* Added a separate Doctrine page in settings with the following new options:
- Minimum number of aircraft for autoplanner to plan OCA packages against
- Airbase threat range (nmi)
- TARCAP threat buffer distance (nmi)
- AEW&C threat buffer distance (nmi)
- Theater tanker threat buffer distance (nmi)
Implemented handling for the OPFOR autoplanner aggressiveness in objectivefinder.py vulnerable_control_points().
* * Added three new options in Settings:
- Autoplanner plans refueling flights for Strike packages
- Autoplanner plans refueling flights for OCA packages
- Autoplanner plans refueling flights for DEAD packages
Fixed a bug in faction.py where F-16Ds were not correctly removed from the faction when the F-16I/F-16D mod was not selected.
* Renamed Maximum frontline length -> Maximum frontline width.
* Roadbase and ground spawn support
Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation).
Also implemented three new options in settings:
- AI fixed-wing aircraft can use roadbases / bases with only ground spawns
- This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns.
- Spawn trucks at ground spawns in airbases instead of FARP statics
- Spawn trucks at ground spawns in roadbases instead of FARP statics
- These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact.
* Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings).
* Improved the way parking slots are communicated on the basemenu window.
* Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py
Added missing changelog entries.
Fixed tgogenerator.py imports.
Cleaned up ParkingType() construction.
* Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py
* Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py
* Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
This does show the theoretical parking use of full squadrons even when
the new rules are not enabled. Since limits can be enabled manually
later in the game, it's still useful information, even if it's a bit
misleading.
https://github.com/dcs-liberation/dcs_liberation/issues/2910
Adds one waypoint with PointAction.Cone and then orders convoys on road. This is done to make convoys start to move immediately, instead of waiting (potentially) a long time for them to form up and actually start moving.
Credit to Farrago for suggesting this.
All groups (friendly and enemy) that are part of the front line are set
to `Hidden On MFD`. This is a group level filter, and can not be applied
on a per unit basis.
Wind speeds should not be uniformly distributed. This switches to a
Weibull distribution which allegedly (see the bug) is good enough.
Experimentally that seems true as well, though I know nothing about how
wind works irl. This at least looks like it'll generate reasonable
variation in missions while keeping the 1st through 3rd quartile
behaviors from getting out of hand.
I'm very uncertain about the scaling factor aspect of this. Naively the
wind speeds at different altitudes ought to be somewhat correlated, but
I'm not sure how much, and whether this kind of scaling is at all the
right way to do it. As before, meh, close enough?
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2861.
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.
We've actually been pretty good at getting this right in most of the
code base, but we've missed it in a few places. Python defaults to the
encoding of the current locale unless otherwise specified, and for a US
English Windows install that's cp1252, not UTF-8. I'm not brave enough
to change the locale at startup because I don't know how that might
affect CJK encoding users (or for that matter, non-Latin derived
alphabet UTF-8 variants).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2786.