* Modfied frontline vector to ensure start point stays outside of
exclusion zone. (Previously it could be up to 100m inside)
* Change randomization in offset distance from frontline to be based
on a percentage of the unit type's fixed offset instead of the
width of frontline.
(Prevents units from being far from their expected distance from
frontline)
* Change visualgen to use the same frontline vector calculation as the
unit spawns
Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.
I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
Mostly fixes https://github.com/Khopa/dcs_liberation/issues/473. The
last part of the fix is to migrate the `shorads` property of the faction
to just be in `sams` and just use the property to decide its use.
Currently factions like USA 2005 that have long range SAMs and SHORADs
only will still not spawn anything at medium sites because they have no
other SAMs declared.
Fixes https://github.com/Khopa/dcs_liberation/issues/417, though the
notes on that bug about this being non-optimal for skynet are still
true. This doesn't make skynet behavior any worse though, and does
improve it some compared to not having PD.
Adds two new SA-10 generator variants:
* Tier 2, with SA-15 for point defense
* Tier 3, with SA-15 for point defense and the Shilka upgraded to a
Tunguska.
Updated factions that are capable of those systems, added missing SAMs
to those factions, and removed use of SA-19 as an independent SAM from
those factions. Will do a larger audit of faction SAMs later.
* Prevent common cases where ground units do not spawn due to
frontline position being in exclusion zone
* Fix case where ground units will spawn inside exclusion zone due to
random offset from frontline center being fixed
* Remove dead code from `conflictgen.py`
* Start cleanup of `GroundConflictGenerator`
Ensures frontline stays outside of exclusion zones by adjusting its
position and width
Adds a DisplayOption for viewing the frontline vector on the map
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.
Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.
Base defenses and random SAM locations continue to use either type of
SAM.
Doesn't allow helos or harriers to do it either even though they should
be able to because we don't currently support ground spawns, which would
be needed to prevent those aircraft from using the runway. Even then, I
don't know if they can be forced to *land* vertically.
Fixes https://github.com/Khopa/dcs_liberation/issues/432
Removed always True "event successful"
Add `AirWarEvent` as the primary game `Event` applied to every miz
Cleanup of `FrontLineAttackEvent`
Change `Operation.is_awacs_enabled` to two bools for each side red/blue
Currently controlled by whether an AWACs is available for the faction
(and only ever true for Blue)
The aircraft that have not been fragged will now be spawned in parking
to provide more targets for OCA strikes. We do this only at airports,
not carriers. The AI has enough trouble taxiing around uncrowded carrier
decks that we probably shouldn't make it harder for them, plus most of
the aircraft will be stored below the flight deck (we allow 90 aircraft
to be stored at the carrier, which certainly will not fit on the flight
deck).
The aircraft are spawned in an uncontrolled state and nothing will
activate them, so aside from the cost of rendering them they shouldn't
affect performance.
Fixes https://github.com/Khopa/dcs_liberation/issues/148
Enabled for bluefor modern, since they ought to have GPS but seemingly
don't.
This change does nothing until https://github.com/pydcs/dcs/pull/102
lands and we update to it.
The UI sets these to the proper enum types; only the default is wrong.
Fix the default and clean up the associated code.
Note that this does minorly break save compatibility and alters default
behavior, since previously we were ignoring the default option. Ignoring
the default looks unintentional since there is no explicit "don't force
this option" setting in the UI.
Existing saves can be fixed simply by changing this option to something
else and then back.
Generated units are added to this during mission generation so we can
map destroyed units back to the data that generated them. Currently only
implemented for aircraft as a proof of concept.