* Implemented support for the Cold War assets mod (ex Tu-16) v1.0 by tripod3
* Rename resources/ui/units/aircrafts/banners/Tu-16.jpg (from resources/ui/units/aircrafts/banners/Tu_16.jpg)
Rename resources/ui/units/aircrafts/banners/Tu-4K.jpg (from resources/ui/units/aircrafts/banners/Tu_4K.jpg)
Rename resources/ui/units/aircrafts/icons/Tu-16_24.jpg (from resources/ui/units/aircrafts/icons/Tu_16_24.jpg)
Rename resources/ui/units/aircrafts/icons/Tu-4K_24.jpg (from resources/ui/units/aircrafts/icons/Tu_4K_24.jpg)
Also added coldwarassets handling in ModSettings() call.
* Added a DEAD loadout for the Tu-22KD.
* Updated Cold War assets mod by tripod3 support to v1.2
* Modified pydcs_extensions/coldwarassets/coldwarassets.py
Modified resources/units/aircraft/B_47.yaml
* Modified qt_ui/windows/newgame/WizardPages/QGeneratorSettings.py
* Added resources/units/aircraft/Yak_28.yaml
* Added banners, icons, loadouts and unit yamls by Biggus for new Cold War Assets added in mod version 1.2.
* Removed the Tu-128 Fiddler from soviet_union_1965.json because the Tu-128M variant is a 1979 modernization.
* Remove CAS & Armed Recon from Yak-28
* Fix typo
* Add BAI & DEAD to Tu-4K
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Update F/A-18E/F/G Super Hornet Mod to 2.4.0
* Update F/A-18E/F/G Super Hornet Mod to 2.4.0
* ECM Pods for E/A-18G Growler to allow EW Jammer 2.0 Plugin
* Update weapons classes for custom weapons
* Adjust default loadouts
* Update for Super Hornet 2.4.2
* Change Settings page to reflect 2.4.2
* Remove redeclared weapons
* Add Recovery-tasking to tankers
* Rewire new tankers to old tanker modsetting
* Small bugfix w.r.t. CLI-tool
* Save-compat fix: remap old Superbug_AITanker to FA_18ET
* Add empty line at EOF
* Revert "Add empty line at EOF"
This reverts commit 4a7f616e47.
* Restore checkbox for AI Tankers
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Implemented support for the Mirage III mod version 2.5.7.01.
* Switched the Mirage III CAS loadouts for bombs.
* Updated changelog.
* Modified resources/factions/argentina_1982.json
* usa military assets pack
* minor fixes to have missiles
* tweak nasams 3
* fix preset groups bug
* adjust b-21 name
* Update faction.py
bugfixes will go in a different branch
- BARCAPs over regular CPs are no longer planned at the same time
- Carriers were planning 1 BARCAP too much if a second wave would be introduced, i.e. (BARCAP-duration / mission-duration) < 1
Fixes an infinite loop in case a connection to the same CP is made in the template miz file of the campaign. It's basically wrong input, but suppose we'd have a use-case for it in the future, it would still make sense to have ground units retreat to a CP that's different from their origin...
* vietnamwarvessels first batch
* Ship YAMLs
* aircraft yamls initial version, need more work
* initial helicopter yamls
* update aircraft yamls
* Added DDs Fletcher and Sullivans
* ship icons
* aircraft banners and icons
* no huts
* update py files to VWV v0.9.0
* update aircraft yamls, add vigilante
* added 2 ships for VWV v0.9.0
* mig-21mf yaml
* icons and banners additional units v0.9.0
* added VWV units to USA_1970 and Vietnam_1970 JSONs
* Revert "added VWV units to USA_1970 and Vietnam_1970 JSONs"
This reverts commit ed0b28dc36.
* A-1H yaml update
* mig-17 yaml update
* update helicopter yamls
* extension init
* weapon injections
* icon filenames _24 added
* removed tasks 0 from yamls
* hh2d yaml fix
* added VWV v0.9.0 to factions USA and Vietnam
* added max_range to aircraft yamls
* housekeeping
* Flyable to False - not available in mod version
* minor edits
* ignore test campaign
* deleted tasks
* weapon luas blue air
* added task numbers from task.py
* weapon luas red air
* task id numbers in comment
* switched weapon lua from aim-9J to aim-9D
* removed test campaigns
* update payload luas with payload names from flighttype.py
* Changed AIM-9D to 9B, 9D does not work
* removed air assault task for HH-2D
* Cva_31 added to runway_is_operational()
* CVA-31 added to naval_units in faction jsons
* add strike and cas tasks to ra-5c
* correct typo
* Added Armed Recon as task and payload to most a/c
* ignore pre-commit-config.yaml
* pre-commit-config
* black reformat controlpoint.py
* Added tasks to Vigilante (next to Recon) containing attack subtasks, which allow it to be scheduled for missions
* added ships to UNITS_WITH_RADAR
* remove pre-commit-config from gitignore
* added red aircraft to nva_1970 faction
* fixed black's complaint (two empty lines, should be one)
* fix airwing config not properly saving or loading
* add helper message to save function
* bugfixes
* remove unnecessary import used during testing
* yet another forgotten import
* change raise error to log warning
* fix conflict
* squash bugs and reuse patrol layout
* fix tanker tacan and formatting
* fix unlimited fuel option
* update pretense for tanker changes
* reuse refueling flight plan and bugfix for sunken carrier
changelog
* remove unitmap dependency
* formatting and more unit map removal
* more formatting
* typing and black
* keep tanker out of clouds
* fix if there are no clouds
* better cloud handling
* groundwork for recovery task
* remove changes to game/commander
* Finishing up recovery tankers
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add ability to select loadout on flight creation
* Add pylon info on hover and add default loadout autoselect
* move loadout selector to method
* Cleanup loadout delegate
This is by no means complete. The bugs that this solves were already in
6.x, but we'd hidden the speed controls for the sim in that release, and
have always said that anything done after pressing "go" the first time
is undefined behavior. This is the first step on making those mid-sim
actions behave correctly.
UI actions such as creating a new package need to be executed between
ticks of the sim. We can either do this synchronously by blocking the UI
until the tick is done executing, acquiring a lock on the sim, executing
the action, then releasing the lock; or asynchronously by queueing
events and letting the sim execute them when it completes the current
tick (or instantly if the sim is paused).
