You can place a zone at the edge of the map, give the asset a waypoint within that zone, and then set a trigger that when the unit is within that zone, it is deactivated. Disable the AI RTB on Bingo option.
You can also define a group as either late activation and a trigger to activate them, or define their start time as later than the start time of the mission, and they will be spawned in at a time after the start of the mission.
Using these tools, you can more or less simulate off map unit basing.
S-3B doesn’t really pass enough gas (har-har I made a fart joke), so you’d have to spawn a lot of them. Unfortunately, while we have a mechanic for getting fuel levels, we don’t have one to set fuel levels.
To EDs credit, we can currrently fly across the coastlines of some of the tensest air/waterways on earth right now. Plenty of Tom Clancy type scenarios to play out there. The road map to far seems pretty fair; Nevada was an underestimated punch-list item from the A-10C launch, and DCS WWII was them honoring the kick starter campaign. So PG was basically “ok, for real now, onto the maps people really want.”
None of this is directed at ED or the PG on my part. The PG works well with the units we currently have in game. ED has fixed or promised to fix my list of critical complaints. There are some things here or there I’d like to have, but if wishes were fishes and all that. I think the theater is perfectly playable where it’s at.
Makes a bit more sense, you got the Boeing folks up there, thus Hornet (yeah, yeah, even though DCS: St. Louis would be better for that), lots of water and rain, the people are miserable, and there’s guys playing GTA with real planes.