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Through The Inferno (Persian Gulf) - Highly dynamic and endless task-based mission


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UPDATE 04/25/21 - 1: v1.82a

- First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version.

- Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away.

- Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target.

- Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired.

- Added a weather preset and changed the time to ~18:00.

"Through The Inferno"

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HOTFIX 04/26/21 - 1: v1.82b
- Fixed an issue were Zeus commands were not working properly in Caucasus.
- Adjusted SA-2 layout
- Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.

"Through The Inferno"

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  • 4 weeks later...

UPDATE 07/12/21 - 1: v1.83f

- Fixed an issue with CSAR forced rescue events were not spawning correctly.

- Fixed an issue where CSAR beacon/ADF was not working properly.

"Through The Inferno"

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UPDATE 07/17/21 - 1: v1.83f
- Fixed an issue where LSO/Marshall/Airboss SFX for the Airboss script were not playing
- Fixed an issue where some random SAM generation zones were not spawning correctly and/or designated properly by its JTAC (if JTAC at SAM sites are enabled)
- Added CVN-7X Relay helicopter on carrier maps.

Additionally; From now on all changelog items will be updated on the TTI website:

https://throughtheinferno.com/tti-sp-changelog/

"Through The Inferno"

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  • 4 weeks later...
15 минут назад, AdrianL сказал:

Known issue. 

Hopefully will be fixed in tomorrows beta patch

If you put the ship and take off from the deck everything is fine the problem is specifically in the script of the mission itself

 

 

the problem is in the script that is in the mission

this is not a supercarrier module !!!


Edited by zOrg

Попадания: (100%) приехали......

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  • 2 weeks later...

UPDATE 08/23/21 - 1: v1.83k
+ Added many new custom display options for EWRS to allow players to show more or less information as desired for EWRS text box reports:
- Change number of max enemy threats displayed on reports
- Turn extra header text on/off
- Turn bandit's speed/heading info on/off
- Change time interval between automatic reports.
- Added presets for ease of use; Default, Reduced, Minimal
Default: x4 bandits displayed, full bandit info, extra header text and threat level text on
Reduced: x3 bandits displayed, full bandit info, extra header texts off
Minimal: x2 bandits displayed, full bandit info, extra header text off

+ Added ability to edit enemy convoy unit composition in mission editor.

+ Added ability to edit custom "Zeus" spawnable ground groups in the mission editor.

"Through The Inferno"

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  • 2 weeks later...
On 6/28/2018 at 9:12 AM, RedeyeStorm said:

Hallo Deadlyfishes,

 

I prefer sp over mp so your missions are the ones I play the most. The only concern I have is that you always fly solo. Now I loaded your mission into the editor and gave myself a wingman. The only problem is that ones it has rtb'ed I have to fly solo again or restart.

 

I was wondering if it is possible to give the player an ai wingman that despawns after landing and respawns when the player starts his engines with a full loadout again? Going overboard here but it would be great if you could choose a wingman with a2a or a2g loadout for the multirole planes.

 

Just dreaming here.

RedeyeStorm

 

 

Hey Redeye,

 

I totally get where you're coming from. This is a fantastic idea to get solo play feeling more alive than I have already. I'll add this to my list of things to play with, but for now enjoy this update!

 

UPDATE 09/06/21 - 1: v1.83m
All Maps:
+ Further improved custom user-created "Zeus" spawnable units, making it easier to create as many custom groups of all unit types as desired with easy to remember commands. Additionally, these custom units can be 'transferred' over to newer TTI missions or other TTI Maps. The included tutorial file goes in-depth on how to create and spawn these units.
 

"Through The Inferno"

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21 hours ago, deadlyfishes said:

 

 

Hey Redeye,

 

I totally get where you're coming from. This is a fantastic idea to get solo play feeling more alive than I have already. I'll add this to my list of things to play with, but for now enjoy this update!

