Okay, I've been testing the hard-coded autopilot feature for some time. In particular, the flying beyond mission bounds at 512 kilometers from the origin resulting in the warnings of stray and eventual destruction of the player craft needs special attention, especially when the player completes all mission objectives.
Though it can be accomplished by either LUA scripting or modifications to the main FS2_Open code, flying beyond mission bounds will not result in the player's being destroyed. Depending on goals and events mission designer has to specify, it can be changed dynamically: for example, in a retreat scenario during some mission, flying towards the bounds as the mission objectives ordered.
As for the size of the mission bounds, the 512 km limit may be bumped (giving it unlimited range) or increased to at least 65536 km. I want the NAVs' placing to be similar to the Wing Commander games; below is the game from Wing Commander Prophecy showing the selected NAV point is 3776 kilometers away from the player. Also, the mission bounds can be specified by the mission designer rather than being hard-coded.
I think it's neccessary, because high-maneuverability mods require tremendous distances to travel and that will take a longer time even on max speed (500 m/s for fighters and bombers and 350 m/s for capships). I am making one such mod, called
Shattered Stars.
Included here is the FS2 mission file.
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