Anything that comes from the new UI (currently just the map) must be
asynchronous because it goes through the REST API, but for the old UI
it's simpler (and because the lock will only be acquired as quickly as
the user can act, shouldn't slow anything down) to do this
synchronously, since it's difficult to use coroutines in Qt.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
Some maps have inaccurate bounds for sea-zones, thus waypoints that end up being too close to the shore may keep using AGL which could still lead to trouble. Adding a condition to check whether a point is "not on land" will likely fix this issue for maps that have gaps between sea-zones and inclusion-zones around the shoreline...
Introduce an option to switch waypoints to AMSL when waypoint is above water. DCS references the bottom of the sea when using AGL, which causes issues for helicopters when they try to fly at altitudes that are lower that the sea bottom, giving them a tendency to fly into the water...
Seems like the EscortType would cause the flight to be pruned if no IADS threats surround the CAS zone, but we'd like to plan it regardless to tackle air defenses along the front-line
This solves the bug where the default_livery would get overwritten with whatever value was already present from data that's loaded from the last campaign, which was usually set to None...
Possibly this also solves the bug where Armed Recon is suddenly not available anymore, because most likely the tasking was being overwritten as well...
The root cause of the issue are lines like "if aircraft in faction.all_aircrafts" that weren't working as intended, i.e. the condition would always fail. By implementing the __eq__ method we fix this issue, effectively making the default squadron assigner make use of squadrons instead of simply skipping them.
Unlocking the full potential, i.e. allowing users to switch back & forth between livery-sets, livery-overrides and normal liveries, including support for overriding flight/flight-member specific liveries.
Resolves#313
* Initial commit of OH-6 Modpack v1.2 + Vietnam Asset Pack v1 support.
* Added OH-6 Mod loadouts by @Starfire13
* Modified pydcs_extensions/oh6_vietnamassetpack/oh6_vietnamassetpack.py
Added resources/units/ground_units/vap_m35_truck.yaml
Added resources/units/ground_units/vap_mule.yaml
Added resources/units/ground_units/vap_mutt.yaml
Added resources/units/ground_units/vap_mutt_gun.yaml
Added resources/units/ground_units/vap_type63_mlrs.yaml
Added resources/units/ground_units/vap_vc_bicycle_ak.yaml
Added resources/units/ground_units/vap_vc_zis.yaml
* Modified changelog.md
Modified resources/factions/USA 1970 Vietnam War.json
Modified resources/factions/USA 1971 Vietnam War.json
Modified resources/units/ground_units/vap_mule.yaml
Added resources/units/aircraft/OH-6A.yaml
* Added the OH-6 to factions and implemented the mod selection in the new game wizard. Added an icon an a banner.
* Modified resources/units/aircraft/OH-6A.yaml
* Added icons for the Vietnam Asset Pack ground units. Also added an icon for the PT-76 since it was missing. Added a Viet Cong 1970s faction.
* Added resources/units/ships/vap_us_seafloat.yaml
* Adjust tasking for OH-6A
OH-6A is only capable of Transport & Reconnaissance, but we can ignore this if the lead slot is a client. AI however will most likely not support this, but we can add Transport & Air Assault instead...
* Fix bug in configure task + client override fallback
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
AI got a little better, at least that's what tests in AFG showed. The main issue is that helicopters tended to attack static objects, which we obviously don't want...
* Simplified Retake the Falklands
Optimized The Long Road to H3 for performance
* Small alterations to The Long Road to H3 - changed options and reverted some units
* Update usa_2005.json
Adjust spacing in some flyable aircraft (tabs vs spaces),
Adds MRAP and new Abrams model
Removes Hornet livery enforcement
* Update usa_2005.json
Adds MRAP, new Abrams, restores liveries
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* updated pydcs file to mod version 2.2.5
* Created Australia 2009
Australia has both the two seater version of the super hornet and the growler in it's arsenal, I've set the year to 2009 because the growler went into service in 2009.
* Created usn_2009 and edited usn_2005
As previously mentioned, the growler did not enter service until 2009. So it has been removed from usn_2005 and usn_2009 has been created.
* Update EA-18G.yaml
The EA-18G is barely/not capable of strike, A/A or anti-ship missions as it does not have the armament needed.
* Update fa18efg.py
reverted changes where WeaponsF18EFG. was replaced with Weapons.
* Update fa18efg.py
Only weapons added by the mod now referred to from the WeaponsFA18EFG class
* Update fa18efg.py
All of the weapons added by the mod now referred to from the WeaponsFA18EFG class
* Update fa18efg.py
Reverted AIM-120B being replaced by AIM-120D
* Update fa18efg.py
Updated fa18efg pydcs export to mod version 2.3.2
* Update QGeneratorSettings.py
Changed mod version in QGeneratorSettings.py from 2.2.5 to 2.3.2
* Update fa18efg.py
Changed AIM_120D back to AIM_120B
* Update fa18efg.py
Changed "Rdr" to "Radar" under AIM_120B
* Update fa18efg.py
* Update fa18efg.py
* Update usn_2009.json
* Large aircraft ground spawns
Added the ability to add separate ground spawns for C-130 and other large aircraft to campaigns. Implemented on @holyorangejuice 's request.
Large aircraft ground spawns are added to the campaign by placing a C-130 on the ramp, just like an A-10 or AJS37 previously. Note: use the stock DCS C-130, so the campaign miz can be safely opened without the C-130 mod (or any other mod) installed. Not the C-130J player-flyable transport, not the KC-130J tanker included in the UH-60L mod etc.
Large planes (wingspan more than 40 meters, such as the C-130):
- First try spawning on large ground spawns
- Then try the regular airfield ramp spawns
Below 40 meter wingspan aircraft:
- First try spawning on regular or roadbase ground spawns
- Then try the regular airfield ramp spawns
- Then, if both of the above fail, use the large ground spawns
* Specify explicit black version 23.9.1 to fix lint error.
* Update lint.yml
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Su-15 Flagon mod v1.0 support
Implemented support for Su-15 Flagon mod version 1.0 by Marco1985_IT.
* Replaced the external fuel tanks with gunpods in Su-15 loadouts and added gunfighter: true
Aligned A2A and A2G tasks as each version is not capable of doing the other as Ai and will fly around without weapons while doing the opposite type task.
