MetalStormGhost e273e93012
Roadbase and ground spawn support (#132)
* Roadbase and ground spawn support

Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation).

Also implemented three new options in settings:
 - AI fixed-wing aircraft can use roadbases / bases with only ground spawns
   - This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns.
 - Spawn trucks at ground spawns in airbases instead of FARP statics
 - Spawn trucks at ground spawns in roadbases instead of FARP statics
   - These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact.

* Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings).

* Improved the way parking slots are communicated on the basemenu window.

* Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py
Added missing changelog entries.
Fixed tgogenerator.py imports.
Cleaned up ParkingType() construction.

* Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py

* Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py

* Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py

---------

Co-authored-by: Raffson <Raffson@users.noreply.github.com>
2023-06-19 00:02:08 +03:00
2023-06-12 20:59:09 +02:00
2022-05-12 16:21:12 +02:00
2023-06-17 13:57:08 +02:00
2023-05-18 13:33:39 +02:00
2023-06-12 20:59:09 +02:00
2020-12-19 11:56:13 -08:00
2022-09-18 15:52:21 +02:00
2023-05-20 15:46:22 +02:00
2023-06-17 22:31:08 +02:00

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About DCS Retribution

(Last update: 2023-05-20)

DCS Retribution was forked from DCS Liberation, which is a DCS World turn based single-player or co-op dynamic campaign. It is an external program that generates full and complex DCS missions and manage a persistent combat environment.

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DCS Retribution is still relying on Liberation for certain updates, and will possibly stay that way in a more distant future. Therefore, the patreon link will keep pointing to Khopa's account until further notice. However, we are no longer backwards compatible with Liberation, and will no longer attempt to do so.

Instead, we are focussing on keeping our campaigns forward compatible so that you as a user can continue on whatever campaign you had going on. Please keep in mind that once you save a campaign that was started in a previous (save-compatibility breaking) build, your save file will have been migrated and thus no longer compatible with the previous build. Therefore, we recommend backing up your saves and perhaps organizing them by version/build number.

For a more complete overview of our features, check the changelog.

Downloads

Latest release is available here : https://github.com/dcs-retribution/dcs-retribution/releases

To download preview builds of the next version of DCS Retribution, see https://github.com/dcs-retribution/dcs-retribution/wiki/Betas.

DCS bugs

These DCS bugs prevent us from improving AI behavior. Please upvote them! (But please don't spam them with comments):

While DCS bugs are still a thing, we don't quite agree with the ones stated above. We believe to have addressed these, although some quirks still exist. For example, SEAD Escorts tend to be a little picky with what they engage, especially with older SAM systems.

Bugs and feature requests

If you need to report a bug or want to suggest a new feature, you can do this on our bug tracker. In either case, please use the search bar at the top of the page to see if it has already been reported. Note that you may need to remove the filter for open bugs if it's something we've recently fixed.

Roadmap

Our plans for future releases can be found on our Projects page. Each planned release has a Project, and the page for that project has columns for to do, in progress, and done. Items in the Done column are in the preview build for that release. Items in the To do column are planned to be added to that release.

Resources

Tutorials, contributors and developer's guides are available in the project's Wiki

(These need to be written again, meanwhile you can refer to Liberation's Wiki)

Special Thanks

First, a big thanks to shdwp, for starting the original DCS Liberation project.

Then, DCS Liberation/Retribution uses pydcs for mission generation, and nothing would be possible without this. It also uses the popular Mist lua framework for mission scripting.

Excellent lua scripts DCS Liberation/Retribution uses as plugins:

  • For the JTAC feature, DCS Retribution embeds Ciribob's JTAC Autolase script.
  • Walder's Skynet-IADS is used for Integrated Air Defense System.

Please also show some support to these projects !

Description
Dynamic campaign mission generator for DCS World
Readme 386 MiB
Languages
Lua 60.2%
Python 38.3%
TypeScript 1.1%
Jinja 0.2%
CSS 0.2%