Annnd now it won't work past 4x again...
It's going to vary from mission to mission, even moment to moment. Different missions will create different flight packages that may have a greater or lesser effect on aircraft.
The improvements that I made ae the following ...
1. Don't spawn other flights until they have a critical action to perform.
2. Don't spawn infantry unless close to aircraft.
3. Give the user easy to use configuration options.
This is how they tie in ...
There will usually not be much in the air when you take off.
As other flights and their targets spawn things will slow down.
How much they slow down depends on exactly what got put on the map.
As missions either complete or aircraft are lost things speed up again.
I could do it all on proximity, but I'm stubborn so I'm not going to do that. The fact that other flights actually fly with a purpose is what makes the missions enjoyable and interesting. I will, however, continue to make iterative improvements. For instance, removing ground units once nobody is within range is one thing that should be possible. Maybe doing something with air units that gets them off the map earlier, but that is trickier - I do have an idea though.
Thnk of it this way ... time acceleration used not to work at all with my missions generator, so we're making progress

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