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Posted
On 3/7/2024 at 10:11 PM, HappyVoo said:

Thank you very much for the great quest, I have been experiencing it for a long time
I'm glad that the addition of IADS has greatly improved my experience.
I really want to experience the use of FOX-1 with an aircraft. In the 1980s, will there be missions set in this time period in the future?

You can change the mission era to "Cold_War" that will be close to the experience you're looking for. You can also edit the enemy Aircraft spawns. This will be really useful when the F-4E comes out. If you come to our discord, you can find my TTI SP updates early. I have one there already since a new update is coming out soon for TTI SP.

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Posted

Update March 17, 2024 - 1: TTI SP v2.4.9f

  • Changed despawn logic of friendly BLUE AI aircraft. Carrier type aircraft despawn quicker than other airframe types to ensure that carrier decks are not blocked when AI are busy doing launch and recovery.
     
  • Updated text readme and online documentation on how to get "load settings from saved games" to work.
     
  • Fixed an issue where it was possible that Korean War and WW2 era aircraft would sometimes deploy modern countermeasures.
     
  • Fixed an issue where friendly A2A spawns TO PLAYER location did not have a working waypoint for the AI or map marker.
     
  • Fixed an issue with spawning SMERCH units that caused an error.
     
  • Fixed an issue with spawning BLUE TRAINER AIRCRAFT units that caused an error.
     
  • Fixed an issue where CONVOY INTEL would always display when asking for single mission intel of another type
     
  • Fixed an issue where mission settings were not showing the correct setting for JTAC drones.
     
  • Fixed an issue where ground units requesting air support/CAS messages would not go on cooldown sometimes and constantly spam.
     
  • Add new artillery units to spawning pools and database: red_arty_hlb8m1 and red_arty_ttb8m1 (Insurgent trucks with B8M1 80mm launchers)
     
  • Add new AAA flak units to spawning pools and database: red_aa_aaa_s60, red_aa_aaa_ks19, red_aa_aaa_firecan_son9
  • Changed TTI Settings default in editor and in scripts to improve performance for defaults.
     
  • Changed default enemy A2A spawning pools, removing most US fighters spawning as enemy A2A.
     
  • Add options for CTLD/CSAR to start on mission load, will wait for player to spawn in helo first by default
     
  • Using MOOSE CSAR now, which has the same functionality as before with a few more quality of life improvements, such as downed pilots will now run towards your helo if you are able to land nearby
     
  • Add radio menu option to FLARE DESIGNATE active ground and/or ship convoy missions.
     
  • Add new options to change the number of units in enemy ship and ground convoys
     
  • Removed a dependency on carrier spawn so that certain mods do not break loading the mission scripts. Note that mods that break carrier spawns will still have broken carriers regardless of DCS mission. This is for those who choose to continue to use these mods and do not intend to use carriers. A message will warn about this, and can still pop-up if the carriers were accidentally removed or renamed in the mission editor.
     
  • Added text file with recommended settings to improve 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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Posted

Update May 22, 2024 - 1: TTI SP v2.5.0a

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  • 1 month later...
Posted

Hi tried to add a Dynamic spawn airfield to the TTi Caucuas at Vaziani as a test but non of the TTi comms menu options pull through to any units that use Dynamic spawns, has anyone else tried this and have a fix ??

Thanks

 

Posted

Update July 31, 2024 - 1: TTI SP v2.5.1a

  • Added Kiowa Module
     
  • Initial TTI SP Afghanistan release
     
  • Added new options to force start specific tankers at the start the mission if desired
     
  • Added new options under DEBUG MENU to force-spawn tankers while in-mission
     
  • Fixed an issue where AFAC/JTAC drones were not picking up targets past 5000m
     
  • Attempt to fix enemy A2A AI spawns to engage player aircraft by updating script properties and moving ground red EWR to a more optimal position
     
  • 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

 

On 7/14/2024 at 11:50 PM, Hotdognz said:

Hi tried to add a Dynamic spawn airfield to the TTi Caucuas at Vaziani as a test but non of the TTi comms menu options pull through to any units that use Dynamic spawns, has anyone else tried this and have a fix ??

Thanks

 

Dynamic spawn is new and is still not the best option for TTI SP. I am hoping that the system improves and that I can potentially re-script for the dynamic spawn for players. The scripting has a hard time recognizing those spawns.