* Splash Damage for missing Heatblur F-4E weapons (AGM-12, AGM-62 I and
GBU-8)
* Fixed Walleye I damage
* Set Bullpup C to correct value
* Modified warhead masses according to online sources and Janes Air Launched Weapons
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add Delta Dart
* Added Banners and Icons
* Add loadouts
* Update f106.py
* Update f106.py
* Update VSN_F106A.yaml
* Update VSN_F106B.yaml
* Added the F-106 Delta Dart to factions. Also, replaced the banner with one by datoneslav, used with permission. Includes the official VSN logo (also used with permission). Also tweaked the backgrounds of the icons to blue to match the other aircraft.
* Added changelog entry.
* Add files via upload
---------
Co-authored-by: MetalStormGhost <ghosti@smytky.org>
* Update settings.py
Replace blue/red with ownfor/opfor
Also replaced all the NMI with NM. NMI is used by IEEE. NM is used by the military.
Also added in two missing periods.
* Update QSettingsWindow.py
Changed Red ATO to OPFOR ATO
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
This allows for customizing OPFOR liveries, checking whether pilots are assigned, number of pilots available, and more stuff to get information & debug in an easier way...
* Implemented a new option in settings: Default start type for Player flights.
* Updated changelog.
* Removed unnecessary country parameter.
* Restore missing parameter
* on_pilot_changed should emit pilots_changed in its finally block, otherwise the start-type isn't updated if you have a single client pilot which you switch to a non-client pilot.
Also implemented other changes suggested by @Raffson, such as a more streamlined start_type QComboBox handling and moving the pilots_changed Signal to FlightRosterEditor.
* Decouple Signal from QFlighStartType
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
Air-start AI fixed wing (non-VTOL) aircraft if the campaign is being flown in the South Atlantic terrain and the airfield is one of the Harrier-only ones in East Falklands. This will help avoid AI aircraft from smashing into the end of the runway and exploding.
As a result of using fast-forward, AI flights are already oriented towards SPLIT, which slows things down during mission start. The escorts tend to go all over the place because of this...
Drop custom kneeboards in SavedGames/DCS/Retribution/Kneeboards as you would normally do, i.e. using the necessary folders if kneeboards are aircraft-specific
The first ground object of a naval control-point isn't always the CV or LHA, but can also be a different TGO if 1 or more TGOs are linked to the naval control point.
The "no skynet usable units" exception would get triggered when an IADS-node would form its connections. If one of those connections contained an IADS unit that was dead, the exception would get triggered since we weren't skipping "dead connections".
Added new options in settings:
- Carriers steam into wind
- Navmesh to use for Pretense carrier zones
- Remove ground spawn statics, including invisible FARPs, at airbases.
- Percentage of randomly selected aircraft types (only for generated squadrons)
intended to allow the user to increase aircraft variety.
Will now store the ICLS channel and Link4 frequency in missiondata.py CarrierInfo.
Implemented artillery groups as Pretense garrisons. Artillery groups are spawned by the Artillery Bunker. Will now also ensure that the logistics units spawned as part of Pretense garrisons are actually capable of ammo resupply.
Fixed the Pretense generator generating a bit too many missions per squadron. Ground spawns: Also hot start aircraft which require ground crew support (ground air or chock removal) which might not be available at roadbases. Also, pretensetgogenerator.py will now correctly handle air defence units in ground_unit_of_class(). Added Roland groups in the Pretense generator.
Randomly chooses one of the liveries defined if present in the squadron's yaml, overrides entry for "livery" or whatever is chosen in the UI except liveries on flight-member level
* Implemented support for the VSN Super Étendard v2.5.5
* Updated changelog and renamed the banner.
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Added F9F Panther mod support (version v2.8.7.101). Still missing loadouts and icon+banner.
* Added missing import in pydcs_extensions/__init__.py
* Added a banner and icon for the F9F Panther, credit for the banner to Jim over at the Century Series Discord. VSN Century Series logo used with permission. Also added loadouts for the F9F Panther and fixed the mod settings for it.
This fixes the unusual case where the `interactive: false` property had
no effect, which would make it impossible to plan missions against UI
elements that were overflown by many flights (such as the front line).
As an added bonus, it looks a bit nicer.
This impacts the test in an odd way, but the cure for that is probably
rewriting the test to not use a mock now that we've figured out how to
do that.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3295.
- Pretense: Extra friendly zone connections - Add connections from each zone to this many closest friendly zones, which don't have an existing supply route defined in the campaign.
- Number of cargo planes per side
- Number of AI SEAD flights per control point / zone
- Number of AI CAS flights per control point / zone
- Number of AI BAI flights per control point / zone
- Number of AI Strike flights per control point / zone
- Number of AI BARCAP flights per control point / zone
- Number of AI aircraft per flight
- Number of player flights per aircraft type at each base
- Number of AI cargo planes per side
Implemented CAS helo mission handling for Pretense. Implemented separate pretense_air_groups container for storing/referencing Flight objects. Tweaked the supply costs of SAM sites and Command centers. Will no longer generate player air starts at roadbases either. Restored the missing DEAD flights to Pretense. Removed spawning of frontline units and moved the JTAC spawning to pretensemissiongenerator.py
Implemented Pretense settings in pretense_compiled.lua
Added new function moveOffRoadToPointAndAssault() to enable assault groups to drive off-road and thus avoid some of the bridges where they might get stuck.
The init.lua script will be generated by
1. injecting the header, then
2. generating the ZoneCommand zones, then
3. generating ConnectionManager connections, then
4. injecting init_body.lua, then
5. generating sypply injection and finally by
6. injecting init_footer.lua
* Add files via upload
* Add files via upload
* Adjust Strike & Remove OCA/Runway
Strike ->10xMk82 for better effect
OCA/Runway removed because S-3B doesn't support Runway Attack. As long as we don't implement some system to use the carpet bombing task as an alternative (note that this would need markers for representing the ends of runways), Ground Attack is no good to us...
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add files via upload
* Use Mk82s exclusively in OCA/Runway payload
Combining different types of dumb bombs isn't quite supported by the AI (yet)
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
Mentioned by NoGoodNews as well as Starfire, once you open the logs an error would present itself as follows:
RuntimeError: The SignalInstance object was already deleted
- Pretense: Extra friendly zone connections - Add connections from each zone to this many closest friendly zones, which don't have an existing supply route defined in the campaign.
