Why are
hard returns
so problematic ?
Sorry, I'm just used to it, and it helps me getting a better overview
of my post. But sometimes I forget them, and then the sentences
get cut the wrong way.(and I was to lazy to edit the post again)

I have to try that send-message-list thing, I have many dialogues
chained using the "is event true"-thing. If the send-message will not
cut the voice-lines, this could be a solution.
All possible sexpressions are already in the ships or wing-edit, But I
use very much scripts to control the behaviour of AI-Fighters (enemy
and friendly).
Our campaign script is very precisive and the mission is also an
important instrument to tell the story. That way I can't have stupid
FS-AI appear,depart, fly or attack anything she want, all is
controlled by me using scripts.
I want them flying in formation, until the wing-leader say "Get 'em",
and not having on 5000m one the left, and the othe rone 5000 in
the back.
Cutting the mission in half is no solution anymore, we use now the
autonav-thingie to cruise around between NAV-Points. That's finally
the good old wing-commander-feeling again (I just hope that it will
be possible to control the time-compression with a SEXP, the
manuell way it is hard to stop on the correct position.