This is an attempt to remove a lot of our supposedly unnecessary error
handling. Every aircraft should have a price, a description, a name,
etc; and none of those should require carrying around the faction's
country as context.
This moves all the data for aircraft into yaml files (only one converted
here as an example). Most of the "extended unit info" isn't actually
being read yet.
To replace the renaming of units based on the county, we instead
generate multiple types of each unit when necessary. The CF-18 is just
as much a first-class type as the F/A-18 is.
This doesn't work in its current state because it does break all the
existing names for aircraft that are used in the faction and squadron
files, and we no longer let those errors go as a warning. It will be an
annoying one time switch, but it allows us to define the names that get
used in these files instead of being sensitive to changes as they happen
in pydcs, and allows faction designers to specifically choose, for
example, the Su-22 instead of the Su-17.
One thing not handled by this is aircraft task capability. This is
because the lists in ai_flight_planner_db.py are a priority list, and to
move it out to a yaml file we'd need to assign a weight to it that would
be used to stack rank each aircraft. That's doable, but it makes it much
more difficult to see the ordering of aircraft at a glance, and much
more annoying to move aircraft around in the priority list. I don't
think this is worth doing, and the priority lists will remain in their
own separate lists.
This includes the converted I used to convert all the old unit info and
factions to the new format. This doesn't need to live long, but we may
want to reuse it in the future so we want it in the version history.
This Pull Request lets users plan Tanker flights.
Features:
- Introduction of `Refueling` flight type.
- Tankers can be purchased at airbases and carriers.
- Tankers get planned by AI.
- Tankers are planned from airbases and at aircraft carriers.
- Tankers aim to be at high, fast, and 70 miles from the nearest threat.
(A10s won't be able to tank)
- Tankers racetrack orbit for one hour.
- Optional Tickbox to enable legacy tankers.
- S-3B Tanker added to factions.
- KC-130 MPRS added to factions.
- Kneeboard shows planned tankers, their tacans, and radios.
Limitations:
- AI doesn't know whether to plan probe and drogue or boom refueling
tankers.
- User can't choose tanker speed. Heavily loaded aircraft may have
trouble.
- User can't choose tanker altitude. A-10s will not make it to high
altitude.
Problems:
- Tanker callsigns do not increment, see attached image. (Investigated:
Need to use `FlyingType.callsign_dict`, instead of just
`FlyingType.callsign`. This seems like it might be significant work
to do.).
- Having a flight of two or more tankers only spawns one tanker.
- Let me know if you have a solution, or feel free to commit one.
https://user-images.githubusercontent.com/74509817/120909602-d7bc3680-c633-11eb-80d7-eccd4e095770.png
Missions with very large numbers of packages and short mission windows
would raise an exception here because we couldn't schedule more
frequently than once a minute. Switch to using seconds instead of
minutes to avoid that problem. If there are more packages than there are
seconds in the mission the game is broken for other reasons.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1154
The usual symptom here was the game breaking when a carrier is
destroyed. The carrier would no longer be operational but missions would
be assigned there that could not generate flight plans.
We want the scud to not be culled, but we should still cull things
nearby. Rather than making the scud the center of a 2.5km unculled zone,
just exclude missile objectives from culling.
Unit composition is defined by the doctrine. The most understaffed CP
will now get the most underrepresented unit type. Previously a random
understaffed CP would get a random unit type.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
This limit is determined by the number of buildings that belong to Ammo
Depots at the front line's connected Control Point. The limit increases
for every surviving building at ammo depot objectives.
There is a lower limit to the number of units that will spawn, so that
if there are no surviving ammo depot buildings at a control point, there
will still be some ground conflict.
Target the air defenses whose *threat ranges* come closest to friendly
bases rather than the closest sites themselves. In other words, the
SA-10 that is 5 miles behind the SA-6 will now be the priority.
This also treats EWRs a bit differently. If they are not protected by a
SAM their detection range will be used for determining their "threat"
range. Otherwise a heuristic is used to determine whether or not they
can be safely attacked without encroaching on the covering SAM.
Every name generated depopulated the global list which made reset do
nothing. Large numbers of TGOs (or generation of many campaigns) would
drain the list fully and new squadrons would no longer have a name list
to pull from.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1144
AI flights were only getting a single Attack Group task against multi-
group TGOs (currently only a small group of SAMs like the SA-10, I
believe), so the AI would never attack the point defense SA-15 or AAA
groups.
DMS with decimal seconds is what the hornet uses for PP targest. In the
future we'll want to make this aircraft specific (and potentially user
preference for jets like the A-10 that can handle both L/L and MGRS).