- Number of cargo planes per side
- Number of AI SEAD flights per control point / zone
- Number of AI CAS flights per control point / zone
- Number of AI BAI flights per control point / zone
- Number of AI Strike flights per control point / zone
- Number of AI BARCAP flights per control point / zone
- Number of AI aircraft per flight
- Number of player flights per aircraft type at each base
- Number of AI cargo planes per side
Implemented CAS helo mission handling for Pretense. Implemented separate pretense_air_groups container for storing/referencing Flight objects. Tweaked the supply costs of SAM sites and Command centers. Will no longer generate player air starts at roadbases either. Restored the missing DEAD flights to Pretense. Removed spawning of frontline units and moved the JTAC spawning to pretensemissiongenerator.py
Implemented Pretense settings in pretense_compiled.lua
Added new function moveOffRoadToPointAndAssault() to enable assault groups to drive off-road and thus avoid some of the bridges where they might get stuck.
The init.lua script will be generated by
1. injecting the header, then
2. generating the ZoneCommand zones, then
3. generating ConnectionManager connections, then
4. injecting init_body.lua, then
5. generating sypply injection and finally by
6. injecting init_footer.lua
* Updated Irondome support to IDF Assets Pack V1.1, which includes the David's Sling.
* Added an Israel 2017 faction with the David's Sling.
* IDF Assets Pack air defence presets and assets are now correctly removed from the faction when the mod is disabled.
* Removed the Iron Dome mod rocket launchers:
- "9M22U - 122mm Grad"
- "9M27F - 229mm Uragan"
- "9M55F - 300mm Smerch"
These were added to the Iron Dome Mod V1.2 in order for the radar to recognize them and be able to intercept them (these are limitations of DCS), so new rockets were added. However, they don't exist in the IDF Assets Pack.
* IronDome to IDF-Assets migration
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
The call to 'add_or_update_force_group' would end up merging the force-groups, which in turn could cause SAM sites to have an SA-2 SR & TR with SA-6 launchers...
* Change indentation of register_special_waypoints (put out of loop)
* Added Strike Targets as F-15E Mission Target points (Set/Mission 1)
* Set up check for ASM : only if non-human flight lead. Add targets to the kneeboard.
* Generate multiple sets (i-e M2.1) for situations where the number of points is more than 8.
Added check condition to kneeboard (otherwise, may result in multiple writes).
* Change name of register_special_waypoints to register_special_strike_points
Add register_special_ingress_points method for special IPs and add to the appropriate classes
* Add changelog entry for Tomcat's IP wpt
* Avoid depending on client slots for special wpts injection
---------
Co-authored-by: tmz42 <thomas.monnzie@gmail.com>
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Unlimited fuel for AI flights. For player flights, included at startup, for AI flights with join/split, applied at join/split.
* Unlimited fuel for AI flights. For player flights, included at startup, for AI flights with join/split, applied at join/split.
* Corrected default value of ai_unlimited_fuel to False in configure_behavior
* ai_unlimited_fuel : set argument based on setting and simplify activation section
* AI Unlimited Fuel : enable at start, disable at racetrack start/join, enable at racetrack end/split
* Correct typing : bool to Optional[bool]
---------
Co-authored-by: tmz42 <thomas.monnzie@gmail.com>
* Rename pydcs_extensions/f4/__init__.py (from pydcs_extensions/f4b/__init__.py)
Rename pydcs_extensions/f4/f4b.py (from pydcs_extensions/f4b/f4b.py)
* Rename pydcs_extensions/f4/f4.py (from pydcs_extensions/f4/f4b.py)
* Support for the updated F-4B/C mod
Updated the F4.py pydcs extension to match the updated F-4B/C mod and
reworked the standard payloads to add "clean" to new F-4B pylons 11 and
12.
This includes a workaround to allow Liberation to use the new VSN F-4B
weapons with combined 2x Aim-9js on pylons 3 and 9 underslung with bombs
on ters on new pylons 11 and 12. In mission editor the combined weapons
are selected in pylons 3 and 9 and their under-slung counterparts are
forced onto 11 and 12 using "required" arguments in the mod's lua. All
other pylon 3 and 9 weapons use "required clean" arguments. Liberation
doesn't have a way to force these linkages onto pylons 11 and 12 and
without them, even without clean, no weapons will load on 3 and 9 or 11
and 12.
The workaround for normal weapons on the F-4B is to set the standard
load-outs to "clean" on pylons 11 and 12. This allows all normal weapons
to work on pylons 3 and 9 so long as pylons 11 and 12 are left as Clean.
It also allows Clean into the Liberation dropdown so it can be selected
later if necessary.
The workaround for the 4 new weapons that combines pylons 3 with 11 and
9 with 12 is that the user has to use the matching pair on each set of
pylons. For example - if F4B_LAU105_AIM9J_2_BRU42A_MK82_3 is selected
for pylon 3, BRU 42A MK823 LAU105 AIM9J2 must be selected for pylon 11.
Failure to do this correctly doesn't crash liberation or DCS, the result
will just be either no weapons at all on either pylon or the underslung
weapons on 11 and 12 floating without a pylon attaching it to the plane.
When updating f4.py in the future, note that running the pydcs database
export doesn't pull any data for Pylons 11 and 12. Those matching
weapons / classes have to be manually defined in those pylons for the
F-4B. This is noted in f4.py.
* F-4 mod support update to 2.8.7.201
* Updated QGeneratorSettings.py and the changelog.
* Updated F-4B and F-4C loadouts.
* Added the Phantom to some additional factions.
* Changelog updated: Updated support for F-4B/C Phantom mod to 2.8.7.204
The pydcs export for the latest patch was identical, which means it's also supported.
* Migrator change for renamed F-4B/C folder
---------
Co-authored-by: Nosajthedevil <78634843+Nosajthedevil@users.noreply.github.com>
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Added F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI version 1.1).
* Updated F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI) to version 1.2.
* F/A-18E/F Super Hornet AI Tanker (version 1.2) support merged to Retribution.
* Updated the pydcs extension to version 1.4.
