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Through The Inferno (Normandy 1984 - Modern) - Highly dynamic and endless mission


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TTI-Cover-normandy-eow.png

 

You can DOWNLOAD the latest version here via ED User Files--->

[https://www.digitalcombatsimulator.c...files/3301188/]

____________________________________

UP-TO-DATE CHANGELOG: (MOVED TO TTI WEBSITE)

TTI SP Mission Changelog

____________________________________

Singleplayer or Private Co-op Only

 

Looking for the multiplayer server?

Multiplayer Server Info Thread:https://forums.eagle.ru/showthread.php?t=185281

 

downloads_wordmark_white_on_coral%402x.jpg

 

Support Through The Inferno on Patreon!

 

 

___

 

WHY PLAY TTI AND HOW IT WORKS:

  1. FLY AND ENJOY ALL DCS MODULES!
     
  2. CHOOSE BETWEEN SEVERAL ERAS OF WAR TO EXPERIENCE AERIAL COMBAT THROUGH PAST AND PRESENT
     
  3. CHOOSE ANY MISSION TYPE TO BE GENERATED
     
    - This mission can generate a WIDE VARIETY of mission scenarios.
     
    - Ground missions are generated in a random location on the map, with a random pool of units, and placed in different positions within the mission zone. Each ground mission generation will be completely different every time one is generated.
     
    - There are many potential areas for ground missions that utilize the majority of the map, you'll be able to explore many areas of the map for a wide variety of terrain challenges and experiences.
     
    - Air missions will generate a random flight of enemy bandits. The airframe, of the bandits will be random. Their initial spawn point will be random. Their altitude, waypoints and waypoint altitude will be randomized every time as well. A simple yet very comprehensive dynamic A2A mission generator makes for an amazing and unpredictable A2A experience! Choose from a variety of A2A difficulties as well.
     
  4. You can switch (pause, choose slot) to change aircraft at ANY TIME without having to quit the mission to reload a new one!
     
    You'll never need to create your own scenarios (too predictable) again!
  5. Amazing Auto-lasing JTACs will designate targets for you without any interaction menu fumbling (no 9-line, readback, buggy comms) Other scripts include CSAR (helo search and rescue) CTLD (helo menu for crates/building/sling loading) and an AWACs reporter to help you locate bandits.
  6. The highly dynamic mission generation engine of this mission is FULLY CUSTOMIZABLE. You can edit mission spawns to your liking, disable or enable auto-spawning missions/a2a ai/random air traffic, and you can even customize the amount and types of ground targets at mission zones!
  7. The mission is ENDLESS. Repeat or do new missions as long as you'd like.

 

FEATURES:

  • Wide variety of aircraft to choose from
  • Choose between several eras of war
  • "Never the same experience" for every type of mission.
  • Ground and Sea Mission generate enemy units dynamically, at random positions within an AO, and their unit composition will be random as well.
  • Dynamic moving convoy hunt missions! Hunt down convoys that are dynamically generated, they will compose of random unit types and spawn in random locations. You will have the proper tools via the F10 Map and Intel reports to help you track them down.
  • Air to air missions will generate random enemy aircraft types, and they will spawn at a random position, and will have random tasks/waypoints of their own each time an air to air mission is generated!
  • Do things on your own time. Want to fly around a bit before you start? Sure, accept and start missions on your command.
  • Several types of missions to choose from
  • Do several missions at once (multiplayer recommended) for a larger-scale operation
  • Configure all and any aspects of all of the spawnable missions with configurable mission options
  • Configure other mission options to play the way you want
  • JTAC Autolase
  • Airboss Carrier Ops Script
  • Repeatable/endless missions that are never the same each time
  • Call in for backup friendly AI CAP reinforcements
  • Great for co-op
  • Great for beginners and veterans
     

WHAT'S INCLUDED?

 

NEW AND IMPROVED CUSTOMIZABLE VERSION:

 

 

A2G Missions are fully customizable:

Edit how many ground target threats at each mission type

Edit what kind of ground target threats at each mission type

Configure which missions are auto-spawned without using the menu. If all auto-spawning missions are disabled, it means you have to spawn them manually with the radio menu.

