Hi.
I'm a beta tester for FSX@War team and I'll start from this :
I sometimes wonder why this great tool is a bit overlooked
It's an understatement

but stands true. For people flying in Free Flight, I consider it
the best available tool for adding AI Traffic of all types (planes, vehs, boats) in your sorties.
All types of AI follow the waypoints that you have designed and spawn in predefined times.
Thus you can design a Military Operation with the AI traffic where planes go "there", ships go "there",
vehicles go "there" at the timing you choose.
It is intented for MP operations that players will protect their own of course, but can be used anyway user likes it.
CCP is a standalone tool. Nothing to do with Tacpack (ie, doesnot need Tacpack for anything). CCP it's just an AI traffic tool.
It may "manipulate" Tacpack files, but doesnot need Tacpack installed. Also nothing to do with FSX@War program. It most probably
be integrated into FSX@War though at some point (with standalone version also being there).
The current beta version under testing (not available yet but it's close to that) has the ability to :
- detect FSX/P3D airports automatically, so Take off & Landing Wpts can be placed for planes on runways.
- introduces formation flying for the AI planes (from take off up to landing) of 6-7 different types of formations (i have demonstrated this in Korea video).
- connects to FSX/P3D, so you can define placement of static AIs with precision by moving your plane in slew
mode at the position you want inside FSX/P3D environment.
- adds JTAC placement also (laser point for guided weapons for modern Tacpacked planes - and I think also ability of buddy lasing with an AI).
These are the major new features apart other minor.
Spawning of user/s (on single or MP) happens at static carrier, at least 5 mins before carrier (and escort ships) starts to move towards the Waypoints.
Restriction doesnot apply for other AI units.
Same applies for AI planes for carriers : They take off from static carrier. They cannot land on carrier, so they have to be redirected to land airports or
keep 'em airborn in patrol route until end of session
AI carrier take off is already possible in current public version really, but better wait for next release.
"That's all..."
