Following some more testing (thanks to @fruitbat for the assistance) we encountered a performance issue after saving the mission a couple of times. I reported this to cfrag (creator of DML) and he kindly investigated.
He unearthed a contributing issue from ED in the way the server performs when loading the mission and has made changes to one of his key scripts to accommodate this. He also commented on the fact that I may have been too keen with the number of units I had in the map. Turns out I had made arrangements for just over 1200! Not all were on the map at the start but they were in the "library" so to speak ready to be used.
To correct this I have decided (and perhaps a decision I should have made at the start) to break the campaign map into phases. Probably 3, may be 2. I will delete all the units that will be required in phase 2 from the phase 1 section, in Phase 2 all the units in Phase 1 will be removed etc.
This should help considerably with our performance, together with the changes to the scripts.
When we move from phase 1 to phase 2, I will test copying the score files over so I am hoping you will be able to keep a running total for the whole campaign.
I am hoping to have Phase 1 ready for Monday so we can make a start in doing some of the ground work ready for Thursday.
Apologies for yet another fresh start but I am sure you all appreciate the learning curve this has been but I hope (again) we are there this time (yes, I know I have said this before )
Hopefully Real Life V1.0 will be treating you all a bit better this week, only myself and Fruitbat on Monday and Thursday last week (turns out this was a good thing!)
Cheers
Friar