Hmm, before doing that I attempted to just let the AI craft use the KSC runway, it worked fine (although its altitude dipped well below minimum and well above max but I'm not sure that's exactly my fault with the part being experimental and all. Not saying it's bad though.) It managed to fly itself just fine... I suppose it's simply because the mod was tested using only the KSC runway and nothing else so it confuses the AI if done from elsewhere, will take that into account and use the KSC as my target craft launch site from now on. Thanks for the help! EDIT: So it turns out that the way the AI functions is that they activate once you get within the set guard range (for my purposes I always set it to the max at 5K) However due to the extremely high speed nature of my fighter it clears the range of the guard mode which apparently tells the AI to shut down. I noticed this as once I went past 5.0KM the AI plane slowed down towards the end of the runway before stopping a short ways from the edge. It would seem that if you plan to do a dogfight against the AI you better make sure they can still track you on their radar or else they'll just go, "Gosh darnit, he got away!" Not sure if this was a decision to prevent issues with lag or something but I feel it could use a tweak to allow them to continue tracking past the guard range if possible. Great work on the mod Bahamut, really looking forward to what you add next! (PS, Autopilot aircraft have always been on my wishlist as I was sick of just bombing ground targets and the KSC. XD) Second EDIT: Oookaaay, so I've tested again with a few different aircraft as well as using my new slower more maneuverable fighter aircraft, each one would ignite its engines, run to the end of the runway, then just slide off into the ocean, I even tried just using a rover to see if they'd bother taking off and it would again start up its engines, run down the runway, slide into the ocean, the small aircraft can easily take off halfway up the KSC ISLAND runway, I was launching these tests from the Space Centers own runway so it's not a matter of the crafts themselves. Not particularly sure what to do now. Perhaps I'll give in and uninstall KerbinSide then try but I feel like that shouldn't really be the issue. I'm not a scripter though so maybe it is.