* Splash Damage with Clusters and Ship Radar effects
Based on the Splash Damage 2.0 by wheelyjoe, FrozenDroid and spencershepard/GRIMM (21 December 2021 version)
New features:
-damage boost for parked aircraft since they are hard to kill (DCS: Retribution OCA/Aircraft mission improvement)
-cluster weapons support
-helicopter gunship autocannon fragmentation effect support
-napalm will now spawn fire on impact
-ship radars might turn off when hit with anti-radiation missiles
-BDA messages for splash damage
New features can be tweaked, turned on or off in the Retribution settings and/or in the script options.
* Updated changelog.md
* Added missing changelog entry from 29 May 2022 to Weapons_Damage_Updated.lua
* Integrate splashdamageclusters into original
* Fix 'nil' exceptions
* Remove Ghosti's original implementation
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Corrected Squadron sizes for Fuzzle's campaigns + Scenic Merge
* Scenic Merge - Set performance to an accurate 3
---------
Co-authored-by: Thomas MONZIE <thomas.monnzie@gmail.com>
Co-authored-by: tmz42 <tmz42@users.noreply.github.com>
This doesn't need to be a part of FlightPlan, and it's easier to test if
it isn't. Move it out and add the tests.
It's pretty misleading to allow this in the core of the flight plan code
anything. This is an extremely unreliable estimate for most aircraft so
it should be more clearly just for briefing purposes.
1000km isn't large enough in the case where there's an off-map spawn
that's a long way from the target, but still in range for aircraft like
the B-1. Double it, which for now is enough to fix the one pathological
case we know.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3156.
There's an ugly special case in flight simulation to handle hold points
because we don't differentiate between the total time between two
waypoints (which can include delays from actions like holding) and
travel time. Split those up and remove the special case.
Putting the ingress point directly on one end of the FLOT means that AI
flights won't start searching and engaging targets until they reach that
point. If the front line has advanced toward the flight's departure
airfield, it might overfly targets on its way to the IP.
Instead, place an IP for CAS the same way we place any other IP. The AI
will fly to that and start searching from there.
This also:
* Removes the midpoint waypoint, since it didn't serve any real purpose
* Names the FLOT boundary waypoints for what they actually are
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2231.
This property affects safe compat because the ID is what gets preserved
in the save, but it's unfortunately also used as the display name, which
means changing the display name breaks save compat. It also prevents us
from changing display names without breaking faction definitions.
This is the first step in fixing that. The next is adding a separate
display_name property that can be updated without breaking either of
those.
This fuzz test generates random inputs for waypoint solvers to check if
they can find a solution. If they can't, the debug info for the solver
is dumped to the testcases directory. Another test loads those test
cases, creates a solver from them, and checks that a solution is found.
Obviously it won't be immediately, but it's a starting point for fixing
the bug and serves as a regression test afterward.
This is a replacement for the existing "zone geometry" classes that are
currently used for choosing locations for IP, hold, and join points.
The older approach required the author to define the methods for
choosing locations at a rather low level using shapely APIs to merge or
mask geometries. Debug UIs had to be defined manually which was a great
deal of work. Worse, those debug UIs were only useable for *successful*
waypoint placement. If there was a bug in the solver (which was pretty
much unavoidable during development or tuning), it wasn't possible to
use the debug UI.
This new system adds a (very simple) geometric constraint solver to
allow the author to describe the requirements for a waypoint at a high
level. Each waypoint type will define a waypoint solver that defines one
or more waypoint strategies which will be tried in order. For example,
the IP solver might have the following strategies:
1. Safe IP
2. Threat tolerant IP
3. Unsafe IP
4. Safe backtracking IP
5. Unsafe backtracking IP
We prefer those in the order defined, but the preferred strategies won't
always have a valid solution. When that happens, the next one is tried.
The strategies define the constraints for the waypoint location. For
example, the safe IP strategy could be defined as (in pseudo code):
* At least 5 NM away from the departure airfield
* Not farther from the departure airfield than the target is
* Within 10 NM and 45 NM of the target (doctrine dependent)
* Safe
* Within the permissible region, select the point nearest the departure
airfield
When a solver fails to find a solution using any strategy, debug
information is automatically written in a GeoJSON format which can be
viewed on geojson.io.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3085.
Includes an Argentina 1982 faction for testing purposes, although it's
sparse because of a lack of assets in DCS.
Note that the carrier is mispelled as the Vienticinco in the game.
Includes prerequisite pydcs update.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3123.
yaml to json
I had originally opted for iron bombs for anti-runway as the AI sometimes miss with the Durandals because they release them from too high an altitude. But after using them for a while, I am finding they appear to do no worse than with iron bombs. So, might as well let them use the dedicated anti-runway weapon.
This isn't a great fix for the reason I mention in the comment, but it's
quick and actually is accurate since it looks like we don't actually
handle formation speeds correctly in most cases...
This is probably as "fixed" as this is going to get for now since most
of the flight planning code is in the process of being rewritten.
https://github.com/dcs-liberation/dcs_liberation/issues/3113
We don't need explicit configuration of initial points. The plane
automatically configures any steerpoint immediately before a target
point as an initial point.
Target offset points and aim points have not been implemented because I
can't find any information the describes their intent.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3088.
The weapon laser codes can be set more easily from the weapon laser code
combo box. Setting the properties explicitly here will just cause
conflicts and annoying UI bugs. Hide those properties from the UI.
This makes it possible to have the right laser code set for hot start
aircraft that (typically) do not allow changing laser codes when the
engine is on.
The release behavior isn't used yet, but I'm working on pre-allocating
laser codes for front lines and flights to make it easier for players to
pick the laser codes for their weapons.
* Helicopter waypoint altitude configurable
Added a new option in Settings: Helicopter waypoint altitude (feet AGL).
It sets the waypoint altitude for helicopters in feet AGL. In campaigns in more mountainous areas, you might want to increase this setting to avoid the AI flying into the terrain.
* black?
* Distinguish cruise/combat altitudes for helicopters
Also includes a refactor for WaypointBuilder so it doesn't need a coalition. It can already reference the coalition from the flight.
* Update changelog.md
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Store a deque rather than an iterator so it can be pickled
* Remove mangling from staticmethod (and rename now that it's no longer
a generator)
* Rename "get" to "alloc" to make the mutation clear
* Move to its own package (the changes I'm working on make this no
longer mission generator specific)
* Remove useless exception class. It's never caught so the unique type
isn't needed
Use the new data from pydcs to improve the properties UI:
* Use human readable names
* Use appropriate control types
* Limit min and max values as appropriate for each property
* Show labels
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3090.
