A was intended to be the blue point and B was intended to be the red
point. Make this a part of the name so that's clear, and clean up
related code to keep that reliable.
The simple form of this works, but without the multi-mode routing it'll
only get used when the final destination is a port with a link to a port
with a factory.
These also aren't targetable or simulated yet.
https://github.com/Khopa/dcs_liberation/issues/826
This gives a clean break between the transfer request and the type of
transport allocated to make way for transports that need to switch
types (to support driving to a port, then getting on a ship, to a train,
then back on the road, etc).
https://github.com/Khopa/dcs_liberation/issues/823
This is an interim improvement since we should probably be pushing the
BARCAPs into TARCAP roles when the front line is so close. This does
regress flight pathing for anything that should route around the front
(to avoid getting shot at by SHORADS and TARCAPs), but for now it's one
or the other and this is the one everyone's complaining about.
UI isn't finished. Bulk transfers where the player doesn't care what
aircraft get used work (though they're chosen with no thought at all),
but being able to plan your own airlift flight isn't here yet.
Cargo planes are not implemented yet.
No way to view the cargo of a flight (will come with the cargo flight
planning UI).
The airlift flight/package creation should probably be moved out of the
UI and into the game code.
AI doesn't use these yet.
https://github.com/Khopa/dcs_liberation/issues/825
Like the comment says this rarely has any effect due to the ordering of
flight planning and convoy creation. Could be separated, but opfor will
still not be able to target any convoys that the player creates in the
UI on that turn because they planning is done before the player can use
the UI.
Multi-turn transfers will be targetable, however.
The previous flight plan only makes sense if the convoy will make it a
significant distance from its starting point. At road speeds over the
typical mission duration this is not true, so we can actually plan this
as if it was a strike mission near the origin point and that's close
enough.
There's some cleanup work to do here that I've added todos for.
Fixes https://github.com/Khopa/dcs_liberation/issues/996
This currently is only supported for player flights. I have no idea how
to create an AI flight plan that won't just get them killed. AI-only BAI
missions against supply routes will warn the player on mission creation.
This also removes the "factory" type from the normal strike target
(money generating) generators to avoid confusion. Later only control
points with factories will be able to spawn ground units, at which point
these will no longer generate income.
https://github.com/Khopa/dcs_liberation/issues/986