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Everything posted by deadlyfishes
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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For now in the editor you can add your own F1EE slot, I'll be updating soon with this new module, check the documentation on how to add new slots. Thanks!
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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In my latest version I'm working on hopefully, releasing soon, this seems to be all fixed
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Removing that script might break the entire mission so you'll have to wait for an update. I have a fix currently for this, if you DM me on discord I can hand you the WIP file
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Hi thanks for coming to me with the issues you're having with the MP servers. This forum is for the SP mission but I'll gladly try to see if I can help you. I've noticed playing a lot of SP campaigns/missions, there are some issues when my DCS TEMP folder in the AppData gets full, I routinely delete/clear it out, and I even made a bat file to clear it out before I launch DCS. Try looking here and deleting everything this folder: C:\Users\YOUR USER\AppData\Local\DCS.openbeta, it wont break anything. You could also try running a repair/clean, as well as making sure your GPU drivers are up to date. Clearing out the metashaders/fxo (via C:\Users\YOUR USER\\Saved Games\DCS.openbeta) was an old trick as well, might be worth doing that again. Also I'd refrain from mods that modify the main installation folder for DCS, but these days most mods are only going to saved games anyway. - These are very basic fixes here, so see how far this may get you. Feel free to ask me or anyone on our discord for further help, thanks!
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You can change it in the EWRS menu in F10 - Other by disabling auto-reports in one of the options there. - I can see about it being an option that you disable in the settings by default
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You have to set jtac_smoke_targets = true to false: jtac_smoke_targets = false Look here for tutorials on how to change settings: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
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Update December 03, 2022 - 1: TTI SP v2.3.0b (Caucasus HOTFIX) - Fixed an issue where the Modern Era Ground Unit spawning pools were loading the WW2 Ground Unit spawning pools instead.
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Update November 30, 2022 - 1: TTI SP v2.3.0a Major overhaul to tutorials, guides and general documentation for TTI SP: Added web-based "live" documentation that provide guides and tutorials on all aspects of TTI and TTI SP; Mission installation, customizing mission settings and more: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Major overhaul to Random Air Traffic (RAT) Script: Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options. RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from RAT aircraft will respawn shortly after parking or death as a new aircraft type Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools. Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A. S-3B and E-2D are added as optional carrier aircraft for the CVN. Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft Added option to also spawn helos on the LHA-1 Tarawa Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor. Other updates, features and fixes: Mission briefing updated and more up to date. When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route. Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II. Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue. Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working. Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing. All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS. CTLD was updated to the latest version. Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game. Fixed an issue where sometimes spawning into newly created client/player aircraft would not work. Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below). Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...). Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu. Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu Fixed an issue with carrier deck static objects not deleting all units sometimes. Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled. Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts. Fixed an issue where convoy mission markers were not properly removed after completing convoy missions. Made location intel reports only show to requester. Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up. Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Added new units to the air, ground, and ship spawning pools:
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Hotfix October 27, 2022 - 2: TTI SP v2.2.7b Fixed an issue where kill feed messages were not working (wrong file uploaded to ED Userfiles)
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Hotfix October 27, 2022 - 2: TTI SP v2.2.7b Fixed an issue where kill feed messages were not working (wrong file uploaded to ED Userfiles)
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