Cheers, chaps! A big thank you for your input and a special nod to UberDemon for the UQMG insights.
I've been having a good old rummage around my options, particularly with Ultrapack Development in mind. We've got a new version of the formation code in Ultrapack that sorts out many of the initial hiccups. That said, a lot of what UberDemon pointed out still holds true for other game versions, especially BAT. But, Ultrapack FMB users can already enjoy pretty solid support for large formations.
On the topic of speed settings, I've given the mission builder interface a bit of a spruce up to show both TAS and IAS values for each waypoint. The game takes care of which value applies to which waypoint internally, but now you can enter your waypoint speeds using either true or indicated values. The other value will be calculated automatically as you type.
What's more, the new FMB interface also considers IAS speeds when working out the timing for each waypoint. In the past, time calculation would always treat each waypoint speed as if it was TAS, which inevitably leads to incorrect time values the further and higher you go.
Having given all these changes a whirl, I've stumbled upon another issue: AI planes, especially the big ones, don't stick to the speed setting from the waypoints they fly. In fact, they tend to fall a bit short. Plus, when you have AI fly in formation, the planes don't stick to the set altitude either.
The latter is quite straightforward to explain: In Stock IL-2 - and therefore in every mod pack - the formation leader uses an altitude offset value which isn't zero, for some reason. This offset is taken into account, and the lead AI plane will miss the set altitude accordingly. For example, a 4-ship Vic-Formation B-29 flight will end up at 7586m when you set the waypoint to 7500m. It might not seem like much, but as the speed setting is IAS and IAS depends on altitude, the difference adds up along the route.
What's worse, AI uses a power setting code which makes big planes miss the set speed by quite a bit. There's an initial power setting that depends on the ratio between waypoint speed and "VmaxH", the maximum speed at altitude from the flight model. On top of that initial power setting, the game takes the difference between waypoint speed and current IAS, multiplies it by 0.1, and subtracts the current forward acceleration multiplied by 3 from it.
For instance, I've set a flight of B-29 to cruise at 7500m, 525 kph TAS = 350.09 kph IAS (in IL-2's world), and this is the result when speed and altitude have settled:
Altitude: 7586m
Initial power setting: 58%
Adjusting by WP speed vs. IAS and fwd. accel.: +19%
Final power setting: 77%
TAS: 505.39 kph
IAS: 335.31 kph
This in turn causes AI planes to miss the "perfectly" aligned IAS speeds of given waypoints depending on the altitude difference between them, and it makes the planes miss the pre-calculated times on waypoints the further they are.
This brings us to a couple of questions:
1.) Is it worth trying to make AI meet the set IAS from waypoints? I reckon it is. Should be doable.
2.) If we do that, will it mess up existing missions? Possibly, yes, because AI planes will no longer miss the set speed, i.e. they'll travel at different speeds than the ones when the mission author tested the mission.
It's a bit of a pickle... any thoughts?
Mike