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  • 4 weeks later...
Posted

I tried this for the first time today and unfortunately it's unplayable.  I'm getting around 10 - 15 FPS and then once I've exited the mission they don't return unless I restart DCS completly.  Am I doing something wrong or is this an extremly demanding mission?

Posted
On 8/29/2024 at 10:35 AM, Dave317 said:

I tried this for the first time today and unfortunately it's unplayable.  I'm getting around 10 - 15 FPS and then once I've exited the mission they don't return unless I restart DCS completly.  Am I doing something wrong or is this an extremly demanding mission?

It is a pretty demanding mission, however it shouldn't absolutely destroy your performance like that unless you have a low-spec PC. What are your specs? There are ways to dial down the settings to have less units spawn and things happening all at once.

Check out the documentation to see what settings you can change up: TTI Singleplayer Documents and Files - Google Drive

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Posted

11700k cpu with 64 gb of ram and a 6800xt gpu.

I know the gpu is getting a bit long in the tooth but it's coped so far. 

I think it's a vram issue as its telling me I'm using up to about 150% vram.

  • 2 weeks later...
Posted
2 hours ago, Peterik said:

Could you guys please add a version of the Kola-Mission with winter textures?

That would be great.

You can change the date in the mission I believe?

 

Also, were you talking about the MP server or the SP mission?

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  • 3 weeks later...
Posted

Hi!

I'm fairly new to DCS, and I apologize if this has already been asked/answered or mentioned:

Are there plans to support the new CH-47F Module? I'm very interested in using it for Troop or Cargo transport and CSAR.

Posted
On 9/24/2024 at 4:48 AM, HotteHotte said:

Hi!

I'm fairly new to DCS, and I apologize if this has already been asked/answered or mentioned:

Are there plans to support the new CH-47F Module? I'm very interested in using it for Troop or Cargo transport and CSAR.

Yes, it's in my next update, but you can easily add it to the mission via the editor, check out the documentation if you need help looking for how to do that.

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  • 2 weeks later...
Posted

Update Ocober 9, 2024 - 1: TTI SP v2.6.1a

  •  Add new CH-47F Module

--- Overhaul framework for F10 menu to be compatible with the latest DCS Dedicated Server Mode.

  • Fixes a major issue where F10 menus were not showing up for some slots or clients)

--- Overhaul and replace old EWRS AWACS script to new/custom EWR AWACS Script (based on BigEye EWR by leonardo_c)
https://forum.dcs.world/topic/339256-bigeye-ewr-script/

  • New UI design showing - Bearing | Range | Altitude | Aspect | Type
  • Will automatically change unit measurements based on aircraft type
  • Can subscribe to constant GCI reports to focus on a single target group
  • Can change message frequency in menu
  • Can optionally disable helped header text for a more minimal display
  • Many more options not mentioned here, check out the new menu for yourself!

--- Overhaul CTLD to brand new MOOSE-based CTLD, retaining similar functionality and feature set from TTI SP v2.5.1 and earlier. Many new options are and features available, including the ability to easily change buildable groups/units.

  • Works with all DCS Rotary Wing Aircraft
  • Similar options as previous CTLD
  • Customizable buildables - You can choose your own buildable units, determine how many crates, you can even build your own buildable setups in the ME yourself (using late activation and correctly referencing the group name you assigned)
  • Can now build a usable FARP that allows for crate spawning
  • Options to enable/disable building at pickup/loading zones so you can build defenses within a loading area if desired
  • Option to have dropped troops move towards objective automatically without using Combined Arms
  • New CTLD and CSAR options now have its own text file and section for these settings
  • Many more options not mentioned here, check out the new menu for yourself!

--- New "Mission Sequence" feature

  • Allows for missions to be completed in sequence (random, but never repeats a previously done mission), for a set number of missions. Once the sequence is complete it will restart again, with a new random sequence
  • Menu options for tracking this are available in F-10 Other
  • This is an optional feature, disabled by default, enable in mission settings.

