Greece has C-130s and Patriots. They don't have the E-3 but they do have
AEW&C via the ER-99, which isn't in DCS so just use an E-3 to pretend.
Also remove the Hawk radar as an EWR since we have the P-19 which is
better.
(cherry picked from commit ee9a5e8482)
This makes most of the lines and polygons on the map non-interactive so
they don't capture mouse events, and also makes the culling exclusion
zones unfilled so they don't obscure real map objects in dense areas.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1217
(cherry picked from commit f727712bfa)
In the *new* package dialog, a package has been created and may have
aircraft assigned to it, but it is not a part of the ATO until the user
saves it.
Other actions (modifying settings, closing some other dialogs like the
base menu) can cause a Game update which will forcibly close this window
without either accepting or rejecting it, so we neither save the package
nor release any allocated units.
While it would be preferable to be able to update this dialog as needed
in the event of game updates, the quick fix is to just not allow
interaction with other UI elements until the new package has either been
finalized or canceled.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1027
The AI purchaser will aim to have a 50/50 ground/air investment mix.
This allows it to overspend on one category if significant losses were
taken the previous turn.
The total purchase amount is still limited, so if the bases are full
when only 10% of the investment is in ground units, the full budget for
the turn will still go to air.
Missions with very large numbers of packages and short mission windows
would raise an exception here because we couldn't schedule more
frequently than once a minute. Switch to using seconds instead of
minutes to avoid that problem. If there are more packages than there are
seconds in the mission the game is broken for other reasons.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1154
The usual symptom here was the game breaking when a carrier is
destroyed. The carrier would no longer be operational but missions would
be assigned there that could not generate flight plans.
Enable buying and selling of armor groups. Don't allow armor groups to
be replaced with air defenses or vice versa. These are a different TGO
type and this has always been a thing that will break the flight
planner.
We want the scud to not be culled, but we should still cull things
nearby. Rather than making the scud the center of a 2.5km unculled zone,
just exclude missile objectives from culling.
This changes the ground unit purchase behavior such that the supply
limit is exceeded by 30%, with the extra units kept in reserve.
The old hard cap of 50 units is no longer needed, since the ammo supply
now does the same task, so that's been removed.
Unit composition is defined by the doctrine. The most understaffed CP
will now get the most underrepresented unit type. Previously a random
understaffed CP would get a random unit type.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
This limit is determined by the number of buildings that belong to Ammo
Depots at the front line's connected Control Point. The limit increases
for every surviving building at ammo depot objectives.
There is a lower limit to the number of units that will spawn, so that
if there are no surviving ammo depot buildings at a control point, there
will still be some ground conflict.
IR gets one per base to maintain the old behavior. Abu Dhabi has a bit
more variety, with major bases like Al Dhafra and Bandar Abbas getting
two and FOBs getting none.
Target the air defenses whose *threat ranges* come closest to friendly
bases rather than the closest sites themselves. In other words, the
SA-10 that is 5 miles behind the SA-6 will now be the priority.
This also treats EWRs a bit differently. If they are not protected by a
SAM their detection range will be used for determining their "threat"
range. Otherwise a heuristic is used to determine whether or not they
can be safely attacked without encroaching on the covering SAM.
Without this, *this turn's* urgent requests are lower priority than last
turn's stretch goals. The requests are remade every turn so we lose
nothing by removing this.
Bug was introduced by f69450e2ae, so this
doesn't affect 2.5.
Every name generated depopulated the global list which made reset do
nothing. Large numbers of TGOs (or generation of many campaigns) would
drain the list fully and new squadrons would no longer have a name list
to pull from.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1144
This is just a hack that automatically converts the assigned pilots to
players if needed. This really needs to be replaced with a roster editor
like the flight edit screen has, but that also requires squadron
selection, which isn't a thing we're ready for yet.
https://github.com/dcs-liberation/dcs_liberation/issues/1139
pydcs can't guess the saved games path accurately for all users, so
inject the path that they've told us is correct to work around that.
It seems pydcs has two problems:
1. Only `DCS` is checked, not `DCS.openbeta`.
2. Only `%USERPROFILE%/Saved Games` is used, so if the user has moved
their Saved Games directory (but not their whole user profile) pydcs
cannot find the location.
https://docs.microsoft.com/en-us/windows/win32/shell/knownfolderid would
be the starting place for fixing problem 2 properly. 1 is just a matter
of trying both.
Adds a simple injector that iterates over attrs of an input class and
injects things that look like custom weapons into pydcs's weapons
classes.
Also updated all current mod aircraft configs to perform the injection.
Disables the 'create transfer order' button in the unit transfer dialog if no units are actually selected for transfer (including when the dialog is first loaded).
AI flights were only getting a single Attack Group task against multi-
group TGOs (currently only a small group of SAMs like the SA-10, I
believe), so the AI would never attack the point defense SA-15 or AAA
groups.
DMS with decimal seconds is what the hornet uses for PP targest. In the
future we'll want to make this aircraft specific (and potentially user
preference for jets like the A-10 that can handle both L/L and MGRS).
We shouldn't consider the non-escorted parts of the flight path when
checking for threats to determine if escorts should be used or not,
since escorts can't help in those areas anyway. This was causing escorts
to be overly requested since the bullseye is now a part of the
"flight plan", but could have also triggered for divert waypoints, or
for aircraft taking off in a retreat from a threatened location.
There is no "all but gun" RTB winchester option, so air to ground
missions with mixed weapon types will insist on using all of their
bullets after running out of missiles and bombs. Take away their bullets
so they don't strafe a Tor.
Exceptions are made for player flights and for airframes where the gun
is essential like the A-10 or warbirds.
We don't need to include a SEAD flight in missions against EWRs or SAMs
that no longer have a radar.
Also plan DEAD missions against air defenses that have no radars.
Previously we would never finish killing launcher only sites (which
cannot defend any more, but are cheaper to return to working order than
a fully destroyed site) nor would we plan DEAD against IR SAMs or AAA.
Everyone seems to do pretty okay generally, with the exception of
estimating ground ops time, which I've also increased (and is a
non-issue for runway/air start defaults).
These might be broken loadouts, or might be broken pydcs data. In case
it's the latter, attempt to load the pylon. DCS will remove the weapon
if it's not compatible automatically.
We were setting up all the correct *target* waypoints but the AI doesn't
use the target waypoints; they use the targets property of the ingress
waypoint. This meant that the flight plan looked correct in the UI and
was correct for players but the tasks were set up incorrectly for the AI
because building TGOs are aggravatingly multiple TGOs with the same name
in the implementation.
Mission targets now enumerate their own strike targets so that this
mistake is harder to make in the future.
This won't be perfect, the AI is still not able to parallelize tasks and
since buildings aren't groups they can only attack one structure at a
time, but they'll now at least switch to the next target after hitting
the first one.
As a bonus, stop bombing the dead buildings.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/235
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/244
This really needs to be a proper type, but this is a start: create new
categories for the types of TGOs that are missing. This removes some
icon special cases.
The priority list was guiding the purchase decision which largely meant
that this was working correctly, but there were suboptimal cases where
the list was being taken in FIFO order by purchased type. This fixes the
search to be locally optimal, although this does still mean that a worse
but closer aircraft will be chosen over a better but slightly farther
away aircraft. We'd need to have a quality vs distance rating to do
better.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/755
We were accidentally iterating over the faction list and checking it
against the priority list rather than the other way around, so the
faction's aircraft list was being used for purchase priority rather than
the actual priority list in the game.
Many of the schema version increases are just to add new features that
don't render old campaigns obsolete. Convert the version number to a
major/minor format so we can detect the difference between changes that
render old campaigns obsolete (major versions) and new features that
will not work on older builds of Liberation (minor versions).
Loadout selection no longer has two (disagreeing) implementations. What
the UI shows is now what the miz will have.
We now store the chosen layout in the Flight *always*, not just for
custom loadouts. This means that we do loadout lookups at the start of
each turn, but the data is cached in pydcs.
Era-specific loadout degradation is still done at generation (and
presentation) time. This is so that players can toggle that option and
have it affect the *current* turn, rather than the next one.
Many of the aircraft that we use for DEAD are not actually capable of
the SEAD task in DCS, so they were being loaded as some other task type,
usually one that doesn't support Attack Group, which made them lose
their waypoint actions and do nothing.
This switches them to using CAS which supports a superset of the SEAD
capable aircraft.
I've also audited the SEAD/DEAD lists. The F-117 was removed because it
is not capable of Attack Group *at all*, and all the non-SEAD aircraft
that are capable of ground attack moved from SEAD to DEAD.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1086
This is a pretty janky system until we get add context menu support. For
now the destination is set by dragging the CV marker and cleared by
right clicking the destination marker. Once we have a context menu a
context action will begin setting the destination the way it did in the
old UI, and the destination marker will be draggable.
These are an implementation quirk, and passing them to the UI just means
that we put TGO pins on top of the CP, which makes the base menu
unopenable.
In the old UI we avoided this by not drawing anything that was
`for_airbase`, but now that we can zoom in further we're drawing base
defenses.
This PR allows campaign creators to incorporate map objects (referred to as Scenery in the code) into their Liberation campaign.
Map objects are defined using white trigger zones created by right clicking on scenery and clicking `assign as...`. Objective groups are defined by creating a blue TriggerZone surrounding the centers of the white trigger zones. The type of objective is determined by the campaign creator, assigning the value of the first property of the blue TriggerZone with the objective type.
Map objects maintain their visually dead state by assigning a `Mission Start` `Scenery Object Dead` trigger to the trigger zone. It is important for the Liberation generated TriggerZone to be as small as possible so that no other scenery is marked dead by DCS.
TriggerZones are hidden during gameplay (DCS behavior. I don't know if it's possible to turn that off.) TriggerZones are visible in the mission editor and mission planner however. If a player is using an older plane, it is important for them to remember where the target is.
In the mission planner, the trigger zones' will be blue or red depending on which faction the map objects belong to.
Inherent Resolve campaign has been modified to integrate scenery objects.
### **Limitations:**
- Objective definitions (Any Blue TriggerZones) in campaign definition cannot overlap.
- Map object deaths in `state.json` is tracking integers. You won't know what died until debriefing.
- No images for the various buildings. In theory it can be done, but an unreasonable amount of work.
- Every blue trigger zone must have a unique name. (If you let DCS auto increment the names this is not a concern.
- No output to screen when scenery object is dead. You can see the building drawn as dead in the F10 map though.
### **Pictures:**
An objective:

How the objective looks once in the mission planner/editor. This objective belongs to the enemy faction:

To avoid confusion, use only the aircraft list for the purchasable
aircraft. This fix also caught a faction's Tu-142 that was not actually
purchasable. Invalid aircraft in the faction aircraft list will now
raise an error.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1074
https://bugreports.qt.io/browse/PYSIDE-1426
For whatever reason this only shows up in packaged builds for us, and
also the recommended workaround of using a member property rather than a
decorated method does not work for us.
Until PySide2 5.15.3 (or later) is released, we need to use a named
signal for every property we expose.
The `FactoryGroundObject` is just a special case of
`BuildingGroundObject` that we maybe don't actually need. For now it
provides some special case logic for the layout, but this allows any TGO
with the "factory" category to behave as a ground unit source.
Note that the "factory" random strike targets are *not* generated
anymore, so this doesn't affect campaign design currently.
The routes do not need be be recreated each time we create a
`FrontLine`. The front lines follow the convoy routes, which are static.
Add the convoy route data to the `ControlPoint` the way we do for
shipping lanes and have `FrontLine` load the data from there.
A was intended to be the blue point and B was intended to be the red
point. Make this a part of the name so that's clear, and clean up
related code to keep that reliable.
Some of the objective locations for the starting front line are too
aggressive and put opfor at a disadvantage since blue ships might start
so close to their bases.
No sense filling airbases with cheap escorts if we'll never afford the
rest of the package. Filling the airbases with cheap escorts also makes
it impossible to buy the rest of the package when the faction eventually
does have the money since there's nowhere to park the needed aircraft.
https://github.com/dcs-liberation/dcs_liberation/issues/1058
After fulfilling a request we were not exiting the loop, so we'd fulfill
the request for the aircraft at _all_ the bases capable of operating it
until either the bases were full or the budget ran out. In factions like
Iraq 1991 this could cause the budget to be spent on tons of cheap
MiG-19s while never buying the more expensive Su-17s or Su-24s that they
need to actually complete a package.
https://github.com/dcs-liberation/dcs_liberation/issues/1058
This allows users to install custom factions to their home directory
rather than the Liberation install directory. Makes it easier to keep
mods across Liberation downloads, and easier for us devs to keep custom
factions without git always wanting us to add them.
