Resolves#313
* Initial commit of OH-6 Modpack v1.2 + Vietnam Asset Pack v1 support.
* Added OH-6 Mod loadouts by @Starfire13
* Modified pydcs_extensions/oh6_vietnamassetpack/oh6_vietnamassetpack.py
Added resources/units/ground_units/vap_m35_truck.yaml
Added resources/units/ground_units/vap_mule.yaml
Added resources/units/ground_units/vap_mutt.yaml
Added resources/units/ground_units/vap_mutt_gun.yaml
Added resources/units/ground_units/vap_type63_mlrs.yaml
Added resources/units/ground_units/vap_vc_bicycle_ak.yaml
Added resources/units/ground_units/vap_vc_zis.yaml
* Modified changelog.md
Modified resources/factions/USA 1970 Vietnam War.json
Modified resources/factions/USA 1971 Vietnam War.json
Modified resources/units/ground_units/vap_mule.yaml
Added resources/units/aircraft/OH-6A.yaml
* Added the OH-6 to factions and implemented the mod selection in the new game wizard. Added an icon an a banner.
* Modified resources/units/aircraft/OH-6A.yaml
* Added icons for the Vietnam Asset Pack ground units. Also added an icon for the PT-76 since it was missing. Added a Viet Cong 1970s faction.
* Added resources/units/ships/vap_us_seafloat.yaml
* Adjust tasking for OH-6A
OH-6A is only capable of Transport & Reconnaissance, but we can ignore this if the lead slot is a client. AI however will most likely not support this, but we can add Transport & Air Assault instead...
* Fix bug in configure task + client override fallback
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Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Su-15 Flagon mod v1.0 support
Implemented support for Su-15 Flagon mod version 1.0 by Marco1985_IT.
* Replaced the external fuel tanks with gunpods in Su-15 loadouts and added gunfighter: true
* 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.
* 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.
The aircraft banners are only used for the unit info window, and that's
not a normal part of gameplay. We spend a bit over 1.5 seconds
preloading this data at startup (about 25% of the non-game load startup
time). This data is only expensive to load in aggregate, and we never
need all of it. The unit info window is not noticeably slowed by this,
but startup is noticeably faster without it.
* 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>
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).
Flag is only controlled from the command-line because redoing Qt layout
usually breaks things. Off by default in 6 since this feature is nowhere
near done enough to even be used experimentally (most changes to the ATO
made after the sim begins will break the game).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2535.
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