--- Other new misc features, fixes and improvements

  • Fixed an issue where bomber groups were not bombing the assigned target point.
  • Added "Accept Mission" options so that pilots can start the next mission only after accepting it in the menu.
  • Added an easier menu path to delete ground missions in the F10 - Other Debug menu
  • Improved A2A Constant Spawn logic and also added an option to spawn a custom number of a2a "constant" spawn groups to be active at once. Once all groups are destroyed then the next batch of the desired amount of groups will spawn
  • Added a way to activate certain F10 Other menu actions such as spawning missions via the map marker command method (making a map marker, with a text command, executed by closing it)
  • Fixed kill/hit detection script to not throw random errors when certain AI units are hit or destroyed. (This did not break the mission previously but flooded log with errors)
  • Fixed an issue with AWACS detection functionality

--- Compatibility with DYNAMIC SLOT - Enjoy using DCS Dynamic Slot when hosting TTI SP for private co-op multiplayer on dedicated server mode or as online host. A few airfields, carriers and FARPS now have Dynamic Slot available.

--- Enabled Dynamic Cargo for those wanting to try cargo gameplay out outside of CTLD

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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Posted

Update Ocober 11, 2024 - 1: TTI SP v2.6.1b (HOTFIX)

  • Fixed an issue where Ground and Sea Convoys were not spawning correctly
     
  • Fixed an issue that "Single Mission Mode" would not work if there is only one type of mission in the mission type pool, since it originally tried to avoid spawning the same mission type twice in a row.
     
  • Removed the setting "firstRandomSingleMission" as it is not needed, choosing the first single mission type resulted in a script error, so this setting is no longer in use.
     
  • Updated Mission Briefing to properly link to third-party scripts; CTLD, CSAR and EWR BigEye.
     
  • 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


--- HOTFIX Manual Fix
(For those comfortable with script replacement and mission editor use that have already set up setting and custom setups in the miz file for v2.6.1a)

This hotfix mainly fixes CONVOY related missions, and all that is needed to fix  is to extract Ground Missions.lua and Trigger List SP.lua from the miz in this update (v2.6.1b) and load them into the your v2.6.1a miz (recommend to use 7zip to extract)

Additionally as mentioned, the setting "firstRandomSingleMission" is no longer in use. Setting this setting will not do anything nor will it break any script, but just understand that this no longer points to any script so it does not do anything and can be deleted.

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Posted (edited)

Update October 18, 2024 - 1: TTI SP v2.6.1c (Crash, Log Error and Dedicated Server Fixes)

  • Fixed a crash/freeze when an Infantry Assault Mission is destroyed/completed.
     
  • Fixed log errors related to player spawn TypeName not being valid (this did not cause any issues, but the error log should be clear of these)
     
  • Fixed an issue in Dedicated server mode that attempted to give menus to aircraft regardless of players spawned in the server or not. Now the setup only occurs when players are in the server and in aircraft slots.
     
  • Mission Enhancer Script functions restored and working - Thanks to "Carlito" from the TTI Discord for the fix!
     
  • 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


--- HOTFIX Manual Fix
(For those comfortable with script replacement and mission editor use that have already set up setting and custom setups in the miz file for v2.6.1a/b)

All that is needed to fix  is to extract EWRS_TTI_SP.lua, Ground Missions.Lua, Enhancer Script 2.0.lua, Trigger List SP.lua (you can also just grab all of them to be safe) from the miz in this update (v2.6.1c) and load them into the your v2.6.1a or v2.6.1b miz (recommend to use 7zip to extract)

Edited by deadlyfishes
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  • 4 weeks later...
Posted

Update Ocober 11, 2024 - 1: TTI SP v2.6.1f

  • Fixed an issue where A2A Player Kill notifications were not working.
  • Fixed an issue on some TTI Maps where friendly CAP backups were not spawning properly
  • Fixed an issue where ATIS was not auto-starting.
  • Fixed an issue where RAT Carrier Spawns were not initiating properly on carrier aircraft player spawn.
  • Added an new A2G Mission Menu spawning option to choose specific mission. (A2G Easy/Hard/Helo 1, 2, 3 etc...) when auto-start for that mission type is disabled.
  • 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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  • 3 weeks later...
Posted

Update November 25, 2024 - 1: TTI SP v2.6.1h

  • Fixed buggy Mirage F1 loadouts (floating missiles without racks)
     
  • Fixed an issue where tankers were not properly auto-spawning
     
  • Added new options for friendly airbase AAA/SAM sites spawning on mission start. The default setting is to include these AA SAM site spawns. Additionally, these spawns change based on era and is configurable for each era.
     
  • Added and updated text files and briefing to include the full list of ground and air database units, used for spawning pools, zeus spawns and more.
     