Budget and Intel panels now house a single button instead of separate Details buttons. Makes the top bar more compact and can fit in a 1080p monitor now.
Removing the per-transit type supply routes allows us to find the best
route from A to B even if the unit needs to switch transit modes along
the way.
The "best" route is the one that will generate better gameplay. That is,
convoys are preferred to ships (use cases for GMT are rare in DCS), and
ships are preferred to airlift (reasons to attack cargo ships are also
rare). Avoiding airlift is also a good strategic choice generally since
it consumes aircraft that could be performing other missions.
The extreme weight against airlift in the pathfinding algorithm could
probably be scaled way down so that airlift would be given preference
over a very long trip, possibly only for urgent transfers.
Later when we add rail that will probably be given the most preference,
but possibly between road and shipping.
https://github.com/Khopa/dcs_liberation/issues/823
Shipping lanes that received a ship would never lose their ships when
transfers completed, so the line on the map was staying solid (and
probably targetable).
The simple form of this works, but without the multi-mode routing it'll
only get used when the final destination is a port with a link to a port
with a factory.
These also aren't targetable or simulated yet.
https://github.com/Khopa/dcs_liberation/issues/826
Adds shipping lanes to Battle of Abu Dhabi. The others are acking the
new requirement but don't have an viable shipping lanes so no changes
are needed.
Also changes when we clear the convoys. Because we plan when transfers
are added (to plan UI orders immediately) we were planning convoys when
delivering units, then clearing the convoys, then planning them again.
Aside from the wasted effort, when we cleared the convoys we forgot to
tell the transfer that they no longer had transport, so when replanning
they did not get a new convoy.
This gives a clean break between the transfer request and the type of
transport allocated to make way for transports that need to switch
types (to support driving to a port, then getting on a ship, to a train,
then back on the road, etc).
https://github.com/Khopa/dcs_liberation/issues/823
Downside to the current implementation is that whether or not transports
that were purchased last turn will be available for airlift this turn is
arbitrary. This is because transfers are created at the same time as
units are delivered, and units are delivered in an arbitrary order per
CP. If the helicopters are delivered before the ground units they'll
have access to the transports, otherwise they'll be refunded. This will
be fixed later when I rework the transfer requests to not require
immediate fulfillment.
https://github.com/Khopa/dcs_liberation/issues/825
Historically this inherited from Event but there was no reason for that.
That's gone now. Finish the separation and move the unit order tracking
class out of the combat results reaction class's file.
This is an interim improvement since we should probably be pushing the
BARCAPs into TARCAP roles when the front line is so close. This does
regress flight pathing for anything that should route around the front
(to avoid getting shot at by SHORADS and TARCAPs), but for now it's one
or the other and this is the one everyone's complaining about.
(cherry picked from commit e474748f4d)
This is an interim improvement since we should probably be pushing the
BARCAPs into TARCAP roles when the front line is so close. This does
regress flight pathing for anything that should route around the front
(to avoid getting shot at by SHORADS and TARCAPs), but for now it's one
or the other and this is the one everyone's complaining about.
UI isn't finished. Bulk transfers where the player doesn't care what
aircraft get used work (though they're chosen with no thought at all),
but being able to plan your own airlift flight isn't here yet.
Cargo planes are not implemented yet.
No way to view the cargo of a flight (will come with the cargo flight
planning UI).
The airlift flight/package creation should probably be moved out of the
UI and into the game code.
AI doesn't use these yet.
https://github.com/Khopa/dcs_liberation/issues/825
Like the comment says this rarely has any effect due to the ordering of
flight planning and convoy creation. Could be separated, but opfor will
still not be able to target any convoys that the player creates in the
UI on that turn because they planning is done before the player can use
the UI.
Multi-turn transfers will be targetable, however.
The previous flight plan only makes sense if the convoy will make it a
significant distance from its starting point. At road speeds over the
typical mission duration this is not true, so we can actually plan this
as if it was a strike mission near the origin point and that's close
enough.
There's some cleanup work to do here that I've added todos for.
Fixes https://github.com/Khopa/dcs_liberation/issues/996
This currently is only supported for player flights. I have no idea how
to create an AI flight plan that won't just get them killed. AI-only BAI
missions against supply routes will warn the player on mission creation.
A CP with a factory would be able to supply itself, but was not in a
supply route if it was the only connected friendly CP. When the player
starts with only one base against an enemy base this meant that it was
in no supply route, causing it to not be a recruitment location or a
place to buy more than a reserve of vehicles automatically.
The purchase system will seek out a source for its units when the
purchase is completed. If no source is available the order will be
refunded. Orders with no source available are prevented, so this only
happens when the source was cut off from the destination during the
turn.
There's still some funkiness going on with the first turn (but possibly
only when the first turn includes a cheat to capture) where the AI buys
a ton of units somewhere other than the front line. First turn behavior
should probably be different anyway, with the first turn allowing
purchases anywhere to avoid empty front lines while troops reinforce if
the front line isn't a factory.
https://github.com/Khopa/dcs_liberation/issues/986
This also removes the "factory" type from the normal strike target
(money generating) generators to avoid confusion. Later only control
points with factories will be able to spawn ground units, at which point
these will no longer generate income.
https://github.com/Khopa/dcs_liberation/issues/986
This is used to provide a UI hint to guide players towards campaigns
that have been updated to work with the current version of the game.
All the campaigns we currently have were made for an unknown version of
the game, so they're all flagged as incompatible.
The version field is not the DCS Liberation version number because the
campaign format may change multiple times during development. Instead
the version number is a monotonically increasing integer that we
increment whenever a game change requires campaign updates.
Also documented the behavior on the wiki (link in the changelog).
This is currently fully functional for players, but since units can be
bought and sold at any base there's no real reason to use these yet.
Will follow up with making ground units only purchasable at bases with
factories (the UI will still allow the purchase directly at the base,
but it will automatically create the transfer order) so convoys end up
being used, and to make factories a more interesting strategic target.
https://github.com/Khopa/dcs_liberation/issues/824
This adds the models and UIs for creating ground unit transfer orders.
Most of the feature is still missing:
* The AI doesn't do them.
* Transfers can move across the whole map in one turn.
* Transfers between disconnected bases are allowed.
* Transfers are not modeled in the simulation, so they can't be
interdicted.
https://github.com/Khopa/dcs_liberation/issues/824
* A Bluefor EWR 55GS in the campaign miz defines an optional EWR site. There is no distinction between how close or far it is to a base, so it's possible that there will be many EWRs within an airbase.
* A Redfor EWR 1L13 in the campaign miz defines a required EWR site.
It would be a good future idea to limit the amount of EWRs within a certain distance from an airbase. That way there's no chance of 5 EWRs all at the same airbase. Even better if there were something preventing any two EWRs from being right next to each other.
No campaigns take advantage of this yet.
Fixes https://github.com/Khopa/dcs_liberation/issues/524
`Game.date` is actually the start date, not the current date. Not renaming to
avoid breaking save compat.
This fix won't have any effect on existing saves until they pass the turn
because this is encoded into the conditions generated at the start of the turn,
but it will fix on the next turn.
Fixes https://github.com/Khopa/dcs_liberation/issues/973
The tradeoff is that any flights that might have previously routed
_around_ a threat near the edge of the map may no longer do so as the
zones at the edge are significantly larger now.
Fixes https://github.com/Khopa/dcs_liberation/issues/903
1995 is a good date to pick if you want to date restrict all GPS weapons but still have all the laser guided options.
(cherry picked from commit 27829a024a)
Official Navy docs have the 88A's IOC date in 1983. Also left a note on the B and C IOC dates if DCS ever adds the older models.
(cherry picked from commit a0fda2552f)
Generate a Carrier Group which comes close the the real Carrier Strike Group 8.
Under carrier_names in the faction simply add "Carrier Strike Group 8" as the first and only entry and enable super carrier.
* TRU as TACAN name
* Harry S. Truman CV
* 4x Arleigh Burke
* 1x Ticonderoga
* CV in the middle, Ticonderoga in a radius of 2 miles, Arleigh Burkes forming a rectangle
Still a work in progress (the missions don't actually perform their task, just orbit). Currently:
* AEW&C aircraft can be bought.
* AEW&C missions can be planned at any control point and at front lines.
* AEW&C will return after 4H or Bingo.
Still a work in progress (the missions don't actually perform their task, just orbit). Currently:
* AEW&C aircraft can be bought.
* AEW&C missions can be planned at any control point and at front lines.
* AEW&C will return after 4H or Bingo.
For some reason, the large building with the tank on is rotated 180 degrees when put into an actual mission. Therefore, I've just spun it around to counter this.
This is because all building objects have " object" appended to the end in the unit map, but not in the state.json. Therefore, we should now find destroyed building objects in the unit map.
Should fix#793.
There's a DCS bug where vehicles sometimes don't move if they don't have to change heading. This is a bit of a hacky workaround for that.
Should fix#797.
FOB strucutres can't be repaired and the player can't target them.
SAMs are targeted by DEAD already, so considering them for strike double
plans the mission.
Fixes https://github.com/Khopa/dcs_liberation/issues/686
DCS features a massive range of aircraft and land vehicles, and not all of them make their role(s) clear just from the name alone. What this commit does is add an "information" button (and resultant window) to the recruitment section. This should allow new players to understand what each unit is/does.
Current state - every aircraft has a country of origin and an introduction date for that variant. Some also have a small placeholder description, taken from ED's store page for that aircraft. There is also a placeholder picture (taken from a rejected image from my own personal photography) that will, in time, show a banner image of each unit.
Todo - add appropriate screenshots for each aircraft's banner, replace the placeholder text for each aircraft (this will take a while...) and add more data points for each unit type, such as a unit role (i.e. "air-superiority fighter", "multirole fighter", etc) or perhaps a list of weapons carried. I also haven't made a start on the huge number of ground units yet.
Also separate out SEAD and DEAD taskings. Some aircraft can DEAD but not SEAD.
Also make the recruitment menu use the pretty names in the alphabetical sort func.
Limit the commit range of a BARCAP to halfway to the closest enemy
airbase so that they don't become offensive missions.
This has the side effect of largely reducing long retreats to hold
points from front line airfields, since the package can get much closer
without being at risk of engagement by an enemy BARCAP.
Fixes https://github.com/Khopa/dcs_liberation/issues/742.
They definitely feel too much like placeholders at this point.
They should be removed until they're in a better state.
https://forums.eagle.ru/topic/251238-submarines is a good read on the topic.
If in the create flight dialog, there are no suitable aircraft for a task, or no aircraft left at all, a suitable message is now shown that prevents the user from creating a flight.
Also adds in a quick "remember what plane the user had selected last" feature.
Allowing these to grow infinitely leads to some really weird behaviors
when the enemy has been buying reserves long enough, where capturing a
base might result in 80 enemy vehicles suddenly at the gates.
This is just an interim fix. Ideally these units would be reinforcing
the front line as needed
(https://github.com/Khopa/dcs_liberation/issues/382), and a CP could be
lost without needing to completely destroy the defender.
A user can now modify the existing default loadout, rather than starting from scratch.
Also adds WIP handling for removed pylons, which looks like it may need some PyDCS work.
Also fixes the F-14B default loadouts for everything OTHER than fighter sweep again.
The default loadout is now displayed whenever the custom loadout checkbox is unchecked.
The custom loadout is reset when the custom loadout is checked, to force the user to be prescriptive about the loadout.
Contributes-to: Khopa/dcs_liberation#725
It's just too strong to be killed by a reasonable number of Harpoons. DCS needs a fixed ship damage model first.
Contributes-to: Khopa/dcs_liberation#567
This makes the names of the aircraft displayed to the player in the UI more verbose and readable.
It allows allows specific countries to display an aircraft's name differently. An example of this would be the JF-17 Thunder, which is known in China as the FC-1 Fierce Dragon - this now displays correctly in the Liberation UI.
The SU-17M4 represents the remaining Su-22s that Poland still flies.
I've used the Stryker as a replacement for the KTO Rosomak, which was in service as far back as 2007.
There were a few Molniyas still in service as of 2010, namely the Metalowiec and Rolnik, as well as a singular Kilo class.
Follow up work:
* Data entry. I plan to do the air-to-air missiles in the near term. I
covered some variants of the AIM-120, AIM-7, and AIM-9 here, but there
are variants of those weapons for each mounting rack that need to be
done still, as well as all the non-US weapons.
* Arbitrary start dates.
https://github.com/Khopa/dcs_liberation/issues/490
No loadout had been specified for the J-11A, so I've added one. The J-11A carries a similar loadout to the Su-27, but with R-77s instead of R-27ERs.
Also looks like it was missing from the EWRS details, so I've added it there too.
