Quoting Cody...
While we're at it, here's a copy of a posting from last year by CC. IMO, once you know how to change plane types in a flight, the next logical step is to increase the number !
Enjoy
SC

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Flights of More than Eight Aircraft
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I saw on another forum where someone asked if it was possible to increase the number of enemy planes in Quick Combat beyond eight. That isn't possible at this time, but it is possible to increase the number of planes in your flight or an AI flight to more than eight in any mission that you fly.
It requires a fair amount of hand editing, but if you read the chapter on hand editing in my Mission Building Handbook you'll be OK. Here's a simplified explanation of the process:
Mission Containing Only the Player's Flight - The process is a little simplier if your mission only has a player flight.
Begin by locating the units in the player's flight. This should be easy, they will most likely start with [unit.0] and run through [unit.7]. Using the first seven as an example, add as many additional units to the formation as you would like. In this example I show you the last of the original player's wingmen (unit.7) and I've added three more:
[unit.7]
id=9162
type_id=3954
name=%name_string.7%
allegiance=3
skill=3
aggression=2
payload=0
[unit.8]
id=9163
type_id=3954
name=%name_string.8%
allegiance=3
skill=3
aggression=2
payload=0
[unit.9]
id=9164
type_id=3954
name=%name_string.9%
allegiance=3
skill=3
aggression=2
payload=0
[unit.10]
id=9165
type_id=3954
name=%name_string.10%
allegiance=3
skill=3
aggression=2
payload=0
Note that the unit number, ID number, and name_string number must increase by one each time. The name_string number should always match the unit number.
Next scroll down to the formation section. You will need to add an additional line for each plane that you added to the flight.
unit_id_position.0=9155,0,0.0,0.0,0.0
unit_id_position.1=9156,0,-300.0,-600.0,0.0
unit_id_position.2=9157,0,300.0,-600.0,150.0
unit_id_position.3=9158,0,600.0,-1200.0,150.0
unit_id_position.4=9159,0,1200.0,-1200.0,300.0
unit_id_position.5=9160,0,900.0,-1800.0,300.0
unit_id_position.6=9161,0,1500.0,-1800.0,450.0
unit_id_position.7=9162,0,1800.0,-2400.0,450.0
unit_id_position.8=9163,0,-100.0,-100.0,0.0
unit_id_position.9=9164,0,-200.0,-500.0,0.0
unit_id_position.10=9165,0,200.0,-500.0,150.0
In the example above you can see where I've added our three planes. Make sure that the unit and id numbers match those that you entered above. Also, make sure that the relative position information does not match that of any shown in the original flight or you'll have two planes trying to start in the same spot causing those planes to crash at mission startup.
Finally, scroll down to the bottom of the mission file and add new name_string lines for your additional wingmen.
"name_string.0"=Argo
"name_string.1"=Argo-1
"name_string.2"=Argo-2
"name_string.3"=Argo-3
"name_string.4"=Argo-4
"name_string.5"=Argo-5
"name_string.6"=Argo-6
"name_string.7"=Argo-7
"name_string.8"=Argo-8
"name_string.9"=Argo-9
"name_string.10"=Argo-10
Save the mission and the next time you fly you'll have a flight of ten instead of eight.
In theory you could use this method to create a flight of one hundred B-17's all controlled by you. They would follow your commands and bomb the targets you bracket. They would also turn with you and try to take off and land with you. I say "in theory" because I haven't tried doing a flight that large, but technically I see no reason why it wouldn't work.
Mission Containing Player's Flight and AI Flight - The problem is a little more complex when you have AI planes in your mission. Even if you only want to increase the size of the player's flight you must still modify the AI flight information to get this technique to work.
Using our example above we'll say that our mission also included a flight of Zeros. After you've made the changes described above to the player's flight, locate the list of the units in the AI flight.
[unit.8]
id=9163
type_id=3806
name=%name_string.8%
allegiance=4
skill=2
aggression=2
payload=0
[unit.9]
id=9164
type_id=3806
name=%name_string.9%
allegiance=4
skill=2
aggression=2
payload=0
Note that the original unit and id numbers of the AI flight match the newly added player wingmen. These old numbers must be changed. Renumber the AI flight starting with the next numbers in sequence from your modified player flight.
[unit.11]
id=9166
type_id=3806
name=%name_string.11%
allegiance=4
skill=2
aggression=2
payload=0
[unit.12]
id=9167
type_id=3806
name=%name_string.12%
allegiance=4
skill=2
aggression=2
payload=0
Since we stopped numbering our new player's wingmen at [unit.10] and id=9165, begin numbering your AI flight at [unit.11] and id=9166. It's simple really, all of the planes (units) must be numbered in sequence. Spend a few minutes studying the format and it will come to you. Make sure that you also change the number_string to match the new id numbers.
Finally, drop down to the bottom of the mission and add the correct name_string information for the AI flight.
"name_string.8"=Argo-8
"name_string.9"=Argo-9
"name_string.10"=Argo-10
"name_string.11"=Abaniko
"name_string.12"=Abaniko-1
The more other units you have the more complex it becomes but if you stay focused you can make the modifications and increase your formation sizes. Make sure you follow all of the steps above to insure success.
I've attached a couple of images of a flight of 16 Martlets. I don't think you can see them all in any one shot, but it gives you the idea. I've also attached two PDF documents; one is a simple mission with 8 Wildcats and 8 Zeros, the other is the same mission modified to have 16 Wildcats. In the modified version all of the new information that has been added or changed is in bold so that you can see it easily. If you wanted to, you could copy the text from the PDF document into Notepad and save it as a mission file for use in CFS2.
As with may other hand edits, if you open the mission in Mission Builder and make any changes you will lose all of your modifications and the mission will revert back to just seven wingmen.
Have fun and if you have any questions either PM me here or email me at
cody_coyote2000@hotmail.com