for large ships.
 

Explosion Time The time it takes for a ship which has been destroyed to actually disappear. 

This parameter only affects non-fighter craft. An approximation of the explosion time is shown beside the spin box as you change the values.
 


 
"FG Goals" Page

Goal This is a list goals which are dependant only on the FG to which they belong. There can be up to eight goals per FG. The goal itself is a special case Condition where the must parameter is variable to make them Prevent goals (must NOT) or BONUS goals.
Just select an empty goal slot and edit its parameters in the boxes above.
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Applies to Team In mission types other than Melees, this seems to work as the Team to which the Goal applies. For Melees, it seems work differently but I'm not sure how.

As far as I know there is no point assigning FG Goals to non-Player Teams.
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Time I've never tried this but I believe it is the time limit that a goal is available to be completed.
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Points The points which will be awarded if the Goal is completed.
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? This Unknown flag seems to have to be checked for Team 1 and unchecked for Team 2, but if you find your FG goals aren't working as they should, try changing this.
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User Strings There is a set of Users Strings for each FG Goal. To edit these, first select the desired goal in the list.

 
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