Addresses Khopa/dcs_liberation#610
Addresses Khopa/dcs_liberation#671
* Adds the E-2C Hawkeye to the game.
It wasn't being imported from pydcs, and thus wasn't in the list of AWACS aircraft or prices.
Also adds it to the 1985 US Navy list, as that makes sense to do.
Updates .gitignore to ignore my VS Code settings file.
Addresses Khopa/dcs_liberation#709
This feature allows you to cancel the sales of aircraft or ground vehicles if needed.
Upon clicking the minus button, a count of sold units will be appended to the unit count. This count responds to both further presses of the minus button, and also to presses of the plus button. No further units will be requested for the next turn until all sold units have been re-bought.
I've tested a bunch of different scenarios with this:
- Selling and rebuying a unit - the budget increases and decreases as expected.
- Selling one unit, buying a unit worth the new player budget, and then trying to rebuy the old unit - the old unit cannot be rebought until the budget has been freed up for it.
- Closing the base window and re-opening it - the sold unit count is retained.
- Ending the turn - the sold unit count is reset back to 0 as expected.
Contributes to Khopa/dcs_liberation#365
If there are not airbases withing ferry range with available parking for
the aircraft then the aircraft will be captured and sold. Otherwise the
aircraft will retreat to the closest available airbase.
Fixes https://github.com/Khopa/dcs_liberation/issues/693
If the captured base has no connection to other friendly objectives (the
base was encircled) then the enemy equipment will be captured and sold.
Otherwise the units will retreat toward connected bases.
Partial fix for https://github.com/Khopa/dcs_liberation/issues/693.
Still need to fix this for air units.
Those task types aren't correct here (that whole dict probably serves
little purpose now), and the actual unit pool is handled in
_affordable_aircraft_of_types.
Mildly breaks save compat with 2.3; All existing flight dialogs will be
broken, passing the turn or recreating all the flights in the UI will
allow you to continue
Splits infantry and other unit IDs.
Resets IDs to start from zero at each press of "Takeoff"
Direct access to the the `Game` class IDs is done on the `Operation` class to
preserve save compat
This isn't perfect because the auto planner might still target it. We
need a larger refactoring for target iteration so we don't need to
remember all the special rules at each call site. For now, this restores
the 2.3.2 behavior.
Fixes https://github.com/Khopa/dcs_liberation/issues/681
(cherry picked from commit 69833f66e3)
This isn't perfect because the auto planner might still target it. We
need a larger refactoring for target iteration so we don't need to
remember all the special rules at each call site. For now, this restores
the 2.3.2 behavior.
Fixes https://github.com/Khopa/dcs_liberation/issues/681
Inexact name matching targets the first group that partially matches the
given group name. aa|71 will match aa|7.
The inexact match that was here was only needed for an early attempt to
use skynet where group names were not used consistently. That's no
longer a problem so we don't need this workaround.
Fixes https://github.com/Khopa/dcs_liberation/issues/676
(cherry picked from commit 89f313295e)
Inexact name matching targets the first group that partially matches the
given group name. aa|71 will match aa|7.
The inexact match that was here was only needed for an early attempt to
use skynet where group names were not used consistently. That's no
longer a problem so we don't need this workaround.
Fixes https://github.com/Khopa/dcs_liberation/issues/676
On station time for CAP is only 30 minutes, so plan three cycles to give
~90 minutes of CAP coverage.
Default starting budget has increased significantly to account for the
greatly increased aircraft needs on turn 1.
Fixes https://github.com/Khopa/dcs_liberation/issues/673
We were never resetting the dead state for repaired SAMs. Rather than
tracking that manually, determine liveness from the number of units left
alive.
For building objectives where the group is not assigned to the TGO until
*mission* generation time we still need manual tracking.
(cherry picked from commit d3b1f6110f)
We were never resetting the dead state for repaired SAMs. Rather than
tracking that manually, determine liveness from the number of units left
alive.
For building objectives where the group is not assigned to the TGO until
*mission* generation time we still need manual tracking.
Some SAMs have multiple groups (such as an SA-10 group with its
accompanying SA-15 and SA-19 groups). This shows each group's threat and
detection separately on the map, and also makes it so that an SA-10 with
dead radars will no longer contribute to the threat zone just because
the shilka next to it still has a functioning radar.
https://github.com/Khopa/dcs_liberation/issues/647
Fixes https://github.com/Khopa/dcs_liberation/issues/672
Rather than randomly selecting compatible aircraft for missions, perfer
the *best* aircraft for the job. This removes the "preferred" lists in
favor of sorting the capable lists in priority order. To maintain some
amount of variety the procurer has a 50/50 chance of buying when it
finds a match.
Fixes https://github.com/Khopa/dcs_liberation/issues/510
Holes in the inclusion zone are defined by exclusion zones, not by holes
in the inclusion zone. Add a cached property for the inclusion zone that
is not also sea or exclusion zone and use that boundary instead.
Converts the landmap to use MultiPolygon instead of a collection of
polygons, since Shapely has explicit support for this.
Because we've done that, we can use a single projection from a line
instead of brute forcing the extent of the front line.
This makes turn processing ~66% faster (3 seconds to 1.8).
There are probably other places this should be used.
Started with TARCAP because they're simple, but will follow and extend
this to the other flight plans next.
This works by building navigation meshes (navmeshes) of the theater
based on the threat regions. A navmesh is created for each faction to
allow the unique pathing around each side's threats. Navmeshes are built
such that there are nav edges around threat zones to allow the planner
to pick waypoints that (slightly) route around threats before
approaching the target.
Using the navmesh, routes are found using A*. Performance appears
adequate, and could probably be improved with a cache if needed since
the small number of origin points means many flights will share portions
of their flight paths.
This adds a few visual debugging tools to the map. They're disabled by
default, but changing the local `debug` variable in `DisplayOptions` to
`True` will make them appear in the display options menu. These are:
* Display navmeshes (red and blue). Displaying either navmesh will draw
each navmesh polygon on the map view and highlight the mesh that
contains the cursor. Neighbors are indicated by a small yellow line
pointing from the center of the polygon's edge/vertext that is shared
with its neighbor toward the centroid of the zone.
* Shortest path from control point to mouse location. The first control
point for the selected faction is arbitrarily selected, and the
shortest path from that control point to the mouse cursor will be
drawn on the map.
* TARCAP plan near mouse location. A TARCAP will be planned from the
faction's first control point to the target nearest the mouse cursor.
https://github.com/Khopa/dcs_liberation/issues/292
If the package is not flying into the threat zones of significant air
defenses there's no need for SEAD, and packages not near enemy airbases
do not need escorts. Prune these flights from the package to save
aircraft.
Creates threat zones around airfields and non-trivial air defenses (it's
not worth dodging anything with a threat range under 3nm). These threat
zones can be used to aid mission planning and waypoint placement.
https://github.com/Khopa/dcs_liberation/issues/292
Not converting all at once so I can prove the concept. After that we'll
want to cover all the cases where an int distance or speed is a part of
the save game (I've done one of them here with `Flight.alt`) so further
cleanups don't break save compat.
https://github.com/Khopa/dcs_liberation/issues/558
Moves all TOT planning into the FlightPlan to clean up specialized
behavior and improve planning characteristics.
The important part of this change is that flights are now planning to
the mission time for their flight rather than the package as a whole.
For example, a TARCAP is planned based on the time from startup to the
patrol point, a sweep is planned based on the time from startup to the
sween end point, and a strike flight is planned based on the time from
startup to the target location. TOT offsets can be handled within the
flight plan.
As another benefit of theis cleanup, flights without hold points no
longer account for the hold time in their planning, so those flights are
planned to reach their targets sooner.
As a follow up TotEstimator can be removed, but I want to keep this low
impact for 2.3.2.
Fixes https://github.com/Khopa/dcs_liberation/issues/593
(cherry picked from commit 745dfc71bc)
Moves all TOT planning into the FlightPlan to clean up specialized
behavior and improve planning characteristics.
The important part of this change is that flights are now planning to
the mission time for their flight rather than the package as a whole.
For example, a TARCAP is planned based on the time from startup to the
patrol point, a sweep is planned based on the time from startup to the
sween end point, and a strike flight is planned based on the time from
startup to the target location. TOT offsets can be handled within the
flight plan.
As another benefit of theis cleanup, flights without hold points no
longer account for the hold time in their planning, so those flights are
planned to reach their targets sooner.
As a follow up TotEstimator can be removed, but I want to keep this low
impact for 2.3.2.
Fixes https://github.com/Khopa/dcs_liberation/issues/593
(cherry picked from commit 745dfc71bc)
Moves all TOT planning into the FlightPlan to clean up specialized
behavior and improve planning characteristics.
The important part of this change is that flights are now planning to
the mission time for their flight rather than the package as a whole.
For example, a TARCAP is planned based on the time from startup to the
patrol point, a sweep is planned based on the time from startup to the
sween end point, and a strike flight is planned based on the time from
startup to the target location. TOT offsets can be handled within the
flight plan.
As another benefit of theis cleanup, flights without hold points no
longer account for the hold time in their planning, so those flights are
planned to reach their targets sooner.
As a follow up TotEstimator can be removed, but I want to keep this low
impact for 2.3.2.
Fixes https://github.com/Khopa/dcs_liberation/issues/593
This was made largely pointless in 2.2, since the AI won't plan a dozen
CAPs 300nm from the front line any more. Culling flights mostly just
confuses players and breaks the planning AI.
If we do want to limit flight counts, we need to do that by limiting
flight counts. The AI will try to put their aircraft as close to the
mission as possible, so culling will do very little to stop them from
spawning 50 flights at the front-line attached airfield.
https://github.com/Khopa/dcs_liberation/issues/578
(cherry picked from commit 0b2483ea15)
This was made largely pointless in 2.2, since the AI won't plan a dozen
CAPs 300nm from the front line any more. Culling flights mostly just
confuses players and breaks the planning AI.
If we do want to limit flight counts, we need to do that by limiting
flight counts. The AI will try to put their aircraft as close to the
mission as possible, so culling will do very little to stop them from
spawning 50 flights at the front-line attached airfield.
https://github.com/Khopa/dcs_liberation/issues/578
We shouldn't be constructing these by hand, and the first argument is
not the value of the string. I'm not really sure why the current code
works at all. We probably do this in other places and should clean that
up, but for now this should fix Tauntaun.
Fixes https://github.com/Khopa/dcs_liberation/issues/528
We shouldn't be constructing these by hand, and the first argument is
not the value of the string. I'm not really sure why the current code
works at all. We probably do this in other places and should clean that
up, but for now this should fix Tauntaun.
Fixes https://github.com/Khopa/dcs_liberation/issues/528
(cherry picked from commit affb332eb9)
* Introduce a real type.
* Rewrite _transform_point to make use of Point.
* Add shift modifier for large (10 pixel) adjustements to reference
points. Unmodified behavior is now single pixel.
* Use WASD for moving the second point (shift modified numpad keys don't
seem to work).
* Add a debug option to draw transformed reference points to check for
errors. If they don't overlap, something is wrong.
* Cleaned up all the existing reference points. Caucasus in particular
is now *much* better.
As an added bonus, the cleanup for carrier movement projection now also
shows an invalid destination when the destination is on land.
This way the results of committing the debriefing can't alter the view
of the debriefing. It looks like it was probably that case that
debriefing information displays (but not the committed results) would be
incorrect after a base capture because the results might be shown after
the results were committed.
Maybe fixes https://github.com/Khopa/dcs_liberation/issues/513
AI aircraft purchase decisions are now driven by the missions that the
flight planner was unable to fulfill. This way we're buying the aircraft
we actually need instead of buying them at random, in the locations we
need them, in the order they're needed.
There's a bit more that could be improved here:
* Unused aircraft could be ferried to where they would be more useful.
* Partial squadrons could be completed rather than buying a whole flight
at a time.
* Aircraft could be ranked by their usefulness so we're not buying so
many Hueys when a Hornet would do better.
* Purchase a buffer of CAP capable aircraft in case too many are shot
down and they are not available next turn.
https://github.com/Khopa/dcs_liberation/issues/361
This didn't do what it claimed to (it actually just determines the
threshold for whether a control point shoudl be a *preferred* canidate
for purchasing ground units), and the income multipliers offer the
intended behavior.
To have an effect on turn zero these need to be enabled in the wizard.
Since the last page was getting quite full I've split it into two pages:
one for the objective generation options and a second for the difficulty
and player assist options.
I also added an option to set the inital budget for opfor.
The procurement AI now uses the same system as the players. Orders are
placed and take a turn to fulfill.
This has a few advantages:
* We no longer need special case purchase logic for the turn 0
population of opfor airbases.
