Adds a temporary workaround for save game loading when weapon data got removed and can not be updated anymore.
This can lead to some unexpected behaviour especially when generating the next turn miz as pydcs will most likely crash. This could be solved by just changing the loadout (not tested yet)
The new human flyable Apache will be handled like a mod in 5.X to be save compat and to prevent switching to the newest version of pydcs. There will no checkbox on the newgame wizard like with other mods as it can be used by everyone.
- exported the AH-64D_BLK_II and the weapon data from the latest open beta
- added the needed ressources
- maked the AH-64D_BLK_II as flyable
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.
The SA-5 was not part of the radar_db.py and therefore the threat_range calculation was wrong / ever LN counted as threat even when the TR was dead. Also fixed a wrong unit for the SA-11 TELAR.
cherry-pick from 54745e78
This isn't what it says. It doesn't enforce a minimum distance between
points, but a minimum path length, which isn't useful and isn't a
documented requirement.
cherry-pick from c844c364
- Moved the night mission setting back from the Mission restrictions section to the Mission difficulty section.
- Changed the Night/day mission option into a dropdown menu.
Resolves#1786
removed the extra array to track killed_map_objects and reuse the existing killed_ground_units routine to remove duplicate code and possible confusion
cherry-pick from 41392585
- removed the map_object_id from the TGO
- add a new TriggerRule with the MapObjectIsDead Condition which adds the map object to the killed_map_objects array in the state.json
- Use the trigger_zone_name as the unique identifier used for the unit_map to recognize the kill
the radio presets of the Viggen were changed with the recent dcs update, they will no longer be automatically generated so we have to add them manually
cherry-pick from 0063d8db
Users can now add and remove squadrons with specific buttons. this also allows new aircraft types to be added as well.
- rebased existing PR to develop
- reverted observable and changed to signals
- changed the general concept so that changes only affect the ui data model and not the game directly. Game will only be updated on apply
- removed unused code
- adopt to review comments
- allow user to choose a predefined squadron preset (also alow none value to use the random generator)
- Reuse the squadron defs from the default assigner in the AirWing class
- allow user to re-roll the squadron nickname (also added new ui icons for the button)
cherry-pick from d2f7785f
CPU load seems to scale with route length, so add an option to limit
the length of the convoy route. The tradeoff is that the performance
sensitive route won't necessarily be a correct route.
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