 

 

A2A Missions are fully customizable:

Edit how often enemy A2A random spawns occur

Edit if you want A2A random spawns or not

Edit the aircraft that appear during A2A mission spawns (configure this for both random and manual spawns)

 

 

Details below, and within the zip when downloaded.

 

Additionally, all versions of TTI include:

 

"ZEUS" MAP MARKER SPAWNS AND COMMANDS:

You can CREATE and DESTROY units out of thin air at ANY location you choose on the F10 map, like in "Zeus" mode from ArmA 3. (Details in the briefing on how to use these commands)

 

 

-Spawn in enemy aircraft of your choosing and at the location you desire for practice. (Spawning list is in the briefing/readme)

-Spawn in a JTAC for your friend to control (via combined arms)

-Spawn in an Abrams tank for your friend or for your self to control (via combined arms)

 

zeus_example.gif

 

 

 

UNITS ARE STACKABLE!

 

zeus_stack_units_tutorial.gif

 

 

WHEN CREATING YOUR OWN MISSIONS, YOU CAN ALSO MAKE JTAC/RECON DRONES ANYWHERE ON THE MAP TO

AUTO-LASE/DESIGNATE YOUR TARGETS!

 

zeus-jtac-drone-tutorial.gif

 

AIRBOSS CARRIER OPS SCRIPT:

https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html

 

______________________________

 

 

Highly customizable SUPER CARRIER Deck Layout Menu:

 

You can create your own Static Unit layout on the Super Carrier deck using this awesome menu:

 

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

_________________

 

Dynamic AI Helo Troop Transport Scripts:

 

helo_troop_transport_auto.gif

 

helo_troop_transport_zeus.gif

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Spawnable Units List: This list is too large! Check the text file of a full spawnable unit list which contains almost ALL DCS unit types.

 

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 TTI: Eras of War

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


Experience the vast world of aerial combat operations past and present by selecting your desired conflict time period.

The mission experience will automatically generate suitable ground, air and sea missions based on your mission era selection without the need of loading a separate mission file!

Current Mission Eras include: World War 2, Korean War, Modern. Unit spawns are still editable!
Optionally; If you own the WW2 Asset Pack, you can enable the units to be added in your mission.
 

Mission attributes such as setting how many ground units and ground unit type at missions and many other options are now editable in the mission editor! Check the tutorial text file how to go about editing the mission settings and what each setting does!


____________________________________

 

EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!

 

You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily.

 

There is a tutorial readme file on how to do this.

 

You can also just look here to see what kind of mission settings are editable and what they change:

 

 

HOW TO CHANGE MISSION SETTINGS:

 

 

GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL)

 

On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT.

 

There you can edit the number values for adjusting the mission properties.

 

AFTER EDITING, SAVE MISSION!!!!!

 

DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!!

 

This is what each setting does:

 

 

 

 

 

a2g_easy_autostart = SET TRUE OR FALSE if you want A2G Easy missions auto-spawning (will start automatically if there are no other a2g hard missions active)

a2g_hard_autostart = SET TRUE OR FALSE if you want A2G Hard missions auto-spawning (will start automatically if there are no other a2g hard missions active)

a2g_helo_autostart = SET TRUE OR FALSE if you want A2G helo missions auto-spawning (will start automatically if there are no other a2g helo missions active) a2g_helo_inf_autostart = SET TRUE OR FALSE if you want A2G helo infantry missions auto-spawning (will start automatically if there are no other a2g helo infantry assault missions active)

antiship_autostart = SET TRUE OR FALSE if you want anti-ship missions auto-spawning (will start automatically if there are no other a2g missions active)

 

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

 

a2a_autospawn_enable = SET TRUE OR FALSE if you want random enemy A2A spawns

 

a2a_intercept_autospawn_enable = SET TRUE OR FALSE if you want random enemy bomber spawns

 

a2a_helo_autospawn_enable = SET TRUE OR FALSE if you want random enemy helo spawns

 

a2a_respawn_time_min

a2a_respawn_time_max

(TIME IN SECONDS)

for a dynamic spawn time choose a minimum and maximum time between spawns or make them the same if you want a static time between spawns.