  • Added reference airfield names in the RAT.lua file for those who may want to customize RAT airfield settings that are not normally accessible in the mission editor settings.
     
  • Added P-19 EWR to SA-3 site spawns (both for enemy and friendly factions)
     
  • Changed default mission settings to help the default mission setting config to be slightly more performant; Disabled A2G Helo Mission Autospawn, Disabled Anti-Ship Autospawn, Disabled enemy A2G Reinforcement convoys (sent to reinforce ground missions, regular convoy mission is retained), A2G Friendly Convoy Backups
     
  • 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


MANUAL UPDATE INSTRUCTIONS:

- Take all .lua files from v2.6.1f and put them into your v2.6.1h miz, where the lua files are (recommend to use 7zip to open/extract and to insert files into .miz files)

- Add TWO very small (radius ~40) zones zones named:

airbase_anti_air_spawn_1 

and

airbase_anti_air_spawn_2 

and put them at your main airbase(s) where the friendly AA ground units will spawning

- Add these new settings text blocks to your mission settings and change your desired setting for friendly AA at your home airbase(s):

-- set friendly airbase anti-air units to protect airbase
--use units from spawning list document or briefing
enable_friendly_airbase_aa_1 = true
mainAirbaseAntiAirType_Modern_1 = "blue_aa_sam_hawk"
mainAirbaseAntiAirType_ColdWar_1 = "blue_aa_sam_tac_avenger"
mainAirbaseAntiAirType_KoreanWar_1 = "blue_aa_aaa_bofors40"
mainAirbaseAntiAirType_WW2_1 = "blue_aa_aaa_bofors40"

enable_friendly_airbase_aa_2 = true
mainAirbaseAntiAirType_Modern_2 = "blue_aa_aaa_vulcanm163"
mainAirbaseAntiAirType_ColdWar_2 = "blue_aa_aaa_vulcanm163"
mainAirbaseAntiAirType_KoreanWar_2 = "blue_aa_aaa_bofors40"
mainAirbaseAntiAirType_WW2_2 = "blue_aa_aaa_bofors40"

 

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Posted

Update December 20, 2024 - 1: TTI SP v2.6.1i


MANUAL UPDATE INSTRUCTIONS:

Take all .lua files from v2.6.1i and extract them, then drag them into your previous version v2.6.1h TTI mission using 7zip.

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Posted

Hi @deadlyfishes,

I have an issue with the CSAR script. Flying the Huey or the Hip I do not get a course needle with ADF. I can select the frequency and get the morse code but the needle doesn't move. I do not know if it is something with the mission, the script or DCS itself.

Posted
On 12/28/2024 at 8:54 AM, RedeyeStorm said:

Hi @deadlyfishes,

I have an issue with the CSAR script. Flying the Huey or the Hip I do not get a course needle with ADF. I can select the frequency and get the morse code but the needle doesn't move. I do not know if it is something with the mission, the script or DCS itself.

It's very bare-bones when it comes to CSAR, simply just "activating" the feature with MOOSE without any customization. So it has more to do with MOOSE + DCS. Heard a few others having issues with it, it'll need to be addressed with MOOSE or on my end maybe changing/adding settings to the script. I'll be taking a look at it for the next update for TTI SP.

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  • 3 weeks later...
Posted

Update January 22, 2025 - 1: TTI SP v2.6.1n

  • Fixed an issue where KOREAN WAR had a startup issue due to the ground unit template having an incorrect lua array name
     
  • Added the ability to change infantry unit types for each era, including the option to change which units appear when WW2 asset pack is enabled
     
  • Added Russian AK soldier variants 02 and 03 to the unit spawning list and zeus list respectively. They were also added to the default spawning pool lists for infantry ground units.
     
  • Added a method to change the JTAC/AFAC Drone Laser Code on the fly using a MAP MARKER COMMAND: "-change_jtac_code [enter 4 digit number code of your choice here]"
     
  • Additionally to the above; There is an F10 Map Menu option to show how to change the laser code while active in-sim.
     
  • Fixed an issue where Ship Convoy Map markers were not spawning in the correct location
     
  • Fixed an issue where disabling EWR reports in the settings did not have any effect.
     
  • Note that the setting "zeus_lz_innter_radius" typo was corrected in scripting and fixed/changed to "zeus_lz_inner_radius" Please change this accordingly if you are porting over old mission settings.
     
