From: Washington D.C.
I've done it in LUA for the computer controlled side. I've even randomized the TOT to fall within a certain window, which is cool.
Generally, for the man-in-the-loop side I'd suggest a spreadsheet. If you can plan it on a spreadsheet, then the logic transfers easily into LUA.
Also, after a while, though, you can figure out how to do it sufficiently accurately just by eyeballing it. There's some good tricks for how to remind yourself to "push the button." Sometimes I'll put reference points on the map, and rename them with an annotation about what I'm planning to do at that point. Planning them is simplified by the tendency of most aircraft and weapons to not do a lot of speed changes, so the average speed of the weapon is easy to estimate. That means you have draw easy "5min," "10min," "15min," etc. mark. Once you start do that for flight paths and flyout times, then you can eyeball it. Using reference points as sticky notes is a great trick for keeping track of what is going on when you have a lot of things happening. Also for coordination purposes, I'll add in push points and hold points which are basically just very small AAW missions, which I can then transfer to other missions. I'll also often have cruise missile carriers drive around in their launch baskets (also small AAW missions or in the case of submarines some other mission) until I want them to shoot, and then shoot them manually.
On the man-in-the-loop end, I think there's definitely a certain skill to working the buttonology and translating a plan into a set of missions and manual controls so that you can adequately get the game to execute that plan.
< Message edited by SeaQueen -- 8/22/2019 4:17:45 PM >