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Map Layers and Interface

github-actions[bot] edited this page Jun 25, 2026 · 2 revisions

Map Layers and Interface

414Ret reworks the campaign map's layer controls into a single panel and surfaces more planner reasoning in the dialogs you use to plan and debrief. This page covers the unified map layers panel, the UI transparency improvements, and Flight Control ATC.

Unified map layers panel

The two stock map controls — the flat white overlay list at top-right and the separate top-left threat-zone / navmesh / terrain box — are replaced by one custom, dark-themed control that matches the rest of the app. It owns the visibility of every overlay and adds grouping, presets, and persistence.

  • Collapsible grouped sections. Layers are organized into groups — Friendly & shared, Air defences, Enemy intel, Allied & flight plans, Threat zones, and Navmesh & terrain. The advanced groups start collapsed so the list stays short.
  • Preset views. One click switches the whole map to Default, SEAD, Recon, or Clean, plus a "Hide all overlays" button. Use these to jump straight to the set of layers a given planning task needs.
  • Persisted choices. Your group, layer, and base-map selections are saved to the browser's localStorage and restored between sessions — so the map comes back the way you left it.
  • Folded-in legacy layers. The old top-left control's threat zones, navmesh, terrain zones, and culling overlays now live inside this one panel.

Reveal fog of war

The panel also carries a transient "Reveal fog of war" checkbox (in the Enemy intel group). Ticking it forces every player-facing fog rule to resolve to ground truth, so the whole map and the intel dialogs un-fog at once: full enemy composition, threat rings, and otherwise-hidden command posts all become visible.

It is a view toggle only — it never changes the campaign, and it is deliberately not persisted, so it is always off when you reopen a campaign and a saved game can never carry a god-view. It is the tool to reach for when you want the real laydown for debugging a campaign, planning the opposing side, or just checking the truth. See Fog-of-War-and-Reconnaissance for how the fog itself works.

UI transparency improvements

Several planning and debriefing dialogs were reworked to show why the planner did something, not just raw numbers:

  • Target Intel panel. Every ground-object dialog opens with a read-only intel block: target type, allegiance, which mission types are valid against it, known live/destroyed unit counts, detection and threat range, IADS membership, the hide-on-MFD flag, and capturable/purchasable status. (Sites you haven't scouted read "composition unknown" — that is the recon fog at work.)
  • Mission Impact debrief summary. The debriefing now leads with a Mission Impact block — mission end-state, bases captured/lost, runway damage, and loss counts for both sides — above the full casualty tables.
  • Package context bar. The package summary line shows primary task, flight count, player slots, the actual time-on-target, and departure bases in one line.
  • Flight-creation context. Creating a flight shows a live summary of what your selected task / aircraft / squadron choice means; squadron hover text lists primary role, auto-assignability, spare aircraft, base, and distance to target.

Flight Control ATC

Flight Control adds players-only tower comms at friendly land airbases — taxi, takeoff, and landing sequencing with SRS voice and an optional text-subtitle fallback. It is a plugin, default ON. Tower comms are aimed at human pilots; AI flow (including QRA and CAP launches) is left as a pass-through so AI departures are not held up. Only land airdromes get a tower — FARPs and ships are not eligible.

See also

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