* Add Delta Dart
* Added Banners and Icons
* Add loadouts
* Update f106.py
* Update f106.py
* Update VSN_F106A.yaml
* Update VSN_F106B.yaml
* Added the F-106 Delta Dart to factions. Also, replaced the banner with one by datoneslav, used with permission. Includes the official VSN logo (also used with permission). Also tweaked the backgrounds of the icons to blue to match the other aircraft.
* Added changelog entry.
* Add files via upload
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Co-authored-by: MetalStormGhost <ghosti@smytky.org>
The first ground object of a naval control-point isn't always the CV or LHA, but can also be a different TGO if 1 or more TGOs are linked to the naval control point.
* Implemented support for the VSN Super Étendard v2.5.5
* Updated changelog and renamed the banner.
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Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Added F9F Panther mod support (version v2.8.7.101). Still missing loadouts and icon+banner.
* Added missing import in pydcs_extensions/__init__.py
* Added a banner and icon for the F9F Panther, credit for the banner to Jim over at the Century Series Discord. VSN Century Series logo used with permission. Also added loadouts for the F9F Panther and fixed the mod settings for it.
The call to 'add_or_update_force_group' would end up merging the force-groups, which in turn could cause SAM sites to have an SA-2 SR & TR with SA-6 launchers...
* Added F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI version 1.1).
* Updated F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI) to version 1.2.
* F/A-18E/F Super Hornet AI Tanker (version 1.2) support merged to Retribution.
* Updated the pydcs extension to version 1.4.
* Don't generate runway data for heliports.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2710.
* Remove dead code.
* Implemented support for Chiller Juice Studios F/A-18E/F/G Super Hornet mod
The Chiller Juice Studios Super Hornet mod works like this: it changes the stock F/A-18C Hornet into F/A-18E/F/G Super Hornet / Growler. The exact variant is selected with argument 999 in the livery description.lua, which is why I chose to add the three variants in the FA-18C_hornet.yaml. This way, we can use the squadrons mechanism in Liberation to select the appropriate variant by specifying the correct livery for the squadron.
Current properties injected are wingspan / width and the custom ordnance added by the mod.
Added F/A-18E/F/G banner by Schmokedpancake and F/A-18F icon.
Resolves https://github.com/dcs-liberation/dcs_liberation/issues/2681
* Added a separate loadout file for the Chiller Juice Studios F/A-18E/F/G Super Hornet mod. Currently only replaces the FPU-8A fuel tanks with FPU-12s.
* Added the possibility to use the AI variant of the F/A-18C in campaigns, allowing different loadouts and in the future, the Super Hornet mod alongside legacy Hornets in the same campaign.
* Updated Chiller Juice Studios F/A-18E/F/G Super Hornet mod support to version 2.0. Removed the 1.x version property and pylon injection since they are no longer necessary, since 2.0 adds the Super Hornet variants as separate aircraft. For the same reason, removed the AI-only F/A-18C from the faction files (still retained the aircraft yaml, loadout files and icon/banner in case someone still wants to use it).
Includes F/A-18E/F/G banner by Schmokedpancake, loadouts by @sgtfuzzle17 and F/A-18E/F icons.
* Added Super Hornet, Growler squadrons and Growler banner by @sgtfuzzle17
The squadrons include the model of the airframe in their name, so they can be referenced directly from campaign yaml files without the risk of conflicting with the same squadron of a different era, flying a different airframe.
Also updated the E and G model icons.
Resolves#77
* Fixed a bug with the EA-18G banner not being visible in Retribution. Also added the Super Hornet variants to factions bluefor_modern and Israel-USN_2005_Allied_Sword.
* Corrected the descriptions for tandem-seat Super Hornet variants.
* Updated Chiller Juice Studios F/A-18E/F/G Super Hornet mod support to version 2.1
* Anti-ship loadouts are now named properly.
* Update changelog.md
* Update QNewGameWizard.py
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Co-authored-by: Dan Albert <dan@gingerhq.net>
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Added a pydcs extension for Swedish Military Assets for DCS by Currenthill v1.10 (2022-11-01). Also added shipmod decorator for the ships added in the mod and remove_ship function in faction.py
* Added unit yamls for Swedish Military Assets for DCS by Currenthill v1.10 (2022-11-01)
* Added missing RBS-15 group yaml and Ag 90 Sniper Team unit yaml.
* Fixed swedishmilitaryassetspack imports.
* Renamed some unit yamls for Swedish Military Assets pack.
* Encoded LvKv9040.yaml in UTF-8.
* Encoded Grkpbv90.yaml in UTF-8.
* Encoded BV410*.yaml in UTF-8.
* Encoded CV9040.yaml in UTF-8.
