Squads start with planes, and most of the time (but not always) end with mission beging and mission begin timer
PART 1 TRIM
Have to decide how many friendly ai you want to keep, if any other than the first flight. If you do not know, skip down till you come to the enemy AI, otherwise delete everything connected to friendly AI other than the first squad, and any vehicles or ground targest in there.
Take the Virtual Way Point that starts the first group for a flight, and rename it xxxX to match the zX for the flight.
expand tree and rename VWP Spawn Timer z1 VWP Spawn Timer.
Delete the Self DeActivating CZ Group
Delete all other VWP for that flight.  Delete plane counter and mission objectives
PART 2 
Copy mission title (rename if necessary) and save mission as misison title and add something descriptive and uniques about mission (so you know it from other missions)
move map to Duck pilot.
deselect mcu object/mcu targets (to get rid of red/green lines)
set mission to working. Objects filter planes only.  Move to first friendly flight.  Move planes a bit. Make all invulnerable and On Parking.  Objects filter mcu objects only.  Delete all the mcu's
Move to next friendly flight and repeat
Delete all objects in tree (except friendly planes) until you come to first enemy ai or an artillery group
set mission to working. Objects filter, planes/airfields only. Select duck plane, move to object, collapse tree, and add German fake field group. Planes will be facing in direction of arrow. Objects filter, select all, orientate field and rename field to what is in mission description.  don't think you have to delete the pwcg one. Move windsock.  Check time (and weather?) and adjust in necessary.  Adjust wind direction to match airfield orientation
If needed, add artillary to Airfield.
Save
If you are going to test this as a single player mission, you have to add another player plane to mission.  COLLAPSE TREE before adding plane. 
You can delete waypoints now or later. 
PART 3

Make a list!!!
find 1st enemy ai.
is it pe2?  If so, you have to change loadout to bombs.  The 4 bomb loadout works best? (no rockets)
Objects filter>planes only.  Select first pilot>move camera to object. 
Look at what type plane, what altitude  it is, and what is in the attack entity box.
Objects filter, planes only.  Move camera to planes and change to AI Ace. Delete RTB Decision.
Adjust fuel for planes.  If it is an Interecpt or a Patrol flight that you think you may be editing, add some fuel.  If it is a bomber flight you do not want to run out of ammo, uncheck limit ammo.
				to get						
	mins	liters	liter/min	25	23	20				
i16	54	260	4.81	0.46	0.43	0.37		i16		
mig3	150	480	3.20	0.17	0.15	0.13		mig3		
il2 m1941	102	641	6.28	0.25	0.23	0.20		il2 m1941		
pe2 35	222	1505	6.78	0.11	0.10	0.09		pe2 35		
lagg3 29	132	467	3.54	0.19	0.17	0.15		lagg3 29		
yak1 69	114	408	3.58	0.22	0.20	0.18		yak1 69		
il2 m1942	102	730	7.16	0.25	0.23	0.20		il2 m1942		
pe2 87	168	1484	8.83	0.15	0.14	0.12		pe2 87		
il2 1943	84	730	8.69	0.30	0.27	0.24		il2 1943		
la5 8	114	521	4.57	0.22	0.20	0.18		la5 8		
yak1(b)127	120	408	3.40	0.21	0.19	0.17		yak1(b)127		
p40e-1	168	561	3.34	0.15	0.14	0.12		p40e-1		
spitfire mkv	105	386	3.68	0.24	0.22	0.19		spitfire mkv		

Objects filter, mcu command only.  Move camera to attack entity, and change all to low

Group of 4:  Modifiy Spawn Timer 3 and Spawn Timer 4 (NOT WAYPOINT TRIGGERS!!) to 20 mins.
Group of 6:  3 & 4 set to 20 mins.  5 set to 27 mins. 6 set to 33 mins.
Group of 8:  3 & 4 set to 20 mins.  5  set to 25 mins.  6 amd 7 set to  30 mins and 8 set to 40 mins.
REPEAT THIS FOR ALL OTHER AI FLIGHTS
PART 4
AAA And other targets until you hit BLOCKS or BRIDGES
Starting at begin of mission tree, locate artillery or Target Groups that are at the end of some of the  flights.  Some of them might be enemy (targets for the flights you deleted). 
Am thinking about changing some of this.  If the objects only spawn when planes are near, might be better to leave ground objects as they are, with the exception of adding targets around bomber targets.
If it is an enemy target, set group to working, mcu's    only.  Dbl click on target in mission tree and make sure object is enabled.  Close properties window, and delete mcu's
Select object spawn mcu, and move camera to object to see if object is spawing in river or woods.
If the target is a friendly target, set group to working.
Select object spawn mcu, and move camera to object to see if object is spawing in river or woods.
Copy target, and put 3 or more of the object around area to give the bombers more targets to find.  Put down a command damage mcu and link an on damaged from the targets to the command damge repair complete, so the ai will stay in the area.
If friendly train, add more carridges
Back up to top of tree.  Set mission to working
Object filter, mcu commands only.

