pierscockey Posted March 11 Posted March 11 Thank you so much deadlyfishes for all your hard work on this series. It’s an absolute masterpiece! Can I ask your opinion on how best to modify the map to make it feel more hostile? I’m thinking random ground units, SAMs etc, which make travelling to the mission sites more difficult. This includes SAR missions - it would be nice for them to be a bit more treacherous, as currently they’re a simple nav exercise. Am I missing something obvious in the settings perhaps? i9 12900KS | 3090ti 24GB | 64GB 5200Mhz DDR5 Corsair Dominator Platinum GS-4 Seat | NLM V3 | Moza AB9 | Warthog Throttle + stick | MFG Crosswind | Reverb G1
deadlyfishes Posted March 14 Author Posted March 14 On 3/10/2025 at 5:16 PM, pierscockey said: Thank you so much deadlyfishes for all your hard work on this series. It’s an absolute masterpiece! Can I ask your opinion on how best to modify the map to make it feel more hostile? I’m thinking random ground units, SAMs etc, which make travelling to the mission sites more difficult. This includes SAR missions - it would be nice for them to be a bit more treacherous, as currently they’re a simple nav exercise. Am I missing something obvious in the settings perhaps? Thanks for the kind words and feedback here. I have some new ideas after reading this which is great! In the meantime you could do the following: - Enable SAM missions in the auto-start - Change the spawning pools to include more difficult sams to encounter - Change the amount of SAM easy/hard at the desired mission times. You can also move where these sites/missions are without ruining the scripting, you might have a mismatch with wpts if you use those. Additionally, there's not much to encounter on a rescue, but I've been wanting to include an option for that, where maybe a small enemy force spawns near/around the pilot needing rescue. Check the documentation on how to make those edits, there are a lot of options to play with 1 "Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World Website | Discord | Support TTI on Patreon SP Missions: Caucasus | NTTR | Syria | Afghanistan | Iraq | Mariana Islands | Persian Gulf | Normandy | South Atlantic | Sinai | Kola MP Servers: PvE Server TTI x Pimax - Get discounts on Pimax Headsets
Lukas2438 Posted March 19 Posted March 19 I'm using current version 2.6.1p and encountered this little bug while playing with the different Carrier Deck Static Assets: When removing static assets via the Menu (after adding), one FA-18 will stay on elevator two and block the spawn/space, next to the ship's tower.
Vanguard Posted March 24 Posted March 24 @deadlyfishes Hey mate, just wondering what the logic behind this setup is? Feels like the polygon placement is a great way to ensure vehicles aren't wedged inside trees and buildings, but in this particular case, it seems to ensure almost every vehicle is just that. Every time I fly this mission all the vehicles are in-between the buildings and half obscured and they all have tree trunks growing out of them in the forest to the east. I came in to the mission editor to create almost the exact inverse of what I ended up finding here. Thanks! Vanguard
deadlyfishes Posted March 28 Author Posted March 28 On 3/19/2025 at 9:03 AM, Lukas2438 said: I'm using current version 2.6.1p and encountered this little bug while playing with the different Carrier Deck Static Assets: When removing static assets via the Menu (after adding), one FA-18 will stay on elevator two and block the spawn/space, next to the ship's tower. Thanks I'll look into it! On 3/24/2025 at 2:08 AM, Vanguard said: @deadlyfishes Hey mate, just wondering what the logic behind this setup is? Feels like the polygon placement is a great way to ensure vehicles aren't wedged inside trees and buildings, but in this particular case, it seems to ensure almost every vehicle is just that. Every time I fly this mission all the vehicles are in-between the buildings and half obscured and they all have tree trunks growing out of them in the forest to the east. I came in to the mission editor to create almost the exact inverse of what I ended up finding here. Thanks! Vanguard Vanguard - Thanks for bringing this up - This is actually because it's a much older mission before I decided to have units in more open spaces. I previously had the idea that it was cool to have units hidden in dense areas like this to make good use of AI door gunners and troop drop-offs. I'll probably adjust these in a future update. Feel free to move the boundaries around as you'd like. 2 "Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World Website | Discord | Support TTI on Patreon SP Missions: Caucasus | NTTR | Syria | Afghanistan | Iraq | Mariana Islands | Persian Gulf | Normandy | South Atlantic | Sinai | Kola MP Servers: PvE Server TTI x Pimax - Get discounts on Pimax Headsets
Hotdognz Posted April 22 Posted April 22 Since the latest patch we are seeing a consistent .lua error now on the Georgian Coast TTI, I haven't investigated this yet but thought id post it here, prior to the latest patch all was ok. null
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