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Through The Inferno (Georgian Coast) - Highly dynamic and endless task-based mission


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Hi, so I have edited the mission. for a private server with some friends. The first edit I made was working. Then I added some more playable aircraft. And I disabled some AI SAM types and aircraft. And now I get this error from the debug console:

 

17:03:02.146 INFO DISPATCHER loadMission c:/users/administrator/saved games/dcs.openbeta_server/missions/Through_The_Inferno_South_v181ht.miz

17:03:02.146 INFO WORLDGENERAL mission file: "c:/users/administrator/saved games/dcs.openbeta_server/missions/Through_The_Inferno_South_v181ht.miz" not found, trying Saved Games

17:03:02.146 ERROR DISPATCHER Mission Load Error: Cannot open c:/users/administrator/saved games/dcs.openbeta_server/missions/Through_The_Inferno_South_v181ht.miz

 

Then it crashes.

Now what is confusing for me is that the mission file is named: TTS_Dynamic_edited_by_2bnb_V1.2.miz

 

Soooo what am I doing wrong? :(

 

 

You may have removed a slot, which might break the mission. Could you PM me your miz I can take a look.

"Through The Inferno"

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  • 2 weeks later...

UPDATE 05/04/2019 - 1: v1.63a

- Fixed a2g helo/infantry assault missions, they now are recognized as different missions

 

- Fixed a major issue for A2A helo missions that didnt allow them to spawn correctly

 

- Fixed an issue where some JTACs would not be high enough for missions in mountainous areas.

 

- Enabled airboss by default

 

- Enabled random air traffic by default

 

- Added slower KC-135 for a10

 

- Fixed kneeboard text to provide more tanker information such as flight level and speed.

 

- Aadded TONS options for random air traffic, including fighter jet/carrier ops random air traffic: (expand spoiler text to see all new options)

 

random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.

random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.

 

-- # of civ aircraft spawns PER TYPE,

civ_rat_spawns = the amount of civilian ai air traffic spawns per type

 

-- set # of fighter aircraft spawns, for each type individually

fighter_rat_a10_spawns = 1

fighter_rat_f18_grnd_spawns = 1

fighter_rat_f18_cv_spawns = 1

fighter_rat_f16_spawns = 1

fighter_rat_f15_spawns = 1

fighter_rat_f14_grnd_spawns = 1

fighter_rat_f14_cv_spawns = 1

 

-- misc flight settings

air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)

max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM

 

civ_allow_immortal = true or false to allow civ aircraft to be immortal

civ_allow_invisible = true or false to allow civ aircraft to be invisible

 

fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets

-- free is weapons free, ai will go on offensive

-- hold is weapons hold, they will not fire

-- return is return fire, they will only fire when fired upon.

 

fighter_jet_immortal = true or false to allow fighter jets to be immortal

fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI

 

-- enable or disable ai aircraft types that will spawn in (use true or false)

 

-- civilian

enable_yak = true or false

enable_c130 = true or false

enable_c17 = true or false

enable_an26 = true or false

-- fighter jet

enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield

enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier

enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield

enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier

enable_f14 = true or false (nttr only)

enable_f15 = true or false

enable_f16 = true or false

enable_f18 = true or false (nttr only)

enable_a10 = true or false

 

 

- Added option for JTACs to spawn at the random SAM spawn sites

sam_site_jtacs_enable = SET TRUE OR FALSE IF YOU WANT JTACS THAT LASE/SMOKE AT THE RANDOM SAM SITES

 

- Added option for enemy ships to attack/defend or do nothing

enemy_ship_ai = SET TRUE OR FALSE if you want enemy AI ships to attack/defend or do nothing.

 

- Made Random Mission Name visible when mission starts

 

- Removed JF-17 Refueling Probe by default

 

- Mounted DDM Sensors for M-2000C by default

 

- Changed some radio menu text to make "Ground Mission Location Intel" more obvious and visible.

 

- Updated backend scripting engine (latest MOOSE version as of May 2020)

 

- Optimized Mission Detection logic to be significantly less taxing on CPU, will now only be searching within ACTIVE ZONES rather than ALL ZONES.

"Through The Inferno"

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The 15F anti-ship missile for the Viggen seems to veer off randomly and explode when getting near proximity to a red target. This will only repro on a spawned/mission ship -- if I add a static spawn to the map, strikes happen as expected. Still setting up the repro to make sure I didn't miss anything

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The 15F anti-ship missile for the Viggen seems to veer off randomly and explode when getting near proximity to a red target. This will only repro on a spawned/mission ship -- if I add a static spawn to the map, strikes happen as expected. Still setting up the repro to make sure I didn't miss anything

 

 

This behaviour doesn't seem tied to the mission, it's possible the ships are destroying the munitions with CWIS?

