We want other pieces of country information (in particular the short
names). This cleans up a lot of code anyway.
As an added bonus, this now catches squadrons that used invalid names
which would previously be passed through to pydcs and... then I don't
know what would happen.
We're still using mostly the same aircraft selection as we have before
we added squadrons: the closest aircraft is the best choice.
This adds an option to obey the primary task set by the campaign
designer (can be overridden by players), even if the squadron is farther
away than one that is capable of it as a secondary task.
I don't expect this option to live very long. I'm making it optional for
now to give people a chance to test it, but it'll either replace the old
selection strategy or will be removed.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
After this change, players will always have the final say in what
missions a squadron can be assigned to. Squadrons are not able to
influence the default auto-assignable missions either because that
property is always overridden by the campaign's air wing configuration
(the primary and secondary task properties). The `mission-types` field
of the squadron definition has been removed since it is no longer
capable of influencing anything. I haven't bothered cleaning up the now
useless data in all the existing squadrons though.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2785.
Preferred aircraft per task are now determined by a ranking of weights
stored in the aircraft yaml files. To aid in visualizing the priorities
across aircraft, Liberation can be run with the argument
dump-task-priorities to dump a yaml file in Saved
Games/DCS/Liberation/Debug/priorities.yaml, which will show each task
along with priority sorted aircraft and their weights.
The current weights in the data were exported from the existing lists,
where each position from the bottom of the list was worth 10 (to allow
some games for less shuffling later).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2809.
The mechanism for how this bug arises is that the *WaypointGenerator*
uses the *FlightWaypoint.waypoint_type* to decide whether to generate
the waypoint in the .miz file using a *DeadIngressBuilder* or a
*SeadIngressBuilder*. This *waypoint_type* is set by
*ato.flightplans.<sead|dead>.Builder*, which is set when *ato.flight* is
initialised in the *Flight._flight_plan_builder* member variable based
on *Flight.flight_type*. When *Flight.flight_type* is updated when the
flight is changed from SEAD->DEAD, *Flight._flight_plan_builder* is not
updated in the development build, resulting in it continuing to generate
SEAD waypoints.
This PR adds *set_flight_type()* which sets the *flight_type* property
and updates *Flight._flight_plan_builder* and uses this function when
converting flight types. Ideally, *flight_type* should be made private
and only accessed through getter/setter functions that encapsulate this
behavior, but that would mess up any existing liberation save files.
This PR was tested by:
1. Opening the save file from Issue 2779 in the development build
2. Clicking "Take Off" and confirming that the Weapon Release Type is
"Guided" at the Ingress Waypoint as described in the issue.
3. Opening the save file from Issue 2779 in this PR
4. Converting the SEAD2DEAD flight from DEAD back to SEAD, and then from
SEAD to DEAD
5. Clicking "Take Off" and confirming in the mission editor that the
SEAD2DEAD flight has Weapon Release Type set to "Auto" at the Ingress
Waypoint.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2779.
Probably the final Fix#97
Unused aircraft (assigned upon takeoff) would get claimed but since it's not possible to delete those flights after aborting, these flights wouldn't get released anymore. This should fix that issue, including a migrator change to correct the number of claimed aircraft per squadron.
Also includes support for remaining enum/timedelta settings through the yaml file.
- timedelta's in minutes
- enum's should be written out: enumType.enumValue
* Don't generate runway data for heliports.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2710.
* Remove dead code.
* Implemented support for Chiller Juice Studios F/A-18E/F/G Super Hornet mod
The Chiller Juice Studios Super Hornet mod works like this: it changes the stock F/A-18C Hornet into F/A-18E/F/G Super Hornet / Growler. The exact variant is selected with argument 999 in the livery description.lua, which is why I chose to add the three variants in the FA-18C_hornet.yaml. This way, we can use the squadrons mechanism in Liberation to select the appropriate variant by specifying the correct livery for the squadron.
Current properties injected are wingspan / width and the custom ordnance added by the mod.
Added F/A-18E/F/G banner by Schmokedpancake and F/A-18F icon.
Resolves https://github.com/dcs-liberation/dcs_liberation/issues/2681
* Added a separate loadout file for the Chiller Juice Studios F/A-18E/F/G Super Hornet mod. Currently only replaces the FPU-8A fuel tanks with FPU-12s.
* Added the possibility to use the AI variant of the F/A-18C in campaigns, allowing different loadouts and in the future, the Super Hornet mod alongside legacy Hornets in the same campaign.
* Updated Chiller Juice Studios F/A-18E/F/G Super Hornet mod support to version 2.0. Removed the 1.x version property and pylon injection since they are no longer necessary, since 2.0 adds the Super Hornet variants as separate aircraft. For the same reason, removed the AI-only F/A-18C from the faction files (still retained the aircraft yaml, loadout files and icon/banner in case someone still wants to use it).
Includes F/A-18E/F/G banner by Schmokedpancake, loadouts by @sgtfuzzle17 and F/A-18E/F icons.
* Added Super Hornet, Growler squadrons and Growler banner by @sgtfuzzle17
The squadrons include the model of the airframe in their name, so they can be referenced directly from campaign yaml files without the risk of conflicting with the same squadron of a different era, flying a different airframe.
Also updated the E and G model icons.
Resolves#77
* Fixed a bug with the EA-18G banner not being visible in Retribution. Also added the Super Hornet variants to factions bluefor_modern and Israel-USN_2005_Allied_Sword.
* Corrected the descriptions for tandem-seat Super Hornet variants.
* Updated Chiller Juice Studios F/A-18E/F/G Super Hornet mod support to version 2.1
* Anti-ship loadouts are now named properly.
* Update changelog.md
* Update QNewGameWizard.py
---------
Co-authored-by: Dan Albert <dan@gingerhq.net>
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Added a pydcs extension for Swedish Military Assets for DCS by Currenthill v1.10 (2022-11-01). Also added shipmod decorator for the ships added in the mod and remove_ship function in faction.py
* Added unit yamls for Swedish Military Assets for DCS by Currenthill v1.10 (2022-11-01)
* Added missing RBS-15 group yaml and Ag 90 Sniper Team unit yaml.
* Fixed swedishmilitaryassetspack imports.
* Renamed some unit yamls for Swedish Military Assets pack.
* Encoded LvKv9040.yaml in UTF-8.
* Encoded Grkpbv90.yaml in UTF-8.
* Encoded BV410*.yaml in UTF-8.
* Encoded CV9040.yaml in UTF-8.
* Fixed Strv103 yaml syntax.
* Encoded Strv2000.yaml in UTF-8.
* Renamed some unit yamls for Swedish Military Assets pack.
* Renamed BV410 air-defence units.
* Added Swedish short-range air defence groups.
* Added Swedish medium- and long-range air defence groups (LvS-103 batteries).
* Added icons for some Swedish Military Assets units.
* Added faction files for:
sweden_1997
sweden_2020
Updated the VSN F-4 mod support to v2.8.1.01 Standalone + 29Jan23 Patch, which adds the land based F-4C variant. Includes banner by Datoneslav (used with permission) and the official VSN logo (also used with permission).