These are read unconditionally, but were only initialized when the
coalition had nodes. When a coalition had no nodes, this caused a nil
access. It's unclear if that had any symptoms, but I expect at the very
least it would break the remainder of the script (so a non-functioning
blue IADS if the red IADS had no nodes).
There's a very small chance this is the culprit behind
https://github.com/dcs-liberation/dcs_liberation/issues/3073.
The check for whether or not the escort is actually needed happens later, and thus the mission can still be scrubbed if it's too dangerous. However, missions should not be scrubbed when a particular escort type is unplannable, yet not needed. Only if the primary flight type is not plannable should the mission immediately be scrubbed
When a new payload file would be saved, the subsequent flight would always throw an exception (until Retribution would be restarted) because the payload_cache wasn't updated until now.
Added a check for the existence of a payloads folder. Also made the _save_payloads lookup and path generation the same as _backup_payloads method to have consistency.
Adjust 'should_halt_sim' conditions for taxi & takeoff flight-states, fixing an infinite loop that would occur if the FF-interrupt setting would not match with the start-type of the flight
* Auto-ato AWACS & Tankers settings
Split off the **Automatic AWACS package planning** and **Automatic Theater tanker package planning** settings from **Automatic package planning behavior** so players can choose to have AWACS and theater tankers auto-planned, while managing everything else themselves.
* Drop logic to child-classes
* Enable AWACS auto-planning by default
* Switch order of preconditions
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Invasion of the Canary Islands campaign version 2 by NoGoodNews
* Fine-tune description for Canary Islands campaign
* Bump Canary Islands version to 10.7
* OCD trippin'
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
Changes to the original "1968 Yankee Station" are: More FOBs with proper CTLD areas, denser (much denser) AAA and SAM coverage and better convoy roads. Also includes updated factions. All credit for this submission belongs to NoGoodNews.
Added a new option in settings: Convert untasked OPFOR aircraft into client slots. This option will essentially convert the campaign into a sort of team vs. team engagement. There is still no way to plan the OPFOR missions, and there are no guarantees that there even will be any untasked aircraft available for players.
Split the Disable idle aircraft at airfields setting into Disable untasked BLUFOR aircraft at airfields and Disable untasked OPFOR aircraft at airfields.
Corrected the class of the WWII asset pack ship USS Samuel Chase from Logistics (ground unit class) to LandingShip, in order to prevent it being spawned as part of AAA sites.
* WRL Faction Updates
Added aircraft to be more all inclusive.
* WRL Battle4Gerogia Overhaul
v1.2 changes to miz file and enemy units. Complete overhaul. Tested in WRL events.
* Update MiG-25RBT.lua
Corrected naming conventions and capitalization.
* 1971 Alt History USA vs USSR Factions
My alt history factions for USA and USSR fighting in the Vietnam war
* Update VSN_F100.yaml
Remove SEAD Escort as it would require changes on client side
- Plan number of aircraft more accurately
- Fine-tuning ingress waypoint tasks
- Add lineup waypoint for STRIKE flights, 10NM in front of ingress on the same heading as the target
* **[Payload Editor]** Ability to configure liveries on flight/flight-member level
* **[Factions]** Support for definitions in yml/yaml format
* **[Campaigns/Factions]** Support for inline recommended faction in campaign's yaml file
* **[Squadrons]** Ability to define a livery-set for each squadron from which Retribution will randomly choose during mission generation
* **[Modding]** Updated support for F/A-18E/F/G mod version 2.2.5
* **[Modding]** Added VSN F-106 Delta Dart mod support (v2.9.4.101)
* **[Modding]** Added OH-6 Cayuse (v1.2) mod support, including the Vietnam Asset Pack v1.0
* **[Modding]** Added VSN EA-6B Prowler mod support (v2.9.4.102)
* **[Modding]** Added tripod3 Cold War assets mod support (v1.2)
* **[Modding]** Added VSN Mirage III mod support (2.5.7.01)
* **[Campaign Setup]** Allow adjustments to naval TGOs (except carriers) on turn 0
* **[Campaign Design]** Ability to configure specific carrier names & types in campaign's yaml file
* **[Mission Generation]** Ability to inject custom kneeboards
* **[Options]** Extend option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Ramon Airbase, similar to the Nevatim fix in Retribution 1.3.0
* **[Options]** New option in Settings: Default start type for Player flights.
* **[AirWing]** Expose OPFOR Squadrons, giving the ability to change liveries, auto-assignable mission types & an easy way to retrieve debug information.
* **[ATO]** Allow planning as OPFOR
* **[Campaign Design]** Support for latest maps (Kola, Afghanistan, Iraq)
* **[UI]** Zoom level retained when switching campaigns
* **[UX]** Allow changing squadrons in flight's edit dialog
* **[Cheats]** Sink/Resurrect carriers instead of showing an error during cheat-capture (use AWCD-cheat to add squadrons upon resurrection)
* **[UI/UX]** Allow changing conditions such as Time, Date & Weather
* **[Modding]** Added support for Su-15 Flagon mod (v1.0)
* **[Plugins]** Support for Carsten's Arty Spotter script
* **[Plugins]** Support for MBot's Call Artillery script (using on-map artillery)
* **[Modding]** Added support for SK-60 mod (v1.2.1)
* **[Mission Generation]** Introducing the Armed Recon flight plan, i.e. CAS against any Theater Ground Object
* **[Doctrine]** Ability to customize the startup time allocated to the player
* **[Mission Generation]** Ability to choose whether player flights can spawn on the sixpack or not
* **[Options]** New options in Mission Generator section: Limit AI radio callouts & Suppress AI radio callouts.
* **[Options]** New option to use the combat landing flag in the landing waypoint task for helicopters.
* **[UI/UX]** Sync package waypoints when primary flight's waypoints are updated and recreate other flights within the package to ensure JOIN, INGRESS & SPLIT are synced
* **[UI/UX]** Allow changing loadout on flight creation
* **[UI]** Display TOT for all waypoints in the flight plan
* **[UI]** Edit basic datalink properties for applicable aircraft
* **[Mission Generation]** Automatic datalink network setup for applicable aircraft (_should_ in theory avoid the need to re-save the mission)
* **[Options]** New option to force-enable deck-crew for super-carriers on dedicated server.