* Players using auto-purchase can cancel orders they don't like.
The allows the players to use the same auto-purchase mechanics that the
AI uses. The behavior is very bad, but it's no worse than what OPFOR
deals with.
There's a lot that needs to be improved before this is really a good
choice for the player:
* Option to adjust budget balance between front lines and airbases.
* Disallow negative budgets (which incidentally will cause more aircraft
to be purchased, since the armor purchases currently accidentally
spend the aircraft budget).
* Buy less randomly: https://github.com/Khopa/dcs_liberation/issues/361.
* Obey parking limits.
* Use the delivery events rather than instant delivery (also allows the
player to cancel orders they don't want).
Fixes https://github.com/Khopa/dcs_liberation/issues/362
For now this is mostly behavior preserving. I slightly improved the
ability to buy units when multiple front lines exist by removing full
bases as candidates, but it should be a minor change at best. A larger
improvement will come later.
This is also written such that it will work for the player as well. The
procurer currently runs for the player but with all the options off, so
it does nothing. The next patch allows adds options for the player to
use auto-procurement.
This adds both player and enemy income multiplier options. Note that
previously the AI was only getting 75% of their income. I've changed
that to give them their full income by default since the player can now
influence it.
Had too many long range SAMs and not enough medium range SAMs. Balanced
that out a bit and added many of the fixed SAM positions on the map as
possible target locations.
It looks like the SA-15s were something delivered a few years later than
this. The SA-10s are also more recent, but they have been using SA-5s
for quite some time and until those are available in DCS the SA-10 makes
a reasonable approximation.
* Modfied frontline vector to ensure start point stays outside of
exclusion zone. (Previously it could be up to 100m inside)
* Change randomization in offset distance from frontline to be based
on a percentage of the unit type's fixed offset instead of the
width of frontline.
(Prevents units from being far from their expected distance from
frontline)
* Change visualgen to use the same frontline vector calculation as the
unit spawns
Every mission generated after the first each time Liberation was
skipping all of the plugins (including the base plugin) because they'd
already been loaded on a previous generation and the list wasn't
cleared.
Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.
I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
Mostly fixes https://github.com/Khopa/dcs_liberation/issues/473. The
last part of the fix is to migrate the `shorads` property of the faction
to just be in `sams` and just use the property to decide its use.
Currently factions like USA 2005 that have long range SAMs and SHORADs
only will still not spawn anything at medium sites because they have no
other SAMs declared.
Fixes https://github.com/Khopa/dcs_liberation/issues/417, though the
notes on that bug about this being non-optimal for skynet are still
true. This doesn't make skynet behavior any worse though, and does
improve it some compared to not having PD.
Adds two new SA-10 generator variants:
* Tier 2, with SA-15 for point defense
* Tier 3, with SA-15 for point defense and the Shilka upgraded to a
Tunguska.
Updated factions that are capable of those systems, added missing SAMs
to those factions, and removed use of SA-19 as an independent SAM from
those factions. Will do a larger audit of faction SAMs later.
* Prevent common cases where ground units do not spawn due to
frontline position being in exclusion zone
* Fix case where ground units will spawn inside exclusion zone due to
random offset from frontline center being fixed
* Remove dead code from `conflictgen.py`
* Start cleanup of `GroundConflictGenerator`
Ensures frontline stays outside of exclusion zones by adjusting its
position and width
Adds a DisplayOption for viewing the frontline vector on the map
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.
Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.
Base defenses and random SAM locations continue to use either type of
SAM.
Doesn't allow helos or harriers to do it either even though they should
be able to because we don't currently support ground spawns, which would
be needed to prevent those aircraft from using the runway. Even then, I
don't know if they can be forced to *land* vertically.
Fixes https://github.com/Khopa/dcs_liberation/issues/432
Repairing a damaged runway costs $100M and takes 4 turns (one day). The
AI will always repair runways if they can afford it. if a runway is
damaged again during the repair the process must begin again.
Runways are still operational despite what the UI says. Preventing the
player and AI from using damaged runways (except for with helicopters
and harriers) is next.
Apparently we were already getting this info because it's a unit like
any other according to the event system, so if runways were actually
sufficiently damaged we'd emit a ton of exceptions.
This doesn't do anything yet, but tracks the damage state. Will add the
ability to repair them next, and then finally make the damage render the
runway inoperable.
Locations that should always be SAMs should be done with fixed IADs
locations, so we don't need the separate type.
The generic "ground strike location" needs to be eventually split up
into more specific types, so eventually all of the non-base defense SAMs
will go away.
Removed always True "event successful"
Add `AirWarEvent` as the primary game `Event` applied to every miz
Cleanup of `FrontLineAttackEvent`
Change `Operation.is_awacs_enabled` to two bools for each side red/blue
Currently controlled by whether an AWACs is available for the faction
(and only ever true for Blue)
The aircraft that have not been fragged will now be spawned in parking
to provide more targets for OCA strikes. We do this only at airports,
not carriers. The AI has enough trouble taxiing around uncrowded carrier
decks that we probably shouldn't make it harder for them, plus most of
the aircraft will be stored below the flight deck (we allow 90 aircraft
to be stored at the carrier, which certainly will not fit on the flight
deck).
The aircraft are spawned in an uncontrolled state and nothing will
activate them, so aside from the cost of rendering them they shouldn't
affect performance.
Fixes https://github.com/Khopa/dcs_liberation/issues/148
Enabled for bluefor modern, since they ought to have GPS but seemingly
don't.
This change does nothing until https://github.com/pydcs/dcs/pull/102
lands and we update to it.
The UI sets these to the proper enum types; only the default is wrong.
Fix the default and clean up the associated code.
Note that this does minorly break save compatibility and alters default
behavior, since previously we were ignoring the default option. Ignoring
the default looks unintentional since there is no explicit "don't force
this option" setting in the UI.
Existing saves can be fixed simply by changing this option to something
else and then back.
Generated units are added to this during mission generation so we can
map destroyed units back to the data that generated them. Currently only
implemented for aircraft as a proof of concept.
Breaks save compat, but we need to have this knowledge outside the UI so
we can know whether or not we can ferry aircraft to the airfield without
overflowing parking.
Breaks save compat because it adds new fields to `Flight` that have no
constant default. Removing all of our other save compat at the same
time.
Note that player flights with a divert point will have a nav point for
their actual landing point. This is because we place the divert point
last, and DCS won't let us have a land point anywhere but the final
waypoint. It would allow a LandingReFuAr point, but they're only
generated for player flights anyway so it doesn't really matter.
Fixes https://github.com/Khopa/dcs_liberation/issues/342
All of the callers are passing altitude in meters because that's what
pydcs uses. This still returns knots which makes it extra weird, but
that's what almost all of the callers expect.
It's probably a good idea to introduce some explicit types for the
various distance and speed units to avoid these sorts of mistakes.
The AI isn't making use of these yet, but it's not smart enough to do so
anyway.
Would benefit from an icon to differentiate it on the map.
I'm stretching the definition of "control point" quite a bit. We might
want to put a class above `ControlPoint` for `AirSpawnLocation` to
represent types of spawn locations that can't be captured and don't have
ground objectives.
Fixes https://github.com/Khopa/dcs_liberation/issues/274
"Required" SAMs (designative by redfor long range SAM launchers in the
ME) will always be spawned during campaign generation. This makes it
possible to build a semi-guaranteed IADS (the exact type of SAM is
dependent) on the choice of faction.
Requierd SAMs will consume the slots of random SAMs during generation.
Later we should differentiate between strategic SAMs like SA-10s and
tactical SAMs like SA-11s so we can fill in the medium range SAMs at
random locations among the fixed long range SAMs.
When a base is captured we clear its defenses. Those locations need to
be returned to the preset location pool so they can be used for the new
base defenses.
We currently have three methods of choosing locations for TGOs:
1. From the campaign miz
2. From the per-CP mizdata files
3. Randomly
Move the selection among these sources into a single place and use it
everywhere that we search for a TGO location.
Longer term methods 2 and 3 will be removed.
Defining a campaign using a miz file instead of as JSON has a number of
advantages:
* Much easier for players to mod their campaigns.
* Easier to see the big picture of how objective locations will be laid
out, since every control point can be seen at once.
* No need to associate objective locations to control points explicitly;
the campaign generator can claim objectives for control points based
on distance.
* Easier to create an IADS that performs well.
* Non-random campaigns are easier to make.
The downside is duplication across campaigns, and a less structured data
format for complex objects. The former is annoying if we have to fix a
bug that appears in a dozen campaigns. It's less an annoyance for
needing to start from scratch since the easiest way to create a campaign
will be to copy the "full" campaign for the given theater and prune it.
So far I've implemented control points, base defenses, and front lines.
Still need to add support for non-base defense TGOs.
This currently doesn't do anything for the `radials` property of the
`ControlPoint` because I'm not sure what those are.
Like with deleting waypoints, these will degrade the flight plan to the
2.1 behavior.
Ascend/descend points aren't in use any more, so I removed those.
Like with deleting waypoints, these will degrade the flight plan to the
2.1 behavior.
Ascend/descend points aren't in use any more, so I removed those.
In almost every case this leaves us with a flight plan we can't reason
about, so it gets degraded to `CustomFlightPlan`. The exception is when
deleting a target point when there are other target points remaining.
This probably gets people using this feature back to what they want
though, which is essentially the 2.1 behavior.
Fixes https://github.com/Khopa/dcs_liberation/issues/393
In almost every case this leaves us with a flight plan we can't reason
about, so it gets degraded to `CustomFlightPlan`. The exception is when
deleting a target point when there are other target points remaining.
This probably gets people using this feature back to what they want
though, which is essentially the 2.1 behavior.
Fixes https://github.com/Khopa/dcs_liberation/issues/393
Fixes https://github.com/Khopa/dcs_liberation/issues/375
This also fixes a problem where we're spawning non-cold start planes in
an uncontrolled state. The ME won't let us do this, so we probably
shouldn't be doing that.
Fixes https://github.com/Khopa/dcs_liberation/issues/375
This also fixes a problem where we're spawning non-cold start planes in
an uncontrolled state. The ME won't let us do this, so we probably
shouldn't be doing that.
BAI is used for attacking ground vehicles as opposed to buildings like
strike does, and not air defenses like DEAD does. Unlike strike, BAI is
tolerant of moving targets.
Fixes https://github.com/Khopa/dcs_liberation/issues/216
This was also needed in other parts of the UI and is easier to implement
in the target class anyway.
Note that DEAD is now properly restricted to air defense targets.
Also added error boxes to the UI for when planning fails on an invalid
target.
Previously the only difference between these was the objective type:
TARCAP was for front lines and BARCAP was for everything else.
Now BARCAP is for friendly areas and TARCAP is for enemy areas. The
practical difference between the two is that a TARCAP package is like
the old front line CAP in that it will adjust its patrol time to match
the package if it can, and it will also arrive two minutes ahead of the
rest of the package to clear the area if needed.
Fighter sweeps arrive at the target ahead of the rest of the package
(currently a fixed 5 minute lead) to clear out enemy fighters and then
RTB.
Fixes https://github.com/Khopa/dcs_liberation/issues/348
`FrontLine` is tightly coupled with `ConflictTheater`.
Moved into the same module to prevent circular imports.
Moved `ConflictTheater.frontline_data` from class var
to instance var to allow save games to have different
versions of frontlines.
This also removes ascend/descend waypoints. They don't seem to be
helping at all. The AI already gets an implicit ascend waypoint (they
won't go to waypoint one until they've climbed sufficiently), and
forcing unnecessary sharp turns toward the possibly mispredicted ascent
direction can mess with the AI. It's also yet another variable to
contend with when planning hold points, and hold points do essentially
the same thing.
Fixes https://github.com/Khopa/dcs_liberation/issues/352.
(cherry picked from commit 21cd764f66)
This also removes ascend/descend waypoints. They don't seem to be
helping at all. The AI already gets an implicit ascend waypoint (they
won't go to waypoint one until they've climbed sufficiently), and
forcing unnecessary sharp turns toward the possibly mispredicted ascent
direction can mess with the AI. It's also yet another variable to
contend with when planning hold points, and hold points do essentially
the same thing.
Fixes https://github.com/Khopa/dcs_liberation/issues/352.
Only one target waypoint created when flight is Viggen client flight.
M Waypoints not explicitly set anymore
(they don't need to be when waypoint has a TOT)
This still leaves a bit to be desired, namely that selling aircraft
happens immediately but buying aircraft takes a turn. However, that's
how this behaved before, so this restores the 2.1 behavior. Worth
investigating further in the future.
