So I got the fleets mod to work as such.
In the locations activate.script
So in Create_flight_2.script
I am suggesting something like this.
local f_name = currentContact[1];
--S_name = {"VKS_FLEET","VKS_FLIGHT","VKS_CONVOY", --"VKS_PRISON"
-- "KFNI_FLEET","KFNI_FLIGHT","KFNI_CONVOY", --"KFNI_PRISON"
-- "PIRATE_FLEET","PIRATE_FLIGHT","PIRATE_CONVOY" , --"PIRATE_PRISON"
-- "PATROL_FLEET","PATROL_FLIGHT","PATROL_CONVOY" , --"PATROL_PRISON"
-- "USS_FLEET","USS_FLIGHT","USS_CONVOY", --"USS_PRISON"
-- "TRIADA_FLEET","TRIADA_FLIGHT","TRIADA_CONVOY" , --"TRIADA_PRISON"
-- "INOCO_FLEET","INOCO_FLIGHT","INOCO_CONVOY", --"INOCO_PRISON"
-- "REC_FLEET","REC_FLIGHT","REC_CONVOY", --"REC_PRISON"
-- "PREC_FLEET","PREC_FLIGHT","PREC_CONVOY", --"PREC_PRISON"
-- "ALIEN_FLEET","ALIEN_FLIGHT","ALIEN_CONVOY", --"ALIEN_PRISON"
-- "BER_FLEET","BER_FLIGHT","BER_CONVOY", --"BER_PRISON"
-- "TRADER_FLIGHT","STAR_WOLF","RADAM"};
--function _Random_Incursion()
-- local x = getn(S_name);
-- Rnd_speak=RAND(x)+1;
--end;
-- local f_name = _Random_Incursion();
AFK...