This Pull Request lets users plan Tanker flights.
Features:
- Introduction of `Refueling` flight type.
- Tankers can be purchased at airbases and carriers.
- Tankers get planned by AI.
- Tankers are planned from airbases and at aircraft carriers.
- Tankers aim to be at high, fast, and 70 miles from the nearest threat.
(A10s won't be able to tank)
- Tankers racetrack orbit for one hour.
- Optional Tickbox to enable legacy tankers.
- S-3B Tanker added to factions.
- KC-130 MPRS added to factions.
- Kneeboard shows planned tankers, their tacans, and radios.
Limitations:
- AI doesn't know whether to plan probe and drogue or boom refueling
tankers.
- User can't choose tanker speed. Heavily loaded aircraft may have
trouble.
- User can't choose tanker altitude. A-10s will not make it to high
altitude.
Problems:
- Tanker callsigns do not increment, see attached image. (Investigated:
Need to use `FlyingType.callsign_dict`, instead of just
`FlyingType.callsign`. This seems like it might be significant work
to do.).
- Having a flight of two or more tankers only spawns one tanker.
- Let me know if you have a solution, or feel free to commit one.
https://user-images.githubusercontent.com/74509817/120909602-d7bc3680-c633-11eb-80d7-eccd4e095770.png
The AI purchaser will aim to have a 50/50 ground/air investment mix.
This allows it to overspend on one category if significant losses were
taken the previous turn.
The total purchase amount is still limited, so if the bases are full
when only 10% of the investment is in ground units, the full budget for
the turn will still go to air.
The usual symptom here was the game breaking when a carrier is
destroyed. The carrier would no longer be operational but missions would
be assigned there that could not generate flight plans.
Unit composition is defined by the doctrine. The most understaffed CP
will now get the most underrepresented unit type. Previously a random
understaffed CP would get a random unit type.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
Target the air defenses whose *threat ranges* come closest to friendly
bases rather than the closest sites themselves. In other words, the
SA-10 that is 5 miles behind the SA-6 will now be the priority.
This also treats EWRs a bit differently. If they are not protected by a
SAM their detection range will be used for determining their "threat"
range. Otherwise a heuristic is used to determine whether or not they
can be safely attacked without encroaching on the covering SAM.
AI flights were only getting a single Attack Group task against multi-
group TGOs (currently only a small group of SAMs like the SA-10, I
believe), so the AI would never attack the point defense SA-15 or AAA
groups.
There is no "all but gun" RTB winchester option, so air to ground
missions with mixed weapon types will insist on using all of their
bullets after running out of missiles and bombs. Take away their bullets
so they don't strafe a Tor.
Exceptions are made for player flights and for airframes where the gun
is essential like the A-10 or warbirds.
We were setting up all the correct *target* waypoints but the AI doesn't
use the target waypoints; they use the targets property of the ingress
waypoint. This meant that the flight plan looked correct in the UI and
was correct for players but the tasks were set up incorrectly for the AI
because building TGOs are aggravatingly multiple TGOs with the same name
in the implementation.
Mission targets now enumerate their own strike targets so that this
mistake is harder to make in the future.
This won't be perfect, the AI is still not able to parallelize tasks and
since buildings aren't groups they can only attack one structure at a
time, but they'll now at least switch to the next target after hitting
the first one.
As a bonus, stop bombing the dead buildings.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/235
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/244
We were accidentally iterating over the faction list and checking it
against the priority list rather than the other way around, so the
faction's aircraft list was being used for purchase priority rather than
the actual priority list in the game.
Some of the objective locations for the starting front line are too
aggressive and put opfor at a disadvantage since blue ships might start
so close to their bases.
No sense filling airbases with cheap escorts if we'll never afford the
rest of the package. Filling the airbases with cheap escorts also makes
it impossible to buy the rest of the package when the faction eventually
does have the money since there's nowhere to park the needed aircraft.
https://github.com/dcs-liberation/dcs_liberation/issues/1058
After fulfilling a request we were not exiting the loop, so we'd fulfill
the request for the aircraft at _all_ the bases capable of operating it
until either the bases were full or the budget ran out. In factions like
Iraq 1991 this could cause the budget to be spent on tons of cheap
MiG-19s while never buying the more expensive Su-17s or Su-24s that they
need to actually complete a package.
https://github.com/dcs-liberation/dcs_liberation/issues/1058
This allows users to install custom factions to their home directory
rather than the Liberation install directory. Makes it easier to keep
mods across Liberation downloads, and easier for us devs to keep custom
factions without git always wanting us to add them.