I have no idea why the docs think strings are better. pyinstaller wasn't
able to detect the import through the string so the code ended up being
stripped from the package. Use an explicit import to prevent that.
A possible explanation for the infrequent CTDs we've been seeing since
adding fast forward is that QWebChannel doesn't keep a reference to the
python objects that it passes to js, so if the object is GC'd before the
front end is done with it, it crashes.
We don't really like QWebChannel anyway, so this begins replacing that
with FastAPI.
Resolves#1964 but adding CTLD will require the use of Liberation plugins and thus are not included in this pull request.
- Implemented support for the UH-60L mod by =X51= Kinkkujuustovoileipa, Cubeboy, Jonas, JinxxDCS, Dorian, =X51= Parzival & =X51= Lawson.
- Because the standard DCS tankers will not fly below 160ish knots, the UH-60L mod team have included a modified version of the KC-130 tanker designed for refueling at speeds of 120-130kts.
This exports all the old AIRFIELD_DATA to yaml files. It's easier for
users to send fixes if it's defined this way, and they can also fix it
in their install without having to wait for a new release.
This also switches the indexes from the unstable DCS airfield names to
airfield IDs, so this fixes another case of DCS updates occasionally
breaking Liberation.
I also ended up finding quite a few typos in airfield names, and
incorrect theater names in the process. Those have been fixed.
We had this for the old style in-flight spawns, but not for mid-mission
spawns. Aircraft that were spawning soon after takeoff could potentially
be close to (or under) the ground, causing them to "crash" at game
start. The altitude is different here than for the old style in-flight
spawns to try to get closer to the intended spawn location.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1941
Helipads at airfields don't work well right now because they are not
counted as additional parking, but we should still allow them to take
off from the airfield parking.
Follow up work would be to fix the parking problem and allow adding
helipads to airfields, or maybe to just "ground" start helicopters at
airfields so they take off from parking rather than the runway.
May fix https://github.com/dcs-liberation/dcs_liberation/issues/1890
Kneeboard improvements:
* Optional (aircraft specific) metric speeds/distances/altitudes.
* Heading to waypoint.
Fuel still needs to be converted to metric, but good enough for now.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/915
The SA-5 was not part of the radar_db.py and therefore the threat_range calculation was wrong / ever LN counted as threat even when the TR was dead. Also fixed a wrong unit for the SA-11 TELAR.
#1816
This isn't what it says. It doesn't enforce a minimum distance between
points, but a minimum path length, which isn't useful and isn't a
documented requirement.
- removed the map_object_id from the TGO
- add a new TriggerRule with the MapObjectIsDead Condition which adds the map object to the killed_map_objects array in the state.json
- Use the trigger_zone_name as the unique identifier used for the unit_map to recognize the kill
the radio presets of the Viggen were changed with the recent dcs update, they will no longer be automatically generated so we have to add them manually
fixes#1883
Rather than polling at 60Hz (which may be faster than the tick rate,
wasting cycles; and also makes synchronization annoying), collect events
during the tick and emit them after (rate limited, pooling events until
it is time for another event to send).
This can be improved by paying attention to the aircraft update list,
which would allow us to avoid updating aircraft that don't have a status
change. To do that we need to be able to quickly lookup a FlightJs
matching a Flight through, and Flight isn't hashable.
We should also be removing dead events and de-duplicating. Currently
each flight has an update for every tick, but only the latest one
matters. Combat update events also don't matter if the same combat is
new in the update.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
Users can now add and remove squadrons with specific buttons. this also allows new aircraft types to be added as well.
- rebased existing PR to develop
- reverted observable and changed to signals
- changed the general concept so that changes only affect the ui data model and not the game directly. Game will only be updated on apply
- removed unused code
- adopt to review comments
- allow user to choose a predefined squadron preset (also alow none value to use the random generator)
- Reuse the squadron defs from the default assigner in the AirWing class
- allow user to re-roll the squadron nickname (also added new ui icons for the button)