Now locate artillery groups after all the flights and after the blocks and bridges.  Proceedure is the same for red or blue targets that are not trains.
Am thinking about changing some of this.  If the objects only spawn when planes are near, might be better to leave ground objects as they are, with the exception of adding targets around bomber targets.
mcu commands only
Set group to working and expand tree
delete self activating group
dbl click object (brings up properties window)
check to make sure object is enabled.
close properities window
select and delete mcus, that should leave just object.
if it appears object is in tress or water, add vehicles and move, then remove vehicles.
Repeat this for all the other objects you find.

If friendly trains, make sure trains are on tracks, and train is facing direction of waypoint. Delete self-deactivating mcu.  Make sure train is enabled.  Delete spawn.  If you want, you can add a timer to the waypoint, or leave it as it is.  Add cariges to train.

ENEMY TRAINS (Trains we will be attacking)
Set group to working, move to locomotive.  Move mcus on top of train to side.  Make sure train is going the right direction to waypoint, and that train is enabled.  Add caridges to train as needed.  Delete all the other mcus EXCEPT the train wp timer.  Place a Train_Ship wp trigger group.  Adjust Distance in complec trigger.  (4000 is usually good).  Link Complex trigger with WP timer.  If you want Complex Trigger to only activate when Object is active, rename Complex ON trigger timer to something descriptive.  If complex trigger is going to work irredgardless if object is active, delete complex trigger timer, and make complex trigger enabled.
Put a counter in (set to one), rename counter to reflect target, and link an on killed with train to counter
Set mission to working, and place train a or train b icon on map where locomotive is.  This icon will get removed later.
Note grid train is in, and write down in worksheet.

PART 5
GROUND TARGETS
Decide where you want the target.  Collapse tree, and place object.  If group heading is not correct, re-lable Group Heading.  
Factories have to be moved around to create object.  If you need more smoke, use Factory Smoke group. 31m above noicon truck unless it is VL factory, then 51m  Set mission to working and set factory one/two/three icon on map.  This icon gets removed later.
River port also has to be moved around to fit location.  Set mission to working and place river port icon on map.  This icon gets removed later.
Repeat in same manner for all targets.
Depening on how you are going to run Target Generator, Icons that will show up for targets BUT get removed when target is destoryed will be either next to base, or in upper left corner of grid target is in.
If you are not going to use target generator, then just place appropriate icon in grid where target is located.  Edit icon description to reflect target.  Link a trigger deactivate from the targets main counter to the icon.
PART 6

This is where we make waypoint links if they do not exist, edit mission for planes that are have command attacks, and editing patrols.
Look at the spawn wp timer for the flight, and see if there is a target in it.  If not, manually link each of the spawn wp timers to the correct waypoint using the pilot as guide.  Do not link to ingress waypoints, use the next waypoint instead.  If there is a waypoint linked in the spawn timer mcu, make sure that waypoint is linked to the next waypoint in the flight
If it is a patrol, intercept, or a high flight, it has to be grouped for edits.

If it is a flight with command attack mcu's:
Find the first target final and write down what pilot it is for, and the id#.  Then find the rest of the target final mcu's and write down their id#
Locate the attack area mcu for that pilot, and write down the id of the timer above it. Write down the corresponding timer for all the attack area mcu's
Link the target final for the planes to the timer.
In the attack area deactivate, delete target approach if it is there. 
Change the priority of the attack area mcu to medium.  In some cases, might be quicker to set mission to working, mcu commands only, and move camera to attack area.  You might be able to change all at once.
Patrol and Intercept flights: 
Intercept flights almost look like they can be moved as a group.  Patrols look like they have to be moved waypoint by waypoint.  Make sure you know exactly where target areas and home field are before you move wp's around, so you can be sure to have enemy flights flying close to these areas.  Sometimes being in map view makes moving wp's easier.

PART 7
GROUPING
For flights that have to be grouped:
in notepad, do a find on xxx1.  Now do a find on Ingress (or the last mcu after the group).  Above the Ingress mcu there are two }'s
Delete the SECOND }.
Now look at the mission in ME, and find the first pilot of the next flight.  Click on it to open the propeties window, and copy the pilots name.  
In notepad, do a find on that name.  Place a } above the line with the pilot.  Repeat for all the flights, and do not get confussed
HIGH FLIGHTS
Find bomb approach waypoints, and reduce.
Find Target waypoints and reduce
Objects filter>mcu commands find attack area mcu and reduce.
!!!!  If you did not edit links to waypoints because the flight was high, and had to be grouped, do not forget to do it after you group.

PART 8
Locate home field. Collapse tree. Objects filter>planes and Blocks (to locate towns)
Delete first friendly pilot.
Depending on how many Target X planes you have, place Oil Storage units in places where you want enemy to attack if there are no other buildings to hide planes.  Move target planes so they are inside storage units or buildings.  Double check (view from this object) that plane is out of sight.  Try not to put planes inside buildings that are surrounded by trees.  If plane is inside house structure, place tanks or vehicles around house to simulate a target.  When finished, change target planes to NOICON.

CLEANUP

Add cameras where needed.

Remove all the target icons you used to show you where targets are.
Place additional AAA around home fields

additional:  redo so what gets done in a section gets done all at once.  Change attack areas to 12 or so mins, and delete the attack area deactivates