(cherry picked from commit 75769df8e2)
This still leaves a bit to be desired, namely that selling aircraft
happens immediately but buying aircraft takes a turn. However, that's
how this behaved before, so this restores the 2.1 behavior. Worth
investigating further in the future.
* Move the UI code out of the plugin logic.
* Add types where needed.
* Move into game package.
* Improve error handling.
* Simplify settings behavior.
* Don't load disabled plugins.
* Remove knowledge of non-base plugins from game generation.
Fixes https://github.com/Khopa/dcs_liberation/issues/311
Was using the interval from mission start to latest rather than from
earliest to latest, so this could sometimes be off by a bit and cause
us to not generate enough start times.
* Don't spawn missile sites or ground locations for CVs/LHAs.
* Don't spawn ground locations around CVs/LHAs.
* Spawn AA sites even if the faction has no buildings defined.
I messed up the counting here and was counting *every* object rather
than just the base defenses, so it was very unlikely that we'd hit
base defenses on the second object, which is the only index valid for
SAM generation. That logic maybe needs to be different, but this
restores the previous behavior.
The changes for Skynet unfortunately broke this because the names used
by the TGO and the name of the group itself were no longer in sync.
This deserves a larger cleanup where we decouple that naming
requirement (TGOs don't need a lot of the data they currently have),
but this works until we have the time to do that.
Fixes https://github.com/Khopa/dcs_liberation/issues/298
This removes both the double load that happens on startup and also
makes it possible to get the UI to create a new game if the existing
default.liberation is not compatible.
- B52, A-20, and Tu-22 will level bomb targets
- When there is an unit group as target, all the units are now engaged instead of only the first unit of the group
We were calculating the TOT based on travel time to the *flight's*
target, but the ingress point based on the travel time to the target
area. If the difference in travel time between the center of the
target area and the first target were different then we'd calculate
the start time incorrectly even for single flight packages.
Seems to fix https://github.com/Khopa/dcs_liberation/issues/295
The increased precision that we had everywhere except the UI and the
interface with DCS was causing issues with ASAP creating barely
negative start times. The main cause of this was that we'd compute the
earliest possible TOT, it would result in, for example, 23:10.002.
When we then set the QTimeEdit for the TOT, we have to round because
it does not support (nor do we really want to display) sub-second
values, which then caused the previously 0 start time to be -0.002.
Instead, since the sub-second values aren't really interesting anyway,
we now just round TOTs up and start times down. This should prevent
negative start times from occurring (except when they've been manually
planned as such), and also prevents start times of 00:00:01.
Also rounds the package waypoint times to avoid the same issues, but
it's not really important which direction we round these.
Fixes https://github.com/Khopa/dcs_liberation/issues/295
first pass briefing refactor
briefing fixes
briefing fixes
Stop briefing generate being called twice
Stop frontline advantage string being appended
when there are no units.
jinja template
always return enum instance in Strategy Selector
For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.
I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.
type issue
junja's not a thing
swap mapping with dict
jinja template
always return enum instance in Strategy Selector
For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.
I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.
type issue
Update build.yml
junja's not a thing
swap mapping with dict
Restore build job
Previously we were trying to make every potential flight plan look
just like a strike mission's flight plan. This led to a lot of special
case behavior in several places that was causing us to misplan TOTs.
I've reorganized this such that there's now an explicit `FlightPlan`
class, and any specialized behavior is handled by the subclasses.
I've also taken the opportunity to alter the behavior of CAS and
front-line CAP missions. These no longer involve the usual formation
waypoints. Instead the CAP will aim to be on station at the time that
the CAS mission reaches its ingress point, and leave at its egress
time. Both flights fly directly to the point with a start time
configured for a rendezvous.
It might be worth adding hold points back to every flight plan just to
ensure that non-formation flights don't end up with a very low speed
enroute to the target if they perform ground ops quicker than
expected.
`pytest tests` works now. I can't explain why `pytest` alone does not,
but it could have something to do with us not being a real Python
package.
With just `pytest` I get:
E ModuleNotFoundError: No module named 'tests.test_factions'
But `python -c "import tests.test_factions"` works fine.
py is a shortcut that launches the *latest* version of Python on the
machine. https://stackoverflow.com/a/50896577/632035
The build machines were updated to include python 3.9, so we were
doing everything with 3.9 instead of 3.8. pyproj doesn't have a binary
wheel for 3.9 on pypi yet, so we were falling back to building it from
source, which we aren't able to do, breaking the build.
Capturing bases is sometimes really annoying because of the DCS unit
AI and our non-optimal ground victory heuristics. Add a cheat option
to allow the player to move on without the tedium.
When we don't coalesce target points on the kneeboard we call
add_waypoint_row multiple times, so calls after the first were using
the travel time from one strike target to the next. Since they were so
close that rounded down to zero and caused a divide by zero error.
Update the last waypoint in add_waypoint instead.
We were only getting BARCAP results right in BARCAP packages. This
fixes calculations of TOTs and start times for BARCAPs in strike
packages.
The probably needs some refactoring. BARCAP is just the symptomatic
example at the moment, but the real problem is that different mission
profiles exist and we currently only handle one. Making profiles
explicit in mission planning will clean this up, will be needed for
other future mission types, and makes it easier for us to alter
behavior for waypoint and timing decisions based on the aircraft or
mission type.
Conditional in comprehension appears to be intended to exclude
dunders, but was also excluding many TER weapons from Weapon class args
beginning with '_'
Somehow this constant was wrong so all of our foot-to-meter
conversions were coming out ~7% too large. We're still introducing
some error because we're rounding early rather than only when we need
an integer, but it's much more accurate now.
- dcsLiberation.installPath does not include "state.json" anymore
- corrected behavior :
- try LIBERATION_EXPORT_DIR
- then try dcsLiberation.installPath
- then try TEMP
- then try working directory
- corrected multiple bugs in dcs_liberation.lua
- corrected bad string.format causing DCS crashes in
jtacautolase-config.lua
* Fixed minor errors on the original LUA scripting
* Refactored code to be self-contained to a function
* Changed the search logic to use an environment variable first, then
fallback into other search options
Previously we were sorting by task first and price second. Much easier
to find things if they're sorted by name (although longer term we
should make the sort option selectable).
Stop using "CAP". Use BARCAP or TARCAP instead.
TARCAP no longer allowed anywhere but front lines, since that's all we
have mission planning for right now. Later will add TARCAP and BARCAP
for all objective types with different timing profiles.
Part two of the fix for
https://github.com/Khopa/dcs_liberation/issues/210.
This guarantees that we update the map *after* updating the model that
the map uses to draw flight plans. Without this, after creating a new
game we'd redraw the previous game's flight plans because the model
hadn't been updated by the time the map was.
Fixes https://github.com/Khopa/dcs_liberation/issues/212
Weather and exact time of day information is helpful during mission
planning, so generate it at the start of the turn rather than at
takeoff time.
Another advantage aside from planning is that we can now use the wind
information to set carrier headings and takeoff runways appropriately.
Reasonable ground speed depends a lot on altitude, so plumb that
information through to the speed estimator.
Also adds calculations for ground speed based on desired mach. I don't
know if DCS is using the same formulas, but we should at least be
pretty close.
- load plugins when loading a game
- moved plugins scripts to resources/plugins (for pyinstaller)
- removed vanilla JTAC and JTAC_smoke options and settings GUI
- call JtacAutolasePlugin in armor.py
- made a dictionary of INSTALLED_PLUGINS
- removed NIOD from the VEAF plugin
- the base LUA functionality has been implemented as a mandatory plugin
- the jtacautolase functionality has been implemented as a plugin
- added a VEAF framework plugin
The plugins have GUI elements in the Settings window.
We estimate the longest possible time from mission start to TOT for
all flights in a package and use that to set the TOT (plus any delay
used to stagger flights). This both cuts down on loiter time for
shorter flights and ensures that long flights will make it to the
target in time.
This is also used to compute the start time for the AI, so the
explicit delay option is no longer needed.
Also fixes the CAP racetracks so the AI actually stays on station.
Waypoint TOT assignment happens at mission generation time for the
sake of the UI. It's a bit messy since we have the late-initialized
field in FlightWaypoint, but on the other hand we don't have to reset
every extant waypoint whenever the player adjusts the mission's TOT.
If we want to clean this up a bit more, we could have two distinct
types for waypoints: one for the planning stage and one with the
resolved TOTs. We already do some thing like this with Flight vs
FlightData.
Future improvements:
* Estimate the group's ground speed so we don't need such wide margins
of error.
* Delay takeoff to cut loiter fuel cost.
* Plan mission TOT based on the aircraft in the package and their
travel times to the objective.
* Tune target area time prediction. Flights often don't need to travel
all the way to the target point, and probably won't be doing it
slowly, so the current planning causes a lot of extra time spent in
enemy territory.
* Per-flight TOT offsets from the package to allow a sweep to arrive
before the rest, etc.
Especially considering the button in this position used to be how
players added client slots, confirm that they in fact want to launch
an AI-only mission before launching, and guide them toward the new UI.
Vaicom (a mod that adds voice control for the communications menus)
isn't able to follow the waypoint frequency change that normally sets
the radio channel for the AWACS/tanker flights. Set the group's
frequency correctly to start so it works.
Calling logging.basicConfig creates a stream handler for the root
logger, and then we were adding our own with a different formatter.
Pass the format string to basicConfig so we don't need to add our own
duplicate stream handler.
Logging before we've made it to the logging setup was causing the root
logger to be permanently configured to the default (warning) log
level, so we weren't getting any info or debug logs any more.
Defer the campaign data load until it is needed rather than doing it
at import time. I've also cleaned up a bit so we only load each
campaign once, rather than re-loading the campaign to create the
theater again after the wizard is finished.
Avoids crowding the taxiways, and adds some life to the end of the
mission.
Later on, this will happen more naturally because we can delay
takeoffs to align with the package's DTOT.
When the mission is aborted the pending mission is still in the event
list, which is part of the game option. That event has a reference to
the operation, which in turn contains all the mission generator
objects. Two of these objects are the radio/TACAN allocators, which
use a generator to track the next free channel. Generators cannot be
picked, so because these are transitively part of the game object the
game cannot be saved.
Aside from the briefing generator, none of those objects are
actually needed outside the generation function itself, so just make
them locals instead.
This probably needs a larger refactor at some point. It doesn't look
like we need so many calls into the operation type (it has an
initialize, a prepare, and a generate, and it doesn't seem to need
anything but the last one). The only reason breifinggen needs to
remain a part of the class is because the briefing title and
description are filled in from the derived class, where title and
description should probably be overridden properties instead. I'm also
not sure if we need to make the event list a part of game at all, and
also don't think that the mission needs to be one of these events.
When the mission is aborted the pending mission is still in the event
list, which is part of the game option. That event has a reference to
the operation, which in turn contains all the mission generator
objects. Two of these objects are the radio/TACAN allocators, which
use a generator to track the next free channel. Generators cannot be
picked, so because these are transitively part of the game object the
game cannot be saved.
Aside from the briefing generator, none of those objects are
actually needed outside the generation function itself, so just make
them locals instead.
This probably needs a larger refactor at some point. It doesn't look
like we need so many calls into the operation type (it has an
initialize, a prepare, and a generate, and it doesn't seem to need
anything but the last one). The only reason breifinggen needs to
remain a part of the class is because the briefing title and
description are filled in from the derived class, where title and
description should probably be overridden properties instead. I'm also
not sure if we need to make the event list a part of game at all, and
also don't think that the mission needs to be one of these events.
Changing targets doesn't make sense now that flights belong to a
package. Change all the "generate" dialogs to simply confirm dialogs
to make sure the user is okay with us clobbering the flight plan.
This still isn't very good because it doesn't work well for anything
but the automatically planned package.
Instead, should be a part of the Package itself, generated the first
time it is needed, and resettable by the user.
Pointing the race track 90 degrees away from where the enemy is
expected means the radar can't see much. CAP flights normally fly
*toward* the expected direction of contact and alternate approaching
and retreating legs with their wingman.
CAP missions should be between the protected location and the nearest
threat. Find the closest enemy airfield and ensure that the CAP race
track is between it and the protected location.
Mission planning on a per-control point basis lacked the context it
needed to make good decisions, and the ability to make larger missions
that pulled aircraft from multiple airfields.
The per-CP planners have been replaced in favor of a global planner
per coalition. The planner generates a list of potential missions in
order of priority and then allocates aircraft to the proposed flights
until no missions remain.
Mission planning behavior has changed:
* CAP flights will now only be generated for airfields within a
predefined threat range of an enemy airfield.
* CAS, SEAD, and strike missions get escorts. Strike missions get a
SEAD flight.
* CAS, SEAD, and strike missions will not be planned unless
they have an escort available.
* Missions may originate from multiple airfields.