 

 

A2A Intercept Bomber Mission 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

 

sam_enable = SET TRUE OR FALSE DEPENDING ON IF YOU WANT THERE TO BE RANDOM SAM SITES SPAWNING ON THE MAP OUTSIDE OF MISSION ZONES

sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN

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

 

 

slingLoading = change between REAL SLINGLOADING (only helos with actual slings) or SIMULATED (any helo can carry crates, by hovering over the crate, no sling required.)

 

jtac_smokes_targets = SET TRUE OR FALSE IF YOU WANT JTACS TO SMOKE LASED TARGETS!

 

jtac_default_laser_code

ctld pickup smoke color

ctld pickup smoke on or off

 

You can set the number to 0 if you do not want that unit type at these missions.

 

a2g_hard_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g HARD

a2g_hard_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HARD

a2g_hard_sam = how many SAM ground units (armor, unarmed, etc...) will spawn at a2g HARD

 

a2g_easy_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g EASY

a2g_easy_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g EASY

a2g_easy_sam = how many SAM ground units (armor, unarmed, etc...) will spawn at a2g EASY

 

a2g_helo_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g HELO

a2g_helo_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HELO

 

a2g_inf_troops = how many infantry ground units (troops) will spawn at a2g INFANTRY ASSAULT

a2g_inf_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g INFANTRY ASSAULT

 

+ MANY MORE OPTIONS! CHECK INCLUDED README FILES FOR DETAILS!

 

 

 

 

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EASILY EDIT AND CONFIGURE AI CIVILIAN AND MILITARY RANDOM AIR TRAFFIC/CARRIER OPS!

 

TTI Singleplayer now features a comprehensive random AI air traffic scripting system that makes the singleplayer environment feel more alive and immersive. You can change detailed settings of the random air traffic via the settings do script area.

____________________________________

 

Other versions of Through The Inferno on other maps/regions:

 

DCS Caucasus Map:

https://forums.eagle.ru/topic/168583-through-the-inferno-georgian-coast-highly-dynamic-and-endless-task-based-mission/

 

DCS NTTR Map:

https://forums.eagle.ru/topic/168581-through-the-inferno-las-vegas-highly-dynamic-and-endless-task-based-mission/

 

DCS Pesian Gulf Map:

https://forums.eagle.ru/topic/178750-through-the-inferno-persian-gulf-highly-dynamic-and-endless-task-based-mission/

 

DCS Syria Map:

https://forums.eagle.ru/topic/243071-through-the-inferno-syria-highly-dynamic-and-endless-task-based-mission/

 

DCS Mariana Islands Map:

https://forums.eagle.ru/topic/276081-through-the-inferno-mariana-islands-highly-dynamic-and-endless-task-based-mission
 

DCS Normandy Map:

https://forums.eagle.ru/topic/184033-through-the-inferno-normandy-1984-modern-highly-dynamic-and-endless-mission/

 

 

 

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CHANGELOG: (MOVED TO TTI WEBSITE)

 

TTI SP Mission Changelog

 

____________________________________

 

Available missions:

 

Air to Air - Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack. It is advised to spawn one at a time, and only spawn new A2A missions when one is complete.

 

Air to Ground - The mission will dynamically generate ground targets in a random location. There are several difficulties to choose from:

  • HARD - SAMs may be present.
  • EASY (Multirole) - No SAMs will be present.
  • Helo - These missions will spawn closer to the home base.
  • Helo Infantry Assault - These missions are designed for dropping off troops and/or utilizing gunship helos.

____________________________________

 

 

AIRBOSS Carrier Ops Script

 

An amazing carrier ops script that includes many features and options, please read more about AIRBOSS here:

https://flightcontrol-master.github....s.Airboss.html

 

____________________________________

 

 

 

JTAC Autolase

 

TACs AUTOMATICALLY lase/smoke targets.

No need to communicate with JTAC.

Use "JTAC Status" in your F10 - Other Menu for more JTAC details on marked targets.

