These should be uncontrolled rather than late activation so that they
are present in the parking area as OCA targets. This bug was introduced
as a mistranslation when I was moving from strings to StartType.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1695
This was set to default on by mistake (turned on for debugging and
forgot to turn off before check in). The option itself may be going away
soon in favor of explicit buttons, but keep the experimental feature off
by default for now.
There's nothing the user can do about this and it's somewhat expected,
so downgrade to a warning so users don't think it's a bug.
If we ever get around to doing more cautious parking allocation this
should become a generation-halting error, but until then we expect it to
happen somewhat often.
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
This really shouldn't need to happen but I don't feel like rewriting the
culling code right now. There's no reason for these to be persisted to
the Game at all, we should be generating these once they're needed.
This adds metadata to settings fields that can be used to automatically
generate the settings window. For now I have replaced the Difficulty
page. Will follow up to replace the others.
CAS would never be planned for turn 0 because there were no enemy ground
units, so a breakthrough attack was planned and CAS was considered
unnecessary. Fix that by rejecting all frontline stance tasks when there
are no *friendly* ground units to command.
Another issue is that CAS missions were being planned even when there
were no enemy front line forces. Skip planning in that case except on
turn 0 since we expect there to be enemy ground units on turn 1.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1629
This allows campaign designers to forcibly place specific squadrons at
bases that they would not normally be assigned to, such as assigning
CV-only squadrons to the shore. The airframe itself must be compatible
with the location type, so A-10s still may not be assigned to carriers.
This change only applies to squadrons that are named explicitly. There's
no need for squadrons defined by type because a squadron will always be
generated to fit the need if no pre-defined squadron is found.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1621
This also does improve the over-purchase problems, though I can't spot
the behavior change that's causing that. Presumably the old
implementation had a bug I can't spot and in rewriting it I solved the
problem...
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1582
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.