There's more to do:
* The range limitations imposed on the mission planner should take
aircraft range limitations into account.
* Air superiority aircraft like the F-15 should be preferred for CAP
over multi-role aircraft like the F/A-18 since otherwise we run the
risk of running out of ground attack capable aircraft even though
there are still unused aircraft.
* Mission priorities may need tuning.
* Target areas could be analyzed for potential threats, allowing
escort flights to be optional or omitted if there is no threat to
defend against. For example, late game a SEAD flight for a strike
mission probably is not necessary.
* SAM threat should be judged by how close the extent of the SAM's
range is to friendly locations, not the distance to the site itself.
An SA-10 30 nm away is more threatening than an SA-6 25 nm away.
* Much of the planning behavior should be factored out into the
coalition's doctrine.
But as-is this is an improvement over the existing behavior, so those
things can be follow ups.
The potential regression in behavior here is that we're no longer
planning multiple cycles of missions. Each objective will get one CAP.
I think this fits better with the turn cycle of the game, as a CAP
flight should be able to remain on station for the duration of the
turn (especially with refueling).
Note that this does break save compatibility as the old planner was a
part of the game object, and since that class is now gone it can't be
unpickled.
Mission planning has been completely redone. Missions are now planned
by right clicking the target area and choosing "New package".
A package can include multiple flights for the same objective. Right
now the automatic flight planner is only fragging single-flight
packages in the same manner that it used to, but that can be improved
now.
The air tasking order (ATO) is now the left bar of the main UI. This
shows every fragged package, and the flights in the selected package.
The info bar that was previously on the left is now a smaller bar at
the bottom of the screen. The old "Mission Planning" button is now
just the "Take Off" button.
The flight plan display no longer shows enemy flight plans. That could
be re-added if needed, probably with a difficulty/cheat option.
Aircraft inventories have been disassociated from the Planner class.
Aircraft inventories are now stored globally in the Game object.
Save games made prior to this update will not be compatible do to the
changes in how aircraft inventories and planned flights are stored.
In order to be able to customize the scripts that can be injected in the
mission, a __plugin.lst file is read and the scripts mentionned in this
file are injected (through DoScriptFile and not DoScript).
A mechanism checks if a standard script (Mist, JTACAutolase) has
already been loaded, to avoid loading them twice.
In the mission editor, using a VHF frequency for a Player or
Client A-10C results in an error. Changed the radio definitions
to use AN/ARC-164 for intraflight comms.
This was previously mostly working because the allocator itself was
moving forward, but since each radio has its own allocator, aircraft
with different radios would often get overlapping intra-flight
frequencies.
Adds the following:
* AJS37
* AV-8B
* JF-17
This does move the preset channel allocation logic into its own class,
since we need to customize that behavior for the AJS37 since it has a
rather unique preset channel layout (see the comments in
`ViggenRadioChannelAllocator` for details).
Since we create a target waypoint for every target in a
strike/SEAD/DEAD objective area (including every ground vehicle), the
kneeboard can quickly be overrun with target waypoints. When there are
many target waypoints, collapse them all into a single row for
brevity.
Make the type of the waypoint a non-optional part of the constructor.
Every waypoint needs a type, and there's no good default (the previous
default, `TAKEOFF`, is actually unused). All of the target waypoints
were mistakenly being set as `TAKEOFF`, so I've fixed that in the
process.
Also, fix the bug where only the last custom target of a SEAD
objective was being added to the waypoint list because the append was
scoped incorrectly.
The first waypoint is automatically added by pydcs, so it's not
actually in our waypoint list from the flight planner. Import is from
the group so it shows up in the kneeboard.
Not every aircraft has a pydcs radio index, so we can't use that to
index into a list. Any mission with an A-10C crashes, since it would
try to use `None - 1` to index into the list of radios to find the
intra-flight radio.
Also fix the radio ranges for the newly added radios. The current
implementation can't model gaps, so extending the radio ranges across
those gaps means that we might allocate channels that aren't tunable
by those radios. Additionally, the end frequency is exclusive rather
than inclusive, so fix the ranges to include that last tunable
frequency.
I've been wrongly importing these from `pydcs.dcs` instead of just
`dcs`, because that was what PyCharm thought they were. These will all
be broken when we get back to using a real pydcs instead of relying on
its directory being in our tree.
This page in the wiki should be updated:
https://github.com/Khopa/dcs_liberation/wiki/Developer's-Guide
Instead of recommending that `PYTHONPATH` be updated in the run
configuration, it should instead recommend that Settings -> Project:
dcs_liberation -> Project Structure be set to exclude the pydcs
directory from the dcs_liberation content root, and add the pydcs
directory as a *separate* content root.
Alternatively, we could recommend that configure a virtualenv (good
advice anyway, and pycharm knows how to set them up) that have people
run `pip install -e pydcs`.
I think even easier would be switching from the virtualenv-style
requirements.txt to pipenv, which can actually encode the `-e` style
pip install into its equivalent of requirements.txt.
I removed the nav target info from the briefing because that doesn't
seem to have been doing what it was intended to do. It didn't give any
actual target information, all it would show was (example is a JF-17
strike mission):
PP1
PP2
PP3
PP4
Without any additional context that doesn't seem too helpful to me.
I'll be following up (hopefully) shortly by adding target information
(type, coordinates, STPT/PP, etc) to both the briefing and the
kneeboard that will cover that.
Refactor a bunch to share some code with the kneeboard generator as
well.
Add central registries for allocating TACAN/radio channels to the
Operation. These ensure that each channel is allocated uniquely, and
removes the caller's need to think about which frequency to use.
The registry allocates frequencies based on the radio it is given,
which ensures that the allocated frequency will be compatible with the
radio that needs it. A mapping from aircraft to the radio used by that
aircraft for intra-flight comms (i.e. the F-16 uses the AN/ARC-222)
exists for creating infra-flight channels appropriate for the
aircraft. Inter-flight channels are allocated by a generic UHF radio.
I've moved the inter-flight radio channels from the VHF to UHF range,
since that's the most easily allocated band, and inter-flight will be
in the highest demand.
Intra-flight radios are now generally not shared. For aircraft where
the radio type is not known we will still fall back to the shared
channel, but that will stop being the case as we gain more data.
Tankers have been moved to the Y TACAN band. Not completely needed,
but seems typical for most missions and deconflicts the tankers from
any unknown airfields (which always use the X band in DCS).
This includes most of the briefing information in the kneeboard:
* Airfield info
* Waypoint info
* Comm info
* AWACS
* Tankers
* JTAC
There's more that could be done:
* Restrict tankers to the type compatible with the current aircraft
* Support for carriers
* Merge all relevant comm info (tankers, AWACS, JTAC, other flights)
into the comm ladder
This gives us a good start and a framework to build on. Very likely
that we'll want to split part of this (probably the comm ladder) off
onto a separate page once we start adding more to this, since it's a
pretty full page currently.
Also missing is any checking that the contents do not go beyond the
bounds of the page. We could add this if needed. For now the page has
enough room for about a dozen waypoints, which is quite a bit more
than most missions need.
Before filing, please search the issue tracker to see if the issue has already been reported.
If reporting a DCS AI bug, check https://github.com/dcs-liberation/dcs_liberation#dcs-bugs.
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Additional information**
We will usually need more information for debugging. Include as much of the following as you are able:
- DCS Liberation save file (the `.liberation` file you save from the DCS Liberation window). By default these are located in your DCS saved games directory (`%USERPROFILE%/Saved Games/DCS`).
- The generated mission file (the `.miz` file that you load in DCS to play the turn). By default these are located in your missions directory (`%USERPROFILE%/Saved Games/DCS/Missions`).
- A tacview track file, especially when demonstrating an issue with AI behavior. By default these are located in your Tacview tracks directory (`%USERPROFILE%/Documents/Tacview`).
- The state.json file from the finished mission when the problem is related to results processing. By default these are located in your Liberation install directory.
**Version information (please complete the following information):**
First, note that we have a code of conduct, please follow it in all your interactions with the project.
## Contributing as a non-developer
* Report bugs by opening issues here on Github.
* Help others users on Discord by answering their questions.
* Raise awareness about the project, by making a video and/or a tutorial.
Should you report a bug, 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.
## Making content for Liberation
You can create new campaigns : See [campaign creation wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Campaigns).
You can also improve existing campaigns.
You can then submit new campaigns on the "campaigns" channel on Discord, or by making a pull request if you are comfortable with git.
## Develop new features
If you want to develop a new feature, we recommend you first open an issue describing the new feature and discuss it with us on Discord before starting development.
However, feel free to work on any existing issue.
## Pull requests
Please submit your pull requests on the **develop** branch. We expect a description of its content, and when applicable, a reference to the issue(s) it is resolving.
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player semi dynamic campaign.
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/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.


## Downloads
Latest release is available here : https://github.com/Khopa/dcs_liberation/releases
Latest release is available here : https://github.com/dcs-liberation/dcs_liberation/releases
To download preview builds of the next version of DCS Liberation, see https://github.com/dcs-liberation/dcs_liberation/wiki/Preview-builds.
## DCS bugs
These DCS bugs prevent us from improving AI behavior. Please upvote them! (But please
_don't_ spam them with comments):
* [A2A and SEAD escorts don't escort](https://forums.eagle.ru/topic/251798-options-for-alternate-ai-escort-behavior/?tab=comments#comment-4668033)
* [DEAD can't use mixed loadouts effectively](https://forums.eagle.ru/topic/271941-ai-rtbs-after-firing-decoys-despite-full-load-of-bombs/)
## 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](https://github.com/dcs-liberation/dcs_liberation/issues). 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](https://github.com/dcs-liberation/dcs_liberation/projects). 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](https://github.com/dcs-liberation/dcs_liberation/wiki/Preview-builds) 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](https://github.com/Khopa/dcs_liberation/wiki/)
Tutorials, contributors and developer's guides are available in the project's [Wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/)
## Special Thanks
@@ -31,6 +48,10 @@ First, a big thanks to shdwp, for starting the original DCS Liberation project.
Then, DCS Liberation uses [pydcs](http://github.com/pydcs/dcs) for mission generation, and nothing would be possible without this.
It also uses the popular [Mist](https://github.com/mrSkortch/MissionScriptingTools) lua framework for mission scripting.
And for the JTAC feature, DCS Liberation embed Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
Excellent lua scripts DCS Liberation uses as plugins:
* For the JTAC feature, DCS Liberation embeds Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
* Walder's [Skynet-IADS](https://github.com/walder/Skynet-IADS) is used for Integrated Air Defense System.
* **[Campaign AI]** Fix procurement for factions that lack some unit types.
* **[Mission Generation]** Fixed problem with mission load when control point name contained an apostrophe.
* **[UI]** Made non-interactive map elements less obstructive.
# 3.0.0
Saves from 2.5 are not compatible with 3.0.
## Features/Improvements
* **[Campaign]** Ground units can now be transferred by road, airlift, and cargo ship. See https://github.com/dcs-liberation/dcs_liberation/wiki/Unit-Transfers for more information.
* **[Campaign]** Ground units can no longer be sold. To move units to a new location, transfer them.
* **[Campaign]** Ground units must now be recruited at a base with a factory and transferred to their destination. When buying units in the UI, the purchase will automatically be fulfilled at the closest factory, and a transfer will be created on the next turn.
* **[Campaign]** Non-control point FOBs will no longer spawn.
* **[Campaign]** Added squadrons and pilots. See https://github.com/dcs-liberation/dcs_liberation/wiki/Squadrons-and-pilots for more information.
* **[Campaign]** Capturing a base now depopulates all of its attached objectives with units: air defenses, EWRs, ships, armor groups, etc. Buildings are captured.
* **[Campaign]** Ammunition Depots determine how many ground units can be deployed on the frontline by a control point.
* **[Campaign AI]** AI now considers Ju-88s for CAS, strike, and DEAD missions.
* **[Campaign AI]** AI planned AEW&C missions will now be scheduled ASAP.
* **[Campaign AI]** AI now considers the range to the SAM's threat zone rather than the range to the SAM itself when determining target priorities.
* **[Campaign AI]** Auto purchase of ground units will now maintain unit composition instead of buying randomly. The unit composition is predefined.
* **[Campaign AI]** Auto purchase will aim to purchase enough ground units to support the frontline, plus 30% reserve units.
* **[Campaign AI]** Auto purchase will now adjust its air/ground balance to favor whichever is under-funded.
* **[Flight Planner]** Desired mission length is now configurable (defaults to 60 minutes). A BARCAP will be planned every 30 minutes. Other packages will simply have their takeoffs spread out or compressed such that the last flight will take off around the mission end time.
* **[Flight Planner]** Flight plans now include bullseye waypoints.