 

UPDATE 09/06/21 - 1: v1.83m
All Maps:
+ Further improved custom user-created "Zeus" spawnable units, making it easier to create as many custom groups of all unit types as desired with easy to remember commands. Additionally, these custom units can be 'transferred' over to newer TTI missions or other TTI Maps. The included tutorial file goes in-depth on how to create and spawn these units.
 

Looking forward to it Deadlyfishes.

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UPDATE 10/05/21 - 1: v2.00a
All Maps:
+ "TTI: Eras of War" Update:

 

TTI-Eras-of-War-Image-lol.png

This major update and overhaul to the TTI Mission adds a new "Mission Era" setting that allows you to instantly change the mission generation and ambient battlefield characteristics to a desired era of arial combat operations.
The following mission eras are available in this update:
 

Modern
- Generally the same settings and experiences as before in previous TTI missions
- Tankers, Aircraft Carriers, Troop Transport, AWACS Aircraft and other logistics are available.
- Friendly modern era aircraft patrol the area when enabled.
- Fight against modern era enemy air, sea and ground units

Korean War

- Fight against Korean War era enemy air, sea and ground units.
- Tankers, Aircraft Carriers, Troop Transport, AWACS Aircraft and other logistics are not available.
- JTAC drones are replaced with Korean War aircraft.
- Friendly Korean War era ambient aircraft patrol the area when enabled.
- Editable template units for random ambient traffic
- Editable template units for Korean War era convoys
- Radar station emplacements replace AWACS Aircraft to ensure proper EWRS functionality.
- Optional: WW2 Asset Pack can be enabled to utilize units from this paid module.

World War II

- Fight against World War II era enemy air, sea and ground units.
- Tankers, Aircraft Carriers, Troop Transport, AWACS Aircraft and other logistics are not available.
- JTAC drones are replaced with World War II aircraft.
- Friendly World War II era ambient aircraft patrol the area when enabled.
- Editable template units for random ambient traffic
- Editable template units for World War II era convoys
- Radar station emplacements replace AWACS Aircraft to ensure proper EWRS functionality.
- Optional: WW2 Asset Pack can be enabled to utilize units from this paid module.

__


+ Added more units to the spawn pool lists and Zeus spawnable units list:
- ship_seawise_giant

- arty_smerch_he
- arty_plz05
- arty_t155_firtina
- arty_sau2

- aa_sam_nasams
- aa_sam_sa5

- cap_mosquito
- bombing_mosquito
- bombing_h6j

__

+ Added all WW2 Asset Pack Units to spawning pool/zeus list ONLY IF WW2 ASSET PACK OWNED AND ONLY WHEN ENABLED.

__

+ Fixed an issue with JTAC Drone Spawn for A2G Easy Mission 1.

 


Edited by deadlyfishes
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"Through The Inferno"

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UPDATE 10/06/21 - 1: v2.00b HOTFIX
All Maps:
~ Fixed an issue where the requested intel menu would repeat endlessly after the convoy mission spawns.

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  • 3 months later...

Fantastic mission! @deadlyfishes 

Been having a blast playing it.

One question: is there a way to make the air-to-ground missions not spawn in a town or city? Its a little harder to find all the individual targets among the civilian vehicles and buildings, I always land up causing quite a bit of collateral damage. Many of the tanks and arties are pointing directly into a building or structure of some sort. 

Regards

Coyote

"The problem with internet quotes is it is very hard to determine their authenticity." --Abraham Lincoln

DCS: FC3, FA-18C Hornet, Supercarrier, P-51D Mustang, F-5E Tiger II, A-10C II Tank Killer, Persian Gulf, The Channel, Normandy 2.0, WWII Assets Pack.

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Here are some examples of what I am talking about, all missions, easy and hard are like this.

I checked this setting, and it seems correct. remove_ground_units_on_buildings = true 

 

1.jpg

2.jpg

3.jpg

4.jpg

"The problem with internet quotes is it is very hard to determine their authenticity." --Abraham Lincoln

DCS: FC3, FA-18C Hornet, Supercarrier, P-51D Mustang, F-5E Tiger II, A-10C II Tank Killer, Persian Gulf, The Channel, Normandy 2.0, WWII Assets Pack.

