Whether in the game chat, on Teamspeak, or on the forum, you are expected to treat each other with respect. Allegations of cheating, arguments, or generally insulting comments will not be tolerated. If you have a problem with another person, or with the campaign system, address it in the appropriate manner on the forum or in a PM to an admin.
In short, don't be a jerk. ;-)
Pilots in a squadron must use the same squad tag which their unit is activated under. For pilots not formally part of a squadron, we will have two units called Axis and Allied set up. Non-affiliated pilots will need to use the appropriate team tag in order to get into the server. Use an underscore to separate the tag from the pilot name. Name changes need to be made in your Steam profile before flying Ghost Skies missions.
Since aircraft (and their spare parts) are limited resources, and pilots only have one life per mission, it is important to be safe during taxi, takeoff, and landing. The airfields are designed with some standards which provide visual cues to help pilots know how to get around the airfield safely. If you spawn in a hangar or revetment, you will be facing toward the runway. If you spawn in a camo net, you will be facing away from the runway. There aren't any exposed spawns. This way you shouldn't have too much trouble being able to see the yellow signs, which line the right side of the active runway. They are not a collision hazard. You always want to taxi to the end of the runway that the yellow signs face. Thus, you should always take off and land with the yellow signs facing you, as that signals the best direction for the wind conditions. To help you find the ends of the runway, they are marked with a control tower, which has a windsock on the roof, and a portable command center (red and white checkered trailer) on the other side. Both ends have these pairs of structures to mark the four corners of the runway. Red and white signs as well as guard towers are used to indicate restricted areas. As long as you know what to look for, it should be clear what the ground traffic pattern should be, even if you are not familiar with an airfield.
While the game does register exactly how much fuel you load into an aircraft, it unfortunately does not track how much fuel you return to base with. Therefore, the campaign cannot take unspent fuel from an aircraft and add it back to the fuel stores at an airfield. Instead, the campaign uses an all or nothing system for reclaiming fuel from an aircraft. A time limit of 7 minutes has been set. If the aircraft returns before that limit, it returns all of the loaded fuel to the airfield. Not just all of what it hadn't used, but all of the initial amount loaded. If the aircraft returns after the 7 minute time limit, none of the fuel is returned to the airfield, no matter how much it hadn't used. This essentially covers quickly aborted sorties, for instances where the pilot realizes just after takeoff that he didn't load bombs, or perhaps forgot to open the radiator or set the prop pitch and has incurred damage. This allows for an opportunity to return to base immediately and not lose the full fuel amount. But after 7 minutes, the fuel you took off with cannot be brought back. So make sure you give some thought to your fuel load, and only take an appropriate amount for what you expect to need on your sortie. Otherwise, you are wasting your team's fuel.
When it is time to end a sortie, you must clear out properly. The procedure for this is to hit Escape, click on your team flag, and click OK to the window that pops up. Alternately you can type ">exitaircraft" into the chat. This will safely remove your plane and your pilot from the world.
Any method of leaving your aircraft or the server that does not include the proper despawn method while being stopped on the ground is considered an illegal exit. Consequently, the player is presumed dead and given full penalty. This can include disconnecting while inside an aircraft, despawning in flight, despawning after bailing out, or spawning into a second aircraft without properly despawning from the first.
Note: When trying to spawn, if you click an active Create button and the server hangs, do not click Create again. If you do, the server will eventually catch up and process both clicks, spawning two aircraft, and causing an illegal exit from the first. If the server hangs when you click Create, just wait it out.
After landing, you must come to a stop for the server to recognize your plane as having returned to the airfield. If the aircraft has any damaged systems, it will inform you of how many in the map screen chat box after despawning.
Crash-Landing or Ditching
You must despawn properly after crash-landing or ditching. The server will inform you (when relevant) of the capture or injury status. If you are not captured or in need of medical recovery time, you can fly again immediately.
When bailing out, you must allow yourself to reach the ground. Do not despawn. If your parachute does not open, you are dead. Assuming the parachute does open, and you safely reach the ground, the server will inform you (when relevant) of the capture or injury status, and then promptly kick you from the server. You must let this process run its course. If you attempt to despawn before the server processes you on the ground, it is considered an illegal exit with full penalty. If you are not captured or in need of medical recovery time, you will still be kicked, but will not have a timeout, and can rejoin after closing and reopening the game.
Rejoining After a Kick
Assuming you are eligible to return, be sure to quit out of the game all the way to Steam, then relaunch the game and rejoin the server. If you rejoin before your timeout is up, you will be kicked. If you rejoin after your timeout, but without backing out of the game entirely and relaunching, you will not have your team flag available. The server auto assigns your team, so you will be able to fly, but at the end of the sortie you won't have the flag to despawn properly. If you forget to relaunch after a kick and find yourself in this position, remember you can use the ">exitaircraft" command to safely despawn, thus saving yourself from a mission ending penalty.
Operating Ground Objects
In order to operate ground objects, players must close their games, and then change their profile name in Steam. Depending on which team you belong to, add "AxisGround_" or "AlliedGround_" infront of the normal profile name, including squad tag. When you relaunch the game and rejoin the server, it will allow you in with special permissions. Based on how the game works, available ground objects only appear within a 20km radius from a player's last spawn during a session. So you must first try spawning at an airfield as normal. With the Ground squad tag, your plane will be immediately despawned, as you are not allowed to fly. But this momentary spawn activates the available ground objects in the area. You can now go back and select one to get into. You can freely jump around to any other available ground object and play the rest of the mission without concern of incurring any of the normal penalties. Spawning into a ground object does recenter the 20km radius area of what is available to you. So it is possible to "hop" across the map, if you have ground forces in place.
Note: Although you can get into a ground object while you are still alive and using your normal name, it is strongly recommended that you do not. Even if you aren't dead or captured, if you want to use the ground objects, go through the above process of changing your profile name, which activates certain protections for your player. Due to a conflict between a game bug and a necessary campaign penalty, if you get into a tank or vehicle with your normal profile name, there is no way to get out of it without incurring a mission duration timeout for your air worthy profile. To keep it simple and safer for yourself, always use the Ground squad tag when operating ground objects.