- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class.
- this allows us to only take care of dcs group generation during miz generation, where it should have always been.
- We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed.
- Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want.
- Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups.
- Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
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.
* Initial refueling definitions.
* Adding refuel definitions.
* Initial functionality changes
* Regenerate package when adding refueling flight.
* Recursively change package waypoint.
* Fix mypy errors.
* Regenerate flight plans when tanker is added to package.
* Give tanker better starting position on package recovery.
* Add TOT calculation for refueling waypoint.
* Timing changes to Strike split point and Refueling start time.
* Add correct waypoint builder for refuel in tarcap and sweep. Remove restrict afterburner on refuel point.
* Always generate a refuel point for a package.
* Less arbitrary altitude in Refuel track start time calculation.
* Refueling waypoint no longer optional.
* Fix mypy gen error.
* Better discrimination of which tanker flight plan to make.
* Remove refuel tot calculations.
* Remove package regeneration on tanker flight addition.
Implement custom behavior for some of the flight plans but also add a
base implementation that just returns the empty set.
Use ABC for FlightPlan so that we can fail-fast on these kinds of
problems.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1711
This is the first step in a larger project to add play/pause buttons to
the Liberation UI so the mission can be generated at any point.
docs/design/turnless.md describes the plan.
This adds an option to fast forward the turn to first contact before
generating the mission. None of that is reflected in the UI (for now),
but the miz will be generated with many flights in the air.
For now "first contact" means as soon as any flight reaches its IP. I'll
follow up to add threat checking so that air-to-air combat also triggers
this, as will entering a SAM's threat zone.
This also includes an option to halt fast-forward whenever a player
flight reaches a certain mission-prep phase. This can be used to avoid
fast forwarding past the player's startup time, taxi time, or takeoff
time. By default this option is disabled so player aircraft may start in
the air (possibly even at their IP if they're the first mission to reach
IP).
Fuel states do not currently account for distance traveled during fast
forward. That will come later.
https://github.com/dcs-liberation/dcs_liberation/issues/1681
Forces carrier planes with original start_time of zero seconds to have a start time of 1 second. This will prevent them from spawning on the 'sixpack' and functions as a workaround for a DCS problem (deadlock / traffic jam).
Fixes#1309.
The landing waypoints need the airdrome_id field set to actually
associate with the airfield. Without this ferry flights will take off
and immediately land at their departure airfield.
CAP List:
[+] Mig-21 #1372
[+] Su-34
[moved up] F-15C above the F-14 (probably contentious to some but IMO the AI never capitalizes on the AIM-54 range and the Eagle AI seems to do better in general)
[moved up] JF-17
[moved up] Gripen
[moved down] Su-33
[moved down] Su-27
[moved down] MiG-31
[moved down] MiG-25
[moved down] MiG-29G
[moved down] MiG-29A
* Downgraded MiGs and Sukhois that do not have Fox-3s due to this disadvantage. From personal experience, the 31s and 25s also won't use the longer range of their Fox-1s to warrant for a higher spot on the list.
CAS/BAI List:
[+] Su-33 #1367
[-] Su-24MR (dedicated recce platform, no AG munitions)
[moved up] Su-34
[moved down] Mig-19P
[moved down] UH-1
Strike List:
[-] Su-24MR (dedicated recce platform, no AG munitions)
[moved up] JF-17
[moved up] Harrier
Runway Attack List:
[+] Mirage 2000C
* 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
It's rare with the current 5NM buffer around the origin, but if we use
the hold distance as the buffer like we maybe should it's possible for
the preferred join locations to fall entirely within the home zone. In
that case, fall back to a location within the max-turn-zone that's
outside the home zone and is nearest the IP.
This only takes effect for default loadouts. Custom loadouts set from
the UI will allow LGBs. In the default case there will not be buddy-lase
coordination so we should take iron bombs instead.
Also adds single/double Mk 83 and Mk 82 weapon data to accomodate this.
Test cases:
1. Target is not threatened.
The IP should be placed on a direct heading from the origin to the
target at the max ingress distance, or very near the origin airfield
if the airfield is closer to the target than the IP distance.
2. Unthreatened home zone, max IP between origin and target, safe
locations available for IP.
The IP should be placed in LAR at the closest point to home.
3. Unthreatened home zone, origin within LAR, safe locations available
for IP.
The IP should be placed near the origin airfield to prevent
backtracking more than needed.
4. Unthreatened home zone, origin entirely nearer the target than LAR,
safe locations available for IP.
The IP should be placed in LAR as close as possible to the origin.
5. Threatened home zone, safe locations available for IP.
The IP should be placed in LAR as close as possible to the origin.
6. No safe IP.
The IP should be placed in LAR at the point nearest the threat
boundary.
The only parts of the old weapon data that worked well (didn't commonly
result in empty pylons) did this implicitly, so make the grouping
explicit.
This also moves the data out of Python and into the resources, which
both makes the data moddable and isolates us from a huge amount of
effort and a save compat break whenever ED changes weapon names.
I didn't auto migrate the old data since the old groups were not
explict and there's no way to infer the grouping. Besides, since most of
the weapons were *not* grouped, the old data did more harm than good in
my experience. I've handled the AIM-120 and AIM-7 for now, but will get
at least all the fox 3 missiles before we ship.