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  • 2 weeks later...
On 1/12/2022 at 9:57 AM, TheCoyoteHunter said:

Here are some examples of what I am talking about, all missions, easy and hard are like this.

I checked this setting, and it seems correct. remove_ground_units_on_buildings = true 

 

1.jpg

2.jpg

3.jpg

4.jpg

Thanks for the info here. I'll see about re-evaluating the spawn areas. Additionally you can see in the mission editor how I "drew" the mission boundaries with the ground vehicle pathing, you could easily move the spawn zone circle with that unit to move/change the spawn areas for these missions for now and in future missions.

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Thanks @deadlyfishes,

I already did that with most of the missions.

One question though, why are they all the missions inside populated areas? Is it to make it a little harder to find the baddies?

I usually take out the main air threats then come in with an A10 and CBU-97 the rest.

Regards

Coyote

"The problem with internet quotes is it is very hard to determine their authenticity." --Abraham Lincoln

DCS: FC3, FA-18C Hornet, Supercarrier, P-51D Mustang, F-5E Tiger II, A-10C II Tank Killer, Persian Gulf, The Channel, Normandy 2.0, WWII Assets Pack.

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On 1/21/2022 at 7:28 AM, TheCoyoteHunter said:

Thanks @deadlyfishes,

I already did that with most of the missions.

One question though, why are they all the missions inside populated areas? Is it to make it a little harder to find the baddies?

I usually take out the main air threats then come in with an A10 and CBU-97 the rest.

Regards

Coyote

Heh, I think it's more of a personal preference to simulate attacking forces that are within captured cities or urban areas. I think I got kind of bored attacking units in open fields.

 

Perhaps I could do a bit of both, with some of a single mission area being in urban areas with open areas as well.

"Through The Inferno"

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It is personal preference yes, but the problem lies with how DCS deals with that. Sure, it's better than it used to be years ago, when units spawned on the bottom of rivers, inside buildings, etc.

For my own very personal version of the mission, I edited the spawn area's away from urban areas and put them near airports. That prevents some of the issues highlighted by the screenshots above.

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I moved most mission spawn points near areas of interest. (airports, landmarks, things like that.)

 

"The problem with internet quotes is it is very hard to determine their authenticity." --Abraham Lincoln

DCS: FC3, FA-18C Hornet, Supercarrier, P-51D Mustang, F-5E Tiger II, A-10C II Tank Killer, Persian Gulf, The Channel, Normandy 2.0, WWII Assets Pack.

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UPDATE January 29, 2022 - 1: v2.1.0

+ Added more config options to turn off mission map markers.

+ Convoy map marker now updates with every intel request or every 5 minutes automatically.

+ Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well.

+ Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled.

+ Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows:
[Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed]
This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled.

+ EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like.

+ Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.)

+ Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command.

+ Added Mission Enhancer Package by daemon1808:
Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission.

You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu.

Video tutorials and information of this script package here:
https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/
https://www.digitalcombatsimulator.com/en/files/3320007/
https://www.youtube.com/watch?v=uJnD8q6sPwk

+ Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack.

+ Turned off friendly reports for aircraft spawned in via Random Air Traffic Script

+ Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all.

+ Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.)

+ Moved the "Debug" menu to the root F10 - Other menu

+ Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu

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  • 1 month later...

UPDATE March 17, 2022 - 1: TTI SP v2.2.0

+ Added AH-46D Apache Module

+ Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries.

+ Color-coded edition mission zone colors and triggers.

+ Added "Cold War" mission era

+ Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own.

+ Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings.

+ Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings.

+ Added new unique voice clips and notifications added for the new randomized enemy reinforcement events.

+ Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers.

+ New sounds added for friendly troops deployment

+ New sounds added for friendly armored battalion deployment

+ New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer.

+ A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire.

+ Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions.

+ Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types.

+ Added config option to change how many SAM sites appear at random SAM spawns

+ Added config option to change CTLD simulated crate hover time to pick up a crate

+ Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default.

+ Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective.

+ Removed "templated" tankers and AWACS units from the editor map.