"Through The Inferno"

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Just a quick question, without going into the editor, does the mission produce random times of day?

Thanks

 

 

No, this is something to my knowledge that can only be done by modifying with some kind of external script/application, or within the mission editor.

"Through The Inferno"

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This behaviour doesn't seem tied to the mission, it's possible the ships are destroying the munitions with CWIS?

 

 

Normally I would agree, however all my attempts end up the same way. Here's a vid of 3 back to back repros using 2 spawns and 1 static.

 

 

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Normally I would agree, however all my attempts end up the same way. Here's a vid of 3 back to back repros using 2 spawns and 1 static.

 

 

 

 

Hmm, quite odd, the ships logic hasn't changed much for a very long time. Probably something changed in ED's code in the scripting backend to affect the AI... Happens from time to time.

 

 

Might also be that I added the option to spawn a group with hold fire and return fire, there are now 2 potential groups that spawn, maybe the missiles are going after the other late activated one, and/or maybe the "invisible" option for these ships are affecting munitions now, they haven't before in previous patches.

 

 

I'll do some testing on my end to see what might be the problem.

"Through The Inferno"

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Normally I would agree, however all my attempts end up the same way. Here's a vid of 3 back to back repros using 2 spawns and 1 static.

 

 

 

 

 

 

What's your method here? Are you using map markers? - I personally don't use the map marker method, I enter in coordinates using the data pad.

 

 

 

 

 

I just tested doing the following steps:

 

 

1) Arm RB15, Fuel tank

2) start up

3) set RB15 mode to 800002 TAKT

 

4) enter in coordinates LONG LAT for a2ship mission for Bx7

5) enter in same coordinates LONG LAT for a2ship mission for Bx8

6) set radar mode A1

7) take off, fly towards bx7

 

8) check series mode, VALB mode

9) ANF, weapon mode ATK

10) fly towards target

11) tv mode to slew CROSS under the circle @ 120 range

12) verify targets in circle, reduce range view

13) fire when in range

14) boom -- this destroyed the normal a2ship groups that spawn in normally.

"Through The Inferno"

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What's your method here? Are you using map markers? - I personally don't use the map marker method, I enter in coordinates using the data pad.

 

 

Quickfire -- get within 70, point them in the right direction, let them home in. For the tests above I was within 20k to rule out any fuel shenanigans with the projectile itself.

 

 

 

Edit: Nevermind, repro on pg also. This is a bit inconsistent, which is weird all by itself. Missile guidance seems to be tracking something that isn't there. Doing a round of tests with Bx points as well


Edited by oniralas
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UPDATE 05/08/2019 - 1: v1.63f

Improved A2A Intercept Bomber Mission logic:

- Bomber escort fighters will now properly spawn near bomber and follow them

- An air raid siren sound and notification will let the player know when the bombers begin their attack.

 

Added new settings:

enable_airbase_bombers = set true or false if you want bombers that attack your main airbase

enable_carrier_bombers = set true or false if you want bombers that attack ships (only where anti-ship missions are available)

enable_bomber_escorts = set true or false if you want bombers with escort fighters

ground_bomber_amount = how many bombers at each spawn

ship_bomber_amount = how many bombers at each spawn

 

Other small changes:

- Moved "Ground Intel" menu option to the front end of the F10 - Other menu.

- Added UI SFX for the ground location intel report

"Through The Inferno"

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Quickfire -- get within 70, point them in the right direction, let them home in. For the tests above I was within 20k to rule out any fuel shenanigans with the projectile itself.

 

 

 

Edit: Nevermind, repro on pg also. This is a bit inconsistent, which is weird all by itself. Missile guidance seems to be tracking something that isn't there. Doing a round of tests with Bx points as well

 

 

 

 

It's entirely possible that quickfire just doesn't agree with the dynamic nature of the mission spawns and all.

 

 

I ALWAYS use entered in waypoints bx7/bx8 for the RB15, I never actually tried quickfire or the basic mode on the rb15.

 

 

 

Maybe the behavior of the missiles acting wonky is also happening to the RB04?

 

 

I'll see if I can give that a try sometime. I had to refresh my Viggen skills this morning when I was testing this out :D

"Through The Inferno"

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  • 2 weeks later...

Hello,

Thanks for your hard work.

 

Do you plan to add CSAR script ?

Other thing, I don't find information, but how to add playable planes, extend existing group is it "codable" compatible ? (I tell that for Helos, and my concern is about the unit name, if I extend the group, the unit name will not incude in the CTLD script, but maybe it's minor as impact... I have to check CTLD content...)