* **[UX]** Default settings are now loaded from Default.zip
* **[Autoplanner]** Plan Air-to-Air Escorts for AWACS & Tankers
* **[Package Planning]** Ability to plan recovery tanker flights
* **[Modding]** Support for Bandit's cloud presets mod (v15)
* **[UX]** Reduce size of save-file by loading landmap data on the fly, which also implies no new campaign needs to be started to benefit from an updated landmap
* **[New Game Wizard]** Ability to save an edited faction during new game creation
* **[Options]** New option to make AI helicopters prefer vertical takeoff and landing
* **[Campaign Design/Mission Generation]** Introduction of "rebel zones" which randomly spawn units according to the campaign's definitions.
* **[Mission Generation]** Missile sites now fire at random times instead of all at the beginning of the mission
* **[Modding]** Support for CurrentHill's Chinese Asset Pack (v1.1.4)
* **[Modding]** Updated support for CurrentHill's Swedish Asset Pack (v1.1.0)
* **[Modding]** Support for CurrentHill's Russian Asset Pack (v1.2.0)
* **[Modding]** Support for CurrentHill's USA Asset Pack (v1.1.5)
* **[Modding]** Update CJS Super Hornet to 2.4.2
* **[Modding]** Support for Cowboy's E-7A Wedgetail mod (Supports EW Script Offensive Jamming)
* **[Modding]** Support for szcz's MiG-31BM (v2.0)
* **[Plugins]** Added initial AI support for EW Script 2.0
* **[Options]** Ability to configure certain forced-options via a file (WIP: https://github.com/dcs-retribution/dcs-retribution/issues/490).
## Fixes
* **[UI/UX]** A-10A flights can be edited again
* **[Mission Generation]** IADS bug sometimes triggering "no skynet usable units" error during mission generation
* **[New Game Wizard]** Campaign errors show a dialog again and avoid CTDs
* **[UI]** Landmap wasn't updating when switching to a different theater
* **[Mission Results Processor]** Squadrons of a sunken carrier are now disbanded
* **[Mission Generation]** Introduced option to switch alt-type to AMSL during mission generation to avoid helicopters wanting to submerge over certain parts of the sea.
# Retribution v1.3.1
#### Note: Re-save your missions in DCS' Mission Editor to avoid possible crashes due to datalink (usually the case when F-16C blk50s are used) when hosting missions on a dedicated server.
## Fixes
* **[UX]** Fix save-compatibility issue
* **[UX]** Avoid crash on startup due to incompatible save
# Retribution v1.3.0
#### Note: Re-save your missions in DCS' Mission Editor to avoid possible crashes due to datalink (usually the case when F-16C blk50s are used) when hosting missions on a dedicated server.
## Features/Improvements
* **[Engine]** Support for DCS v2.9.3.51704
* **[Package Planning]** Option to "Auto-Create" package
* **[Modding]** Custom weapons injection system (definition in aircraft's yaml file)
* **[Payload Editor]** Ability to save/back-up payloads
* **[Options]** New option in Settings: CAS engagement range (nmi)
* **[Options]** New option in Settings: Convert untasked OPFOR aircraft into client slots
* **[Options]** Split the **Disable idle aircraft at airfields** setting into **Disable untasked BLUFOR aircraft at airfields** and **Disable untasked OPFOR aircraft at airfields**
* **[Options]** Split off the **Automatic AWACS package planning** and **Automatic Theater tanker package planning** settings from **Automatic package planning behavior** so players can choose to have AWACS and theater tankers auto-planned, while managing everything else themselves
* **[Modding]** Updated support for Su-30 mod to V2.7.3 Beta
* **[Modding]** Updated support for Su-57 mod to build-04
* **[Modding]** Updated support for F-4B/C Phantom mod to 2.8.7.204
* **[Modding]** Updated Community A-4E-C mod version support to 2.2.0 release.
* **[Modding]** Added F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI version 1.4)
* **[Modding]** Added VSN Super Étendard mod support (v2.5.5)
* **[Modding]** Added F9F Panther mod support (version v2.8.7.101)
* **[Modding]** Updated Irondome support to IDF Assets Pack V1.1, adding support for the David's Sling
* **[Radios]** Added HF-FM band for AN/ARC-222
* **[Radios]** Ability to define preset channels for radios on squadron level (for human pilots only)
* **[Mission Planning]** Avoid helicopters being assigned as escort to planes and vice-versa
* **[Mission Planning]** Allow attack helicopters to escort other helicopters
* **[UI]** Allow changing waypoint names in FlightEdit's waypoints tab
* **[Waypoints]** Allow user to add navigation waypoints where possible without degrading to a custom flight-plan
* **[Campaign Management]** Improve squadron retreat logic to account for parking-slot sizes
* **[Autoplanner]** Support for auto-planning Air Assaults
* **[UI]** Improved frequency selector to support all modeled bands for every aircraft's intra-flight radio
* **[Options]** New options in Settings: Helicopter waypoint altitude (feet AGL) for combat & cruise waypoints
* **[Options]** New options in Settings: Spawn ground power trucks at ground starts in airbases/roadbases
* **[Options]** Option for hiding TGOs (with IADS roles) on MFD
* **[Plugins]** Splash Damage 2.1 with Clusters and Ship Radar effects.
* **[COMMs]** Aircraft-specific callsigns will now also be used.
* **[COMMs]** Ability to set a specific callsign to a flight.
* **[Mission Generator]** Channel terrain fix on exclusion zones, sea zones and inclusion zones
* **[Options]** Cheat-option for accessing Air Wing Config Dialog after campaign start (re-initializes turn if applied, thus plan your mission ___after___ making changes)
* **[Options]** Option to enable unlimited fuel for AI (player and non-player flights)
* **[Mission Generator]** F-15E Strike targets are automatically added as Mission Set 1
* **[Mission Generator]** Set F-14's IP waypoint according to the flight-plan's ingress point
* **[Mission Generator]** Automatically de-spawn aircraft when arrival/divert is an off-map spawn
* **[Options]** Option to de-spawn AI flights in the air if their start-type was manually set to In-Flight
* **[Campaign Design]** Ability to add separate ground spawns for C-130 and other large aircraft to campaigns.