* **[Flight Planner]** Differentiated SEAD and SEAD escort. SEAD is tasked with suppressing the package target, SEAD escort is tasked with protecting the package from all SAMs along its route.
* **[Flight Planner]** Planned airspeed increased to 0.85 mach for supersonic airframes and 85% of max speed for subsonic.
* **[Flight Planner]** Taxi time estimation for airfields increased from 5 minutes to 8 minutes.
* **[Flight Planner]** Reduce expected error margin for flight plans from 10% to 5%.
* **[Flight Planner]** SEAD flights are scheduled one minute ahead of the package's TOT so that they can suppress the site ahead of the strike.
* **[Flight Planner]** Automatic ATO generation for the player's coalition can now be disabled in the settings.
* **[Payloads]** AI flights for most air to ground mission types (CAS excluded) will have their guns emptied to prevent strafing fully armed and operational battle stations. Gun-reliant airframes like A-10s and warbirds will keep their bullets.
* **[Kneeboard]** ATC table overflow alleviated by wrapping long airfield names and splitting ATC frequency and channel into separate rows.
* **[UI]** Overhauled the map implementation. Now uses satellite imagery instead of low res map images. Display options have moved from the toolbar to panels in the map.
* **[UI]** Campaigns generated for an older or newer version of the game will now be marked as incompatible. They can still be played, but bugs may be present.
* **[UI]** DCS loadouts are now selectable in the loadout setup menu.
* **[UI]** Added global aircraft inventory view under Air Wing dialog.
* **[UI]** Base menu now shows information about ground unit deployment limits.
* **[Modding]** Campaigns now choose locations for factories to spawn.
* **[Modding]** Campaigns now choose locations for ammunition depots to spawn.
* **[Modding]** Campaigns now use map structures as strike targets.
* **[Modding]** Campaigns may now set *any* objective type to be a required spawn rather than random chance. Support for random objective generation was removed.
* **[Modding]** Campaigns may now place AAA objectives.
* **[Modding]** Can now install custom factions to <DCS saved games>/Liberation/Factions instead of the Liberation install directory.
* **[Performance Settings]** Added a settings to lower the number of smoke effects generated on frontlines. Lowered default settings for frontline smoke generators, so less smoke should be generated by default.
* **[Configuration]** Liberation preferences (DCS install and save game location) are now saved to `%LOCALAPPDATA%/DCSLiberation` to prevent needing to reconfigure each new install.
* **[Skynet]** Updated to 2.1.0.
## Fixes
* **[Campaign AI]** Fix purchase of aircraft by priority (the faction's list was being used as the priority list rather than the game's).
* **[Campaign AI]** Fixed bug causing AI to over-purchase cheap aircraft.
* **[Campaign AI]** Auto planner will no longer attempt to plan missions for which the faction has no compatible aircraft.
* **[Campaign AI]** Stop purchasing aircraft after the first unaffordable package to attempt to complete more packages rather than filling airfields with cheap escorts that will never be used.
* **[Campaign]** Fixed bug where offshore strike locations were being used to spawn ship objectives.
* **[Campaign]** EWR sites are now purchasable.
* **[Flight Planner]** AI strike flight plans now include the correct target actions for building groups.
* **[Flight Planner]** AI BAI/DEAD/SEAD flights now have tasks to attack all groups at the target location, not just the primary group (for multi-group SAM sites).
* **[Flight Planner]** Fixed some contexts where damaged runways would be used. Destroying a carrier will no longer break the game.
# 2.5.1
## Features/Improvements
* **[UI]** Engagement ranges are now displayed by default.
* **[UI]** Engagement range display generalized to work for all patrolling flight plans (BARCAP, TARCAP, and CAS).
* **[Flight Planner]** Front lines no longer project threat zones to avoid pushing BARCAPs back so much. TARCAPs will be forcibly planned but strike packages will not route around front lines even if it is reasonable to do so.
## Fixes
* **[Campaigns]** EWRs associated with a base will now only be generated near the base.
* **[Flight Planner]** Fixed error when generating AEW&C flight plans in campaigns with no front lines.
# 2.5.0
Saves from 2.4 are not compatible with 2.5.
## Features/Improvements
* **[Engine]** DCS 2.7 Support
* **[UI]** Improved FOB menu, added a custom banner, and do not display aircraft recruitment menu
* **[Loadouts]** Replaced Litening with ATFLIR for all default F/A-18C loadouts.
## Fixes
* **[Flight Planner]** Front lines now project threat zones, so TARCAP/escorts will not be pruned for flights near the front. Packages may also route around the front line when practical.
* **[Flight Planner]** Fixed error when planning BAI at SAMs with dead subgroups.
* **[Flight Planner]** Mig-19 was not allowed for CAS roles fixed
* **[Flight Planner]** Increased size of navigation planning area to avoid plannign failures with distant waypoints.
* **[Flight Planner]** Fixed UI refresh when unchecking the "default loadout" box in the loadout editor.
* **[Objective names]** Fixed typos in objective name : ARMADILLLO -> ARMADILLO (by SnappyComebacks)
* **[Payloads]** F-86 Sabre was missing a custom payload
* **[Payloads]** Added GAR-8 period restrictions (by Mustang-25)
* **[Campaign]** Date now progresses.
* **[Campaign]** Added game over message when a coalition runs out of functioning airbases.
* **[Mission Generation]** Fixed "invalid face handle" error in kneeboard generation that occurred on some machines.
## Regressions
* **[Mod Support]** Stopped support for 2.5.5 Rafale Mode, and removed factions that were using it
* **[Mod Support]** Su-57 mod support might be out of date
# 2.4.3
## Features/Improvements
* **[New Game Wizard]** Added the possibility to setup custom start date
## Fixes
* **[Mods]** Updated C-130J mod data to version 6.4
* **[Mods]** Updated F-22A mod to latest version
# 2.4.2
## Features/Improvements
* **[Factions]** Introduction dates and fallback weapons added for US, Russian, UK, and French weapons. Huge thanks to @TheCandianVendingMachine for the massive amount of data entry!
* **[Campaigns]** Added 1995 start dates.
## Fixes
* **[Economy]** Pending ground unit purchases will also be transferred when a connected base is captured.
* **[UI]** Fixed rounding of budget in recruitment menu.
# 2.4.1
## Fixes
* **[Units]** Fixed syntax error with the SH-60B payload file.
* **[Culling]** Missile sites generate reasonably sized non-cull zones rather than 100km ones.
* **[UI]** Budget display is also now rounded to 2 decimal places.
* **[UI]** Fixed some areas where the old, non-pretty name was displayed to users.
# 2.4.0
Saves from 2.3 are not compatible with 2.4.
## Highlights
* Improved flight plan generation to avoid loitering in or traveling through threatened areas when practical.
* Improved AI aircraft purchasing behavior.
* Era-restricted weapons (work in progress).
* Tons of UI polish.
* Rebalanced economy to keep opfor competitive over the course of the game.
## Features/Improvements
* **[Flight Planner]** Air-to-air and SEAD escorts will no longer be automatically planned for packages that are not in range of threats.
* **[Flight Planner]** Non-custom flight plans will now navigate around threat areas en route to the target area when practical.
* **[Flight Planner]** Flight plans along front lines now ensure that the race track start is closer to the departure airfield than the race track end.
* **[Campaign AI]** Auto-purchase now prefers airfields that are not within range of the enemy.
* **[Campaign AI]** Auto-purchase now prefers the best aircraft for the task, but will attempt to maintain some variety.
* **[Campaign AI]** Opfor now sells off odd aircraft since they're unlikely to be used.
* **[Campaign AI]** Multiple rounds of CAP will be planned (roughly 90 minutes of coverage). Default starting budget has increased to account for the increased need for aircraft.
* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
* **[Mission Generator]** Default start type can now be chosen in the settings. This replaces the non-functional "AI Parking Start" option. **Selecting any type other than cold will break OCA/Aircraft missions.**
* **[Cheat Menu]** Added ability to toggle base capture and frontline advance/retreat cheats.
* **[Skynet]** Updated to 2.0.1.
* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
* **[Hercules]** Updated the Hercules Cargo list file.
* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
* **[Balance]** Units now retreat from captured bases when able. Units with no retreat path will be captured and sold.
* **[Economy]** FOBs generate only $10M per turn (previously $20M like airbases).
* **[Economy]** Carriers and off-map spawns generate no income (previously $20M like airbases).
* **[Economy]** Sales of aircraft and ground vehicles can now be cancelled before the next turn begins.
* **[UI]** Multi-SAM objectives now show threat and detection rings per group.
* **[UI]** New icon for AA sites with no active threat.
* **[UI]** Unit names are now prettier and more accurate, and can now be set per-country for added historical flavour.
* **[UI]** Default loadout is now shown for flights with no custom loadout selected.
* **[UI]** Aircraft for a new flight are now only selectable if they match the task type for that flight.
* **[UI]** WIP - There is now a unit info button for each unit in the recruitment list, that should help newer players learn what each unit does.
* **[UI]** Docs for time-on-target and creating new theaters/factions/loadouts are now linked in the UI at the appropriate places.
* **[UI]** ASAP is now a checkbox rather than a button. Enabling this will disable the TOT selector but changes to the package structure will automatically re-ASAP the package.
* **[UI]** Arrival airfield is now shown in the flight list if it differs from the departure airfield.
* **[UI]** Start type can now be selected when creating a flight.
* **[UI]** Arrival and divert airfields can be edited after the flight is created.
* **[Factions]** Added option for date-based loadout restriction. Active radar homing missiles are handled, patches welcome for the other thousand weapons.
* **[Factions]** Added Poland 2010 faction.
* **[Factions]** Added Greece 2005 faction.
* **[Factions]** Added Iran 1988 faction.
* **[Units]** Support for E-2 Hawkeye, SH-60B Seahawk, S-3B Viking (thanks to awinterquest) and SpGH Dana - these are now being used by appropriate factions.
* **[Culling]** Missile sites are no longer culled.
* **[Campaigns]** Added campaign "Black Sea Lite" by Starfire
* **[Campaigns]** Added campaign "Exercise Vegas Nerve" by Starfire
* **[New game Wizard]** The theater page is now the first page of the campaign wizard, recommended factions will be selected automatically on the faction selection page
* **[New game Wizard]** Added information text about the selected campaign performance.
* **[Mod Support]** Added support for High Digit SAMs mod 1.4.0
* **[Hercules]** Updated the default Hercules radio frequency.
* **[Economy]** Pending unit orders at captured bases will be refunded.
* **[UI]** Carrier group SAM threat rings now move with the carrier.
* **[UI]** Base intel menu no longer compresses text, and is now scrollable.
* **[UI]** Edit Flight window is now dynamically sized to adapt to the width of waypoint names, so they no longer get truncated.
* **[UI]** Budget income display is now rounded to 2 decimal places.
* **[UI]** Fixed incorrect income per turn displayed for strike target tooltip.
* **[Factions]** USA with C-130 faction now links to the required mod.
* **[Campaign]** Fixed issue where destroyed buildings would sometimes not count as destroyed and thus respawn.
* **[Campaign]** Fixed issue where destroyed runways were not registered.
* **[Units]** J-11A is no longer spawned with empty loadout.
* **[Units]** F-14B is no longer spawned with empty loadout for fighter sweep tasks.
* **[Units]** Pyotr Velikiy cruiser has been removed for now as it's nearly unkillable.
* **[Units]** Submarines have been removed for now as they aren't wholly functional.
* **[Units]** Fixed "FACTION ERROR : Unable to find OliverHazardPerryGroupGenerator in pydcs" error at startup.
* **[Mission Generator]** Fixed a bug where units set to Aggressive stance sometimes did not move.
* **[Mission Generator]** Flyover points for OCA/Aircraft missions are now generated correctly.
* **[Flight Planner]** Fixed not being able to create custom waypoints for buildings.
* **[Flight Planner]** Strike missions will no longer be automatically planned against SAMs.
* **[Flight Planner]** Strike missions will no longer be automatically planned against FOB structures.
# 2.3.4
## Fixes:
[Mission Generator] Mission generator would crash when generating fire missions for destroyed SCUD sites - fixed
# 2.3.3
## Features/Improvements
* **[Campaigns]** Reworked Golan Heights campaign on Syria, (Added FOB and preset locations for SAMS)
* **[Campaigns]** Added a lite version of the Golan Heights campaign
* **[Campaigns]** Reworked Syrian Civil War campaign (Added FOB and preset locations for SAMS)
* **[Campaigns]** Reworked Emirates campaign
* **[Campaigns]** AA units added to frontlines and updated all factions to include some frontline AA units.