+ A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings.

+ A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn.

+ A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available).

+ A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings

+ Friendly AI aircraft will now trigger a voice line/notification when they are shot down.

+ Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied)

+ Adjusted WW2 default spawning pool ground units

+ Adjusted WW2 and Korean War default spawning pool ship units

+ Adjusted WW2 default convoy units

+ Adjusted cruising altitude of WW2 enemy A2A spawns.

+ WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units.

+ Enemy bombers now spawn as a two-ship instead of a single-ship

+ Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones.

+ Added new units to zeus spawning database and spawning pools (added for both blue and red):
Unarmed Vehicles:
red_ua_zil135
red_ua_tz22_kraz
red_ua_atz60_maz
red_ua_atz5
red_ua_aa8
red_ua_liaz_bus

Armored Vehicles:
red_ar_pt76
red_ar_mephisto

Ships:
red_ship_la_combattante

SAMS:
red_aa_sam_nasams

Aircraft:
red_cap_su24mr
red_cap_su24m
red_cap_su17m4
red_cap_mig27k
red_cap_ajs37
red_cap_su34
red_bombing_su34

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  • 5 weeks later...

UPDATE April 16, 2022 - 1: v2.2.1

+ Infantry Assault missions expanded to +5 more possible locations

+ A2G Helo missions expanded to +5 more possible locations

+ Fixed an issue where some kill and/or hit events were not properly triggering the notification (message + sound) to the player.

+ Improved the kill notification to the player when destroying a ground unit. The message will now transcribe the randomly chosen dialogue in the sound clip.

+ Added unique voice clips and message notifications for killing enemy infantry.

+ Friendly ground battalion groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification.

+ Friendly CAP reinforcement aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification.

+ Enemy CAP elite squadron (A2A Hard Mission) aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification.

+ Added 2 new FARPs to the map with working troop pickup and logistics functions (CTLD). These have been placed in strategic locations to reduce RTB transit times for refueling, rearming, repairing or any other logistics functions (CTLD) for helos.

+ Change default CTLD troop pickup smoke color to white.

+ Fixed an issue where disabling CTLD/CSAR would cause script errors.

+ Friendly CAP reinforcements will now RTB after patrolling around the CAP spawn zones to their initial home airbase or carrier and delete themselves a few minutes after landing to save on resources.

+ RAT Carrier Aircraft (on maps and eras with carriers) will return to home carrier after patrolling a randomly chosen single CAP waypoint (a2a_wpt_1/2/3/4 etc...).

+ Fixed an issue where ground missions could be stacked via the F10 - Mission Spawning Menu

+ Fixed an issue A2A/ZEUS Helo spawn routes, and the auto A2A Helo mission spawn not working when optionally enabled.

+ Fixed Random Air Traffic (RAT) aircraft not spawning on NTTR map.

+ Fixed an issue where tanker callsigns were not set correctly.

+ Fixed an issue where tanker TACAN beacons were not working.

+ Global active mission zone detection optimized for better performance - Detection is now initiated when units are destroyed or when destroy commands via zeus are initiated.

+ Added drawn active mission zone circles with mission name label on F10 Map. This can be optionally be disabled.

+ Added drawn friendly air support requests circles with blue text label on F10 Map. This can be optionally be disabled.

+ Added drawn tanker tracks on F10 Map with text info box that include; Tanker name, tanker type, tanker callsign, tanker tacan channel, tanker frequency. This can be optionally be disabled.

+ Added drawn AWACS tracks on F10 Map with text info box that include; AWACS name, AWACS type, AWACS frequency. This can be optionally be disabled.

+ Added carrier info box on F10 Map. This can be optionally be disabled.

"Through The Inferno"

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COLD WAR FIX - April 19, 2022 - 1: v2.2.1b
(Applies to Syria, NTTR, Mariana Islands, Normandy, Persian Gulf)

+ Fixed an issue where setting mission era to "cold_war" did not work and caused script errors

+ Added updated info in mission era setting text that references "cold_war" as an option

"Through The Inferno"

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