Updates the filename of the F-16A banner so that liberation can read
it.
Updates the F-16A.yaml resource file to add BAI / CAS / antiship
mission types - since the 15A is capable of these.
Updated the F-16A payload provide more capability - primarily adding
jamming pods to the centerline, moving the fuel tanks from the
centerline to the inner wings, replacing the AIS_ASQ_T50 on the
wingtips with 120Bs, and changing the CAP loadout to have 120Bs on
pylons 8 and 3 so they fall back to sparrows on historical campaigns.
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.
I think someone just copied this pattern from the icons where the suffix
represented the icon size. These are definitely not 24px banners, and
some of the suffixes are even wrong (_25).
It's not feasible to actually check the parking limits because we can't
identify parking limits for carriers until the theater is populated.
Doing so is expensive (and depends on other NGW inputs). Instead,
compare against the version of the campaign and guess.
A new (minor) campaign version has been introduced which makes this
required to improve the UI hint. Campaigns that are compatible with the
new rules should update their version to advertise support.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2909.
This also changes the window close button of the air wing configuration
dialog to cancel rather than revert and continue, because otherwise
there's no way for the user to back out of the dialog without fixing all
the overfull bases first.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2910.
This does show the theoretical parking use of full squadrons even when
the new rules are not enabled. Since limits can be enabled manually
later in the game, it's still useful information, even if it's a bit
misleading.
https://github.com/dcs-liberation/dcs_liberation/issues/2910
Want to move this deeper into the launch process so that it can use the
UI, but don't want to pass the loosely typed argparse namespace any
more than we have to.