* **[Mission Generator]** Infantry will only be generated for APC and IFV groups
* **[Mission Generator]** Infantry squads size is not randomized anymore
* **[Mission Generator]** Infantry squads can have a mortar.
* **[Mission Generator]** SCUD missiles sites will now fire on enemy controls points in range when possible
* **[Factions]** Updated Nato Desert Storm to include F-14A
* **[Factions]** Updated Iraq 1991 factions to include Zsu-57 and Mig-29A
* **[Factions]** Germany 1944, added Stug III and Stug IV
* **[Factions]** Added factions Insurgents (Hard) with better and more weapons
* **[Plugins]** [The EWRS plugin](https://github.com/Bob7heBuilder/EWRS) is now included.
* **[UI]** Added enemy intelligence summary and details window.
## Fixes:
* **[Factions]** AI would never buy artillery units for the frontline - fixed
* **[Factions]** Removed the F-111 unit from the NATO desert storm faction. (Recruiting it would cause crashes in DCS, since it is not a valid unit)
* **[Campaign]** Automatic redeployment of ground units would sometimes fail - fixed
* **[Mission Generator]** Artillery groups would retreat in the wrong direction - fixed
* **[Units]** Fixed SPG_Stryker_M1128_MGS not being in db
* **[UI]** Fixed and added many missing ground units icons
* **[UI]** Ship groups could be replaced by SAM sites in the UI, which would lead to broken mission being generated - fixed
* **[New Game Wizard]** Removed the "mid game" campaign generator option which is currently broken
* **[Mission Generator]** Empty navy groups will no longer be generated
* **[Mission Generator]** Fixed BAI, SEAD, and DEAD flights ocassionally being assigned the wrong targets.
* **[Flight Planner]** Fixed not being able to plan packages against opfor carriers
* **[UI]** Repaired SAMs no longer show as dead.
* **[UI]** Fixed not being able to manage a disbanded site after disbanding and closing the base menu.
# 2.3.2
## Features/Improvements
* **[Units]** Support for newly added BTR-82A, T-72B3
* **[Units]** Added ZSU-57 AAA sites
* **[Culling]** BARCAP missions no longer create culling exclusion zones.
* **[Flight Planner]** Improved TOT planning. Negative start times no longer occur with TARCAPs and hold times no longer affect planning for flight plans without hold points.
* **[Factions]** Added Iraq 1991 faction (thanks again to Hawkmoon!)
## Fixes:
* **[Mission Generator]** Fix mission generation error when there are too many radio frequency to setup for the Mig-21
* **[Mission Generator]** Fix ground units not moving forward
* **[Mission Generator]** Fixed assigned radio channels overlapping with beacons.
* **[Flight Planner]** Fix creation of custom waypoints.
* **[Campaigns]** Fixed many cases of SAMs spawning on the runways/taxiways in Syria Full.
# 2.3.1
## Features/Improvements
* **[UX]** Added a warning message when the player is attempting to buy more planes at an already full airbase.
* **[Campaigns]** Migrated Syria full map to new format. (Thanks to Hawkmoon)
* **[Faction]** Added NATO desert Storm faction (Thanks to Hawkmoon)
## Fixes:
* **[AI]** CAP flights will engage enemies again.
* **[Campaigns]** Fixed a missing path on the Caucasus Full Map campaign
# 2.3.0
## Features/Improvements
* **[Campaign Map]** Overhauled the campaign model
* **[Campaign Map]** Possible to add FOB as control points
* **[Culling]** Added possibility to include/exclude carriers from culling zones
* **[QOL]** On liberation startup, your latest save game is loaded automatically
* **[Units]** Reduced starting fuel load for C101
* **[UI]** Inform the user of the weather
* **[UI]** Added toolbar buttons to change map display settings
* **[Game]** Added new Economy options for adjusting income multipliers and starting budgets.
## Fixes :
* **[Map]** Missiles sites now have a proper icon and will not re-use the SAM sites icon
* **[Mission Generator]** Ground unit waypoints improperly set to "On Road" - fixed
* **[Mission Generator]** Target waypoints not at ground level - fixed
* **[Mission Generator]** Selected skill not applied to Helicopters - fixed
* **[Mission Generator]** Ground units do not always spawn - fixed
* **[Kneeboard]** Briefing waypoints off by one - fixed
* **[Game]** Destroyed buildings still granting budget - fixed
# 2.2.1
## Features/Improvements
* **[Factions]** Added factions : Georgia 2008, USN 1985, France 2005 Frenchpack by HerrTom
* **[Factions]** Added map Persian Gulf full by Plob
* **[Flight Planner]** Player flights with start delays under ten minutes will spawn immediately.
* **[UI]** Mission start screen now informs players about delayed flights.
* **[Units]** Added support for F-14A-135-GR
* **[Modding]** Possible to setup liveries overrides in factions definition files
## Fixes :
* **[Flight Planner]** Hold, join, and split points are planned cautiously near enemy airfields. Ascend/descend points are no longer planned.
* **[Flight Planner]** Custom waypoints are usable again. Not that in most cases custom flight plans will revert to the 2.1 flight planning behavior.
* **[Flight Planner]** Fixed UI bug that made it possible to create empty flights which would throw an error.
* **[Flight Planner]** Player flights from carriers will now be delayed correctly according to the player's settings.
* **[Misc]** Spitfire variant with clipped wings was not seen as flyable by DCS Liberation (hence could not be setup as client/player slot)
* **[Misc]** Updated Syria terrain parking slots database, the out-of-date database could end up generating aircraft in wrong slots (We are still experiencing issues with somes airbases, such as Khalkhalah though)
# 2.2.0
## Features/Improvements :
* **[Campaign Generator]** Added early warning radar generation
* **[Cheat Menu]** Added ability to capture base from mission planner
* **[Cheat Menu]** Added ability to show red ATO
* **[Factions]** Added WW2 factions that do not depend on WW2 asset pack
* **[Factions]** Cold War / Middle eastern factions will use Flak sites
* **[Flight Planner]** Flight planner overhaul, with package and TOT system
* **[Flight Planner]** Pick runways and ascent/descent based on headwind
* **[Map]** Added polygon debug mode display
* **[Map]** Highlight the selected flight path on the map
* **[Map]** Improved SAM display settings
* **[Map]** Improved flight plan display settings
* **[Map]** Caucasus and The Channel map use a new system to generate SAM and strike target location to reduce probability of targets generated in the middle of a forests
* **[Misc]** Flexible Dedicated Hosting Options for Mission Files via environment variables
* **[Moddability]** Custom campaigns can be designed through json files
* **[Moddability]** LUA plugins can now be injected into Liberation missions.
* **[Moddability]** Optional Skynet IADS lua plugin now included
* **[New Game]** Starting budget can be freely selected
* **[New Game]** Exanded information for faction and campaign selection in the new game wizard
* **[UI]** Add double and right click actions to many UI elements.
* **[UI]** Add polygon drawing mode for map background
* **[UI]** Added a warning if you press takeoff with no player enabled flights
* **[UI]** Packages and flights now visible in the main window sidebar
* **[Units/Factions]** Added bombers to some coalitions
* **[Units/Factions]** Added support for SU-57 mod by Cubanace
* **[Units]** Added Freya EWR sites to german WW2 factions
* **[Units]** Added support for many bombers (B-52H, B-1B, Tu-22, Tu-142)
* **[Units]** Added support for new P-47 variants
## Fixes :
* **[Campaign Generator]** Big airbases could end up without any airbase defense.
* **[Campaign generator]** Ship group and offshore buildings should not be generated on land anymore
* **[Flight Planner]** Fix waypoint alitudes for helicopters
* **[Flight Planner]** Fixed CAS aircraft wandering away from frontline
* **[Maps]** Incirlik airbase was missing exclusions zones, so SAMS could end up being generated on the runway
* **[Mission Generator]** Fixed player/client confusion when a flight had only one player slot.
* **[Radios]** Fix A-10C radio
* **[UI]** Many missing unit icons were added
* **[UI]** Missing TER weapons in custom payload now selectable.
# 2.1.5
## Features/Improvements :
* **[Units/Factions]** Enabled EPLRS for ground units that supports it (so they appear on A-10C II TAD and Helmet)
## Fixes :
* **[UI]** Fixed an issue that prevent saving after aborting a mission
* **[Mission Generator]** Fixed aircraft landing point type being wrong
# 2.1.4
## Fixes :
* **[UI]** Fixed an issue that prevented generating the mission (take off button no working) on old savegames.
## Features/Improvements :
* **[Units/Factions]** Added A-10C_2 to USA 2005 and Bluefor modern factions
* **[UI]** Limit number of aircraft that can be bought to the number of available parking slots.
* **[Mission Generator]** Use inline loading of the JSON.lua library, and save to either %LIBERATION_EXPORT_DIR%, or to DCS working directory
## Changes :
* **[Units/Factions]** Bluefor generic factions will now use the new "Combined Joint Task Forces Blue" country in the generated mission instead of "USA"
## Fixes :
* **[UI]** Fixed icon for Viggen
* **[UI]** Added icons for some ground units
* **[Misc]** Fixed issue with Chinese characters in pydcs preventing generating the mission. (Take Off button not working) (thanks to spark135246)
* **[Misc]** Fixed an error causing with ATC frequency preventing generating the mission. (Take Off button not working) (thanks to danalbert)
# 2.1.2
## Fixes :
* **[Mission Generator]** Fix mission generation issues with radio frequencies (Thanks to contributors davidp57 and danalbert)
* **[Mission Generator]** AI should now properly plan flights for Tornados
# 2.1.1
## Features/Imrpovements :
* **[Other]** Added an installer option
## Features/Improvements :
* **[Other]** Added an installer option (thanks to contributor parithon)
* **[Kneeboards]** Generate mission kneeboards for player flights. Kneeboards include
airfield/carrier information (ATC frequencies, ILS, TACAN, and runway
assignments), assigned radio channels, waypoint lists, and AWACS/JTAC/tanker
information. (Thanks to contributor danalbert)
***[Radios]** Allocate separate intra-flight channels for most aircraft to reduce global
chatter. (Thanks to contributor danalbert)
***[Radios]** Configure radio channel presets for most aircraft. Currently supported are:
* AJS37
* AV-8B
* F-14B
* F-16C
* F/A-18C
* JF-17
* M-2000C (Thanks to contributor danalbert)
* **[Base Menu]** Added possibility to repair destroyed SAM and base defenses units for the player (Click on a SAM site to fix it)
* **[Base Menu]** Added possibility to buy/sell/replace SAM units
* **[Map]** Added recon images for buildings on strike targets, click on a Strike target to get detailled informations
* **[Units/Factions]** Added F-16C to USA 1990
* **[Units/Factions]** Added MQ-9 Reaper as CAS unit for USA 2005
* **[Units/Factions]** Added Mig-21, Mig-23, SA-342L to Syria 2011
* **[Cheat Menu]** Added buttons to remove money
## Fixed issues :
* **[UI/UX]** Spelling issues
* **[Campaign Generator]** Tarawa was placed on land in Syrian Civil War campaign
* **[UI/UX]** Spelling issues (Thanks to contributor steveveepee)
* **[Campaign Generator]** LHA was placed on land in Syrian Civil War campaign
* **[Campaign Generator]** Fixed inverted configuration for Syria full map
* **[Units/Factions]** Minor changes to USA 1990
* **[Units/Factions]** AH-64A now has default payloads. AH-64D has payloads for more mission types.
* **[Campaign Generator]** Syria "Inherent Resolve" campaign, added Incirlik Air Base
* **[Mission Generator]** AH-1W was not used by AI to generate CAS mission by default
* **[Mission Generator]** Fixed F-16C targeting pod not being added to payload
* **[Mission Generator]** AH-64A and AH-64D payloads fix.
* **[Units/Factions]** China will use KJ-2000 as awacs instead of A-50
# 2.1.0
@@ -216,4 +662,4 @@ Sorry :(
* **[Mission Generator]** Planned flights will spawn even if their home base has been captured or is being contested by enemy ground units.
* **[Campaign Generator]** Base defenses would not be generated on Normandy map and in some rare cases on others maps as well
* **[Mission Planning]** CAS waypoints created from the "Predefined waypoint selector" would not be at the exact location of the frontline
* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)
* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)
self.briefinggen.description="Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
self.briefinggen.append_waypoint("CAS AREA IP")
self.briefinggen.append_waypoint("CAS AREA EGRESS")
# __setstate__ is called with the dict of the object being unpickled. We
# can provide save compatibility for new settings options (which
# normally would not be present in the unpickled object) by creating a
# new settings object, updating it with the unpickled state, and
# updating our dict with that.
new_state=Settings().__dict__
new_state.update(state)
self.__dict__.update(new_state)
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