* **[Config]** Preference setting to use custom Liberation payloads instead of prioritizing Retribution's default
* **[Config]** Preference setting to configure the server-port on which Retribution's back-end will run
* **[Options]** Made AI jettisoning empty fuel tanks optional (disabled by default)
* **[Options]** Add option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Nevatim due to https://forum.dcs.world/topic/335545-29-nevatim-ramp-starts-still-bugged/
* **[Cheat]** Add cheat option to manually manage REDFOR's TGOs
* **[UX]** Buy/Replace TGOs for free before the campaign has started
* **[Data]** Ability to define "cruise" & "combat" altitudes for airplanes
* **[Options]** Option to randomize altitudes for flights with airplanes
* **[Options]** Options to configure/override maximum mission distance for airplanes & helicopters
## Fixes
* **[Mission Generation]** Anti-ship strikes should use "group attack" in their attack-task
* **[New Game Wizard]** Faction selection overview doesn't update when inverting map
* **[New Game Wizard]** Aircraft mods are now handled better when they are disabled
* **[Payloads]** Added/Updated (missing) payloads
* **[Aircraft Tasking]** Revised aircraft tasking, filtering out incompatible tasks for several aircraft
* **[Data]** Corrected the class of the USS Samuel Chase from Logistics to LandingShip, in order to prevent it being spawned as part of AAA sites.
* **[Mission Generation]** Helicopters oscillating due to over-speeding
* **[Mission Generation]** Fix infinite loop when using "Fast-Forward to first contact"
* **[Capture Logic]** Release all parking slots when an airbase is captured
* **[Modding]** Swedish Military Assets Pack air defence presets are now correctly removed from the faction when the mod is disabled.
* **[Mission Generation]** Naval aircraft not always returning to carrier
* **[Mission Generation]** AI AirLift aircraft crashing into terrain due to insufficient waypoints
* **[Mission Generation]** Fix friendly AI shooting at fires on the front-line
# Retribution v1.2.1 (hotfix)
## Fixes
@@ -24,7 +168,7 @@
* AEW&C threat buffer distance (nmi)
* Theater tanker threat buffer distance (nmi)
* **[Options]** Improved the option to configure OPFOR autoplanner aggressiveness. The AI might now take even more risks and plan missions against defended targets.
* Added three new options in Settings:
* **[Options]** Added three new options in Settings:
* Autoplanner plans refueling flights for Strike packages
* Autoplanner plans refueling flights for OCA packages
* Autoplanner plans refueling flights for DEAD packages
* **[Engine]** Support for DCS 2.8.6.41363, including F-15E support.
* **[Data]** Added support for the ARA Veinticinco de Mayo.
* **[Data]** Changed display name of the AI-only F-15E Strike Eagle for clarity.
* **[Flight Planning]** Improved IP selection for targets that are near the center of a threat zone.
* **[Flight Planning]** Moved CAS ingress point off the front line so that the AI begins their target search earlier.
* **[Flight Planning]** Loadouts and aircraft properties can now be set per-flight member. Warning: AI flights should not use mixed loadouts.
* **[Flight Planning]** Laser codes that are pre-assigned to weapons at mission start can now be chosen from a list in the loadout UI. This does not affect the aircraft's TGP, just the weapons. Currently only implemented for the F-15E S4+ and F-16C.
* **[Mission Generation]** Configured target and initial points for F-15E S4+.
* **[Modding]** Factions can now specify the ship type to be used for cargo shipping. The Handy Wind will be used by default, but WW2 factions can pick something more appropriate.
* **[Modding]** Unit variants can now set a display name separate from their ID.
* **[UI]** An error will be displayed when invalid fast-forward options are selected rather than beginning a never ending simulation.
* **[UI]** Added cheats for instantly repairing and destroying runways.
* **[UI]** Improved usability of the flight properties UI. It now shows human-readable names and uses more appropriate UI elements.
* **[UI]** The map now shows the real front line bounds.
## Fixes
* **[Campaign]** Fixed error when canceling squadron transfer if the current location would be exactly full.
* **[Data]** Fixed the class of the Samuel Chase so it can't be picked for a AAA or SHORAD site.
* **[Data]** Allow CH-47D, CH-53E and UH-60A to operate from carriers and LHAs.
* **[Data]** Added the F-15E's LANTIRN to the list of known targeting pods. Player F-15E flight with TGPs will now be assigned laser codes.
* **[Flight Planning]** Patrolling flight plans (CAS, CAP, refueling, etc) now handle TOT offsets.
* **[Mission Generation]** Restored previous AI behavior for anti-ship missions. A DCS update caused only a single aircraft in a flight to attack. The full flight will now attack like they used to.
* **[Mission Generation]** Fix generation of OCA Runway missions to allow LGBs to be used.
* **[Mission Generation]** Fixed AI flights flying far too slowly toward NAV points.
* **[Mission Generation]** Fixed "division by zero" error on mission generation when a flight has an "In-Flight" start type and starts on top of a mission waypoint.
* **[Modding]** Unit variants can now actually override base unit type properties.
* **[Plugins]** Fixed Lua errors in Skynet plugin that would occur whenever one coalition had no IADS nodes.
* **[UI]** Fixed deleting waypoints in custom flight plans deleting the wrong waypoint.
* **[UI]** Fixed flight properties UI to support F-15E S4+ laser codes.
* **[UI]** Fixed UI bug where altering an "ahead of package" TOT offset would change the offset back to a "behind pacakge" offset.
* **[UI]** Fixed bug where changing TOT offsets could result in flight startup times that are in the past.
* **[UI]** Flight plan paths are now drawn behind all other map elements, fixing rare cases where they could prevent other UI elements from being clickable.
# 8.1.0
Saves from 8.0.0 are compatible with 8.1.0
## Features/Improvements
* **[Engine]** Support for DCS 2.8.6.41363, including F-15E support.
* **[UI]** Flight loadout/properties tab is now scrollable.
## Fixes
* **[Campaign]** Fixed liveries for premade squadrons all being off-by-one.
* **[UI]** Fixed numbering of waypoints in the map and flight dialog (first waypoint is now 0 rather than 1).
logging.error(f"Could not determine mission end time for {package}")
returndeparture_time
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