Aircraft: where to take what
Three levels of access
Main airfield
One named field per sector. The full list: heavy and long-range airframes exist only here.
Any field you hold
The short list — no heavies. The field must be yours right now.
FARP
Helicopters only, and this is not a trimmed airfield: a pad has its own class of machines.
While a field is neutral
The warehouse is empty. A neutral airfield lifts nobody — neither you nor the enemy — until it is taken.
Your sortie budget
The budget is counted per class and kept separate: run out on a fighter and the helicopter is still yours. A life is spent only on death — come back and land, and it costs nothing. How many a given airframe gives you is in its own row below.
The take-off delay
Sit in the cockpit and a countdown starts, the same for every airframe. Taxi, start up and form up — but do not take off; reminders arrive in the cockpit. Lifting off early costs influence. The timings and the fine are in the server guide.
Aircraft
| where available | special features | |||
|---|---|---|---|---|
Click a row to see the main airfields by name.
Removed from the server
These missiles are zeroed in the warehouses of every airfield on both sides.