* Fixed Strv103 yaml syntax.
* Encoded Strv2000.yaml in UTF-8.
* Renamed some unit yamls for Swedish Military Assets pack.
* Renamed BV410 air-defence units.
* Added Swedish short-range air defence groups.
* Added Swedish medium- and long-range air defence groups (LvS-103 batteries).
* Added icons for some Swedish Military Assets units.
* Added faction files for:
sweden_1997
sweden_2020
Updated the VSN F-4 mod support to v2.8.1.01 Standalone + 29Jan23 Patch, which adds the land based F-4C variant. Includes banner by Datoneslav (used with permission) and the official VSN logo (also used with permission).
This field is optional. Omitting the field (or using only a date instead
of a full timestamp) will use the old behavior of picking a random
daylight hour to start the campaign.
This doesn't include any UI in the new game wizard yet. This is only a
campaign yaml option.
https://github.com/dcs-liberation/dcs_liberation/issues/2400
- factor out own class for the iadsnetwork within the conflicttheater
- This class will handle all Skynet related things - no specific group_name handling necessary in future
- make iadsbuilding own TGO class because SAM & EWRs are Vehicle Groups. IADS Elements dont have any groups attached.
- added command center, connection node and power source as Ground objects which can be added by the campaign designer
- adjust lua generator to support new iads units
- parse the campaign yaml to get the iads network information
- use the range as fallback if no yaml information was found
- complete rewrite of the skynet lua script
- allow destruction of iads network to be persistent over all rounds
- modified the presetlocation handling: the wrapper PresetLocation for PointWithHeading now stores the original name from the campaign miz to have the ability to process campaign yaml configurations based on the ground unit
- Implementation of the UI representation for the IADS Network
- Give user the option to enable or disable advanced iads
- Extended the layout system: Implement Sub task handling to support PD
- adopted to review comments
- removed the role from layouts
- reworked the Groups within the layouts
- added more documentation
- rebased to latest changes
- Fix tgogenerator
- Fix UI for ForceGroup and Layouts
- Fix ammo depot handling
- Split bigger files in smaller meaningful files (TGO, layouts, forces)
- Renamed Template to Layout
- Renamed GroundGroup to TheaterGroup and GroundUnit to TheaterUnit
- Reorganize Layouts and UnitGroups to a ArmedForces class and ForceGroup similar to the AirWing and Squadron
- Reworded the UnitClass, GroupRole, GroupTask (adopted to PEP8) and reworked the connection from Role and Task
- added comments
- added missing unit classes
- added temp workaround for missing classes
- add repariable property to TheaterUnit
- Review and Cleanup
Added serialization for loaded templates
Loading the templates from the .miz files takes a lot of computation time and in the future there will be more templates added to the system. Therefore a local pickle serialization for the loaded templates was re-added:
- The pickle will be created the first time the TemplateLoader will be accessed
- Pickle is stored in Liberation SaveDir
- Added UI option to (re-)import templates
Improvement for factions and templates which will allow decoupling of the templates from the actual units
- Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling.
- Refactor UnitType, Add ShipUnitType and all ships we currently use
- Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz
- Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy)
- Fixed a lot of bugs from the previous reworks (group name generation, strike targets...)
- Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams
- Reworked the building template handling. Some templates are unused like "village"
- Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group)
- Allow to define alternative tasks
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor.
- This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template
- The combination of mapping and miz will be serialized to a template.json which is only used for loading.
- Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file.
- Implemented a template randomizer which allows to add some randomization to templates
- Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes.
- Rewritten the ArmorGroup, Naval and EWR template handling
Rework GroundObjectBuyMenu to support templates
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 is needed fairly often, and we have a lot of Game being passed
around to ControlPoint methods specifically to support this. Just store
the owning Coalition directly in the ControlPoint to clean up. I haven't
cleaned up *every* API here, but did that aircraft allocations as an
example.
* Addresses #478, adding a heading class to represent headings and angles
Removed some unused code
* Fixing bad merge
* Formatting
* Fixing type issues and other merge resolution misses
After completing the new game wizard but before initializing turn 0,
open a dialog to allow the player to customize their air wing. With this
they can remove squadrons from the game, rename them, add players, or
change allowed mission types. *Adding* squadrons is not currently
supported, nor is changing the squadron's livery (the data in pydcs is
an arbitrary class hierarchy that can't be safely indexed by country).
This only applies to the blue air wing for now.
Future improvements:
* Add squadron button.
* Collapse disable squadrons to declutter?
* Tabs on the side like the settings dialog to group by aircraft type.
* Top tab bar to switch between red and blue air wings.
Mod selection is now done via checkbox in the new game wizard.
The MB-339 is being turned into a paid module, and the free mod no longer works, so it's been removed.