 

Thanks again

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Speaking of scripts, would it be possible to add the one which does not allow to occupy a client slot if you are not connected to SRS (I don't know the exact name, sorry)?

Obviously, best of the best would be having it as a configurable option - as already implemented for many other things - so that it does not impact SP users.

I know TTI is not meant to be played in online MP, but it's simply perfect to provide my virtual squadron pilots with an endless, varied training environment for every possible scenario, we use it extensively in our private servers.

And it would be nice to have a way to force them to do the right things. :smartass:

BlueRaven.jpg

 

Nulla Dies Sine Linea

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UPDATE 05/20/2020 - 1: v1.66a -

OLD MISSIONS WILL NOT WORK WITH THE SUPER CARRIER UPDATE UNLESS YOU USE THIS NEW MISSION FILE.

All TTI SP Maps:

- Optimized Intel reports to be more 'modular' to make updating the mission easier.

- Added ROE Weapons Free to enemy fighter escorts that escort bombers.

 

TTI SP Maps with Carrier Ops:

- Added second MIZ file to support Super Carrier optionally to avoid having players going into the mission editor to change the carrier.

- Super Carrier CVN-7X added to second miz

- Super Carrier Kuznetsov added to second miz

- Fixed a major bug where enabling ship AI causes a script error loop

- Updated Moose Script Framework to support the Airboss Mod update to work with the Stennis and new Super Carriers.

"Through The Inferno"

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Hello,

Thanks for your hard work.

 

Do you plan to add CSAR script ?

Other thing, I don't find information, but how to add playable planes, extend existing group is it "codable" compatible ? (I tell that for Helos, and my concern is about the unit name, if I extend the group, the unit name will not incude in the CTLD script, but maybe it's minor as impact... I have to check CTLD content...)

 

Thanks again

 

You can just add them yourself by setting a slot to "Client" that shouldn't break anything.

 

 

To ensure CTLD works with new helos, put the name HELO #001 and it will automatically make it the next available number which works with the CTLD script.

 

 

 

Speaking of scripts, would it be possible to add the one which does not allow to occupy a client slot if you are not connected to SRS (I don't know the exact name, sorry)?

Obviously, best of the best would be having it as a configurable option - as already implemented for many other things - so that it does not impact SP users.

I know TTI is not meant to be played in online MP, but it's simply perfect to provide my virtual squadron pilots with an endless, varied training environment for every possible scenario, we use it extensively in our private servers.

And it would be nice to have a way to force them to do the right things. :smartass:

 

 

You can use the script here that hoggit uses.

 

 

https://gitlab.com/hoggit/developers/server_scripts/-/tree/master/SRSRequired

"Through The Inferno"

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Is there a way to set this mission to start in air?

 

 

I'm using it to do a bunch of training and sitting through the startup sequence every time I load it takes pretty long.

 

 

Go into the mission editor and change the slots unit waypoint on the initial slot setting to "Turning Point" instead of take off from ramp.

 

Also here's an update:

 

UPDATE 05/21/2020 - 1: v1.66b - IMPORTANT HOTFIX

Caucasus:

- Fixed a major issue where a WWII Asset Pack unit was accidentally placed on the map, making the map un-playable and un-editable for those who do not own the WWII Asset Pack DLC.

NTTR:

- Fixed an issue where the default AI Air Traffic spawns were set to hilariously high spawn rate.

All Maps:

- Fixed a major issue where setting A2A Carrier Bombers to "true" caused a script error loop.

- Added a new method to detect map/terrain type to make better use of shared scripts. This is more of a back-end scripting improvement and won't affect gameplay.

 

- Added reference point ships by the carrier for CASE I recovery procedures.

"Through The Inferno"

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UPDATE 05/24/2020 - 1: v1.66c

Caucasus:

- Fixed an issue where SA-11 template units were not set to late activation

All Maps:

- Fixed an issue where WPT/Mission Map Markers were not deleting when a mission was complete.

- Added an option to enable/disable JTAC Drones at all A2G Missions

"Through The Inferno"

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UPDATE 05/26/2020 - 1: v1.66d

- Added Super Carrier Deck Layout Menu to TTI Maps with the Super Carrier

 

tti-supercarrier-deck-menu-demo.gif

 

 

Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier.

 

Layout Scripts Created by Redkite

https://www.digitalcombatsimulator.c...files/3309905/

https://youtu.be/XONOFbhwbsU

https://www.youtube.com/user/RedKiteRender/

"Through The Inferno"

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I have a pretty awesome PC and I'm so sick and tired of the multiplayer stutter and rubber banding that I just can't tolerate multiplayer for another minute so Thank you for all the work you put into these missions and Mods and all the more reason I'm a big Fan of TTI and a proud Patreon member as well.

 

Cheers and Salute!

KV~

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