  • - DCS 2.9.12.533 Changelog https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.12.5336/ should have fixed the issue for auto-fog making AI co-pilots being unable to see. If this is still an issue for you, disable auto fog in the mission editor for this mission.
     
  • 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


MANUAL UPDATE INSTRUCTIONS:

- Take all .lua files from v2.6.1i/h and extract them, then drag them into your previous version v2.6.1k TTI mission using 7zip.

- NOTE THAT THERE WERE NEW SPAWNING LISTS ADDED:

TemplateTable_INF_GROUND_MODERN

TemplateTable_INF_GROUND_COLD_WAR

TemplateTable_INF_GROUND_KOREAN_WAR
TemplateTable_INF_GROUND_KOREAN_WAR_ASSETPACK

TemplateTable_INF_GROUND_WW2
TemplateTable_INF_GROUND_WW2_ASSETPACK

You need to add these lists to the ground spawning lists as these are new, nothing else in the ground or air spawning pools were changed.

- Note that the setting "zeus_lz_innter_radius" typo was corrected in scripting and fixed/changed to "zeus_lz_inner_radius" Please change this accordingly if you are porting over old mission settings.

 

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Posted

With the v2.6.1n I'm having a scripts load error when era is set to "cold_war", have yet to check if ww2 and korean have the same issue.

dcs TTI CW.jpg

Best regards.

dcs TTI CW.zip

I7-12700F, 64GB DDR4 XMP1 3000MHz, Asus Z670M, MSI RTX 3070 2560x1440 60Hz, TIR 5, TM WH VPC base, TM rudder, Win10 Pro

Posted
On 1/30/2025 at 12:44 AM, BJ55 said:

With the v2.6.1n I'm having a scripts load error when era is set to "cold_war", have yet to check if ww2 and korean have the same issue.

dcs TTI CW.jpg

Best regards.

dcs TTI CW.zip 50.33 kB · 1 download

I have a fix for this - pushing it soon!

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Posted

Update February 2, 2025 - 1: TTI SP v2.6.1o

  • Fixed an issue where doing a "mission accept" for an Infantry Assault Mission spawned an A2G Easy Mission
     
  • Fixed an issue where the "cold_war" era resulted in a failed mission start due to a scripting error. (Note that this fix addressed a typo and it might be simpler to replace the two files in the manual update instructions below).
     
  • 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


MANUAL UPDATE INSTRUCTIONS:

Take the following .lua files from this .miz and put them into where the other .lua files reside in v2.6.1n:
Trigger List SP.lua
Ground Missions.lua

Ground Missions.lua Trigger List SP.lua

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  • 1 month later...
Posted

Update March 4, 2025 - 1: TTI SP v2.6.1p

  • Add new Map Variant for TTI SP Afghanistan: Bagram-Kabul
  • Add new Display Heading/Range to ground mission intel pop-ups in the Intel F10 Menu (Same feature as the "Priority Ground Target" in TTI Multiplayer Servers)
  • Add HDG/RNG information embedded in Ground Mission Intel/Coords info pop-ups
  • Add option to show/hide HDG/BRG information for ground mission intel in settings.
  • New Zeus Map Marker commands to request CAP or CAS to take off from the main airbase to patrol for CAP or CAS (will search and destroy units at the designated marker. Use on a map marker "-request cap" or "-request cas" to call in support for your desired support type and patrol point.
  • Add new F10 Menu Air Backup to now include CAS support at your location. Ideal for asking for other attack aircraft to help with ground missions near you. Aircraft behavior may vary depending on the hostile environment and situation, best to use Combined Arms to task specific targets for these CAS aircraft.
  • Add option to force carrier ops airboss CASE to CASE 1, 2 or 3
  • Add option to enable/disable friendly CAP backup on specific carriers (CVN, KUZ, etc...)
  • Updated the RED and BLUE database SAM units to fix an issue where SAMs were sometimes not active with IADS script on or off
  • Fix TTI Syria (Cold War Era) error at start up due to outdated lua file
  • 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


MANUAL UPDATE INSTRUCTIONS:

- Take all .lua files from this .miz and put them into where the other .lua files reside in v2.6.1o:

- New settings added to the following:

Mission Settings
Carrier Airboss Settings
Spawning Pool Lists Air (All Eras)

There are plenty new settings here, you'll have to manually find the new ones using compare diff tools to add the new settings and lists.

It may be best to start building from this miz fresh.

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