They will provide L/L in DMS format for marked targets. Perfect for JDAMs, JSOWs and navigation.

 

 

New%20JTAC%20Reports.PNG

 

 

____________________________________

 

CTLD - Complete Troops and Logistics Deployment Script for Helos

 

Build AAA Defenses.

Transport Tanks, Humvees and more.

Pickup troops and drop them off into battle.

More details here:

https://github.com/ciribob/DCS-CTLD

 

____________________________________

 

CSAR - Complete Search and Rescue Script for Helos

 

  • Ability to rescue downed pilots
  • Ability to disable downed planes until their pilot is rescued
  • Working Radio beacons
  • Ablity to disable a plane entirely if the pilot is killed in the crash
  • Simulated Winch - You can hover over a downed pilot to pick them up
  • Works at night - Pilot can be asked to pop a flare using the radio menu
     

More details here:

 

 

__________________________________________________________________________________________________________________________________________________________

 

 

 THE OFFICIAL THROUGH THE INFERNO SERVERS MP SERVERS ARE NOW ONLINE:
 

 

CHECK OUT THE OFFICIAL SERVER THREAD HERE:

https://forums.eagle.ru/showthread.php?t=185281

 

Issues, comments, questions? Please let me know here in this thread.

 

You can also join our discord community for support as well:

post-148533-1484231088.png

TTI Community Discord Server

 

 

 

 

__________________________________________________________________________________________________________________________________________________________

 

Scripts used:

EWRS

MIST

CTLD

MOOSE Framework

Mission Enhancer Package


Edited by deadlyfishes
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"Through The Inferno"

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  • 2 weeks later...

Thanks a lot, great work! Time for some Normandy fun! :)

 

By the way, I've noticed that the radio frequencies for the Mig21 on TTI for NTTR are wrong (even the AWACS).

I guess this is due to the fact that the frequencies are faulty by default, if you spawn the Mig21 in the mission editor.

 

Not sure about the Normandy map in this case, will look into it :)

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Thanks a lot, great work! Time for some Normandy fun! :)

 

By the way, I've noticed that the radio frequencies for the Mig21 on TTI for NTTR are wrong (even the AWACS).

I guess this is due to the fact that the frequencies are faulty by default, if you spawn the Mig21 in the mission editor.

 

Not sure about the Normandy map in this case, will look into it :)

 

 

Yeah, I believe it needs to be a preset... Try editing it in the mission editor for now

"Through The Inferno"

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Yeah, I believe it needs to be a preset... Try editing it in the mission editor for now

 

 

I've reported it to the devs in the meantime, let's hope they'll fix it soon.

 

Anyways, I've flown a little bit on TTI Normandy during the weekend and it's great! :)

The only problem with the map is that AG ship missions can be very far away from each other, e.g. if ships are spawned next to Guernsey and the next ones are spawned next to Rouen (150km).

However, I think that's just the result of the limited sea space in the Normandy map :D

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  • 4 months later...

New update for TTI Normandy Modern:

 

UPDATE 12/17/2018: v1.03

 

- Added "Zeus" spawning/destroying feature.

- Added "ALIVE" versions which act similarly to the multiplayer version of TTI.

- Added more objects to Stennis Carrier.

- Added Random Air Traffic for "ALIVE" versions.

- Added many more spawnable units to zeus spawnable list, including armor groups as well as allied bluefor units.

- Stennis Carrier will now shoot at enemy planes.

- Changed smoke colors. Smoke colors specified in briefing/readme.

- Added "BULLSEYE" waypoints for the F/A-18C in preparation for an upcoming update to the module.

- Added option in F10 Other Menu to request backup friendly AI CAP Reinforcements; F-15C, F-16A, F/A-18C (Takes off from carrier where applicable)

 

zeus_example.gif

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UPDATE 12/17/2018 - 2: v1.03a

- Fixed CV-Stennis ATC Frequency to be 225.50Mhz AMwhich was on another frequency that didn't work with the Hornet.

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  • 5 weeks later...

Big game changing update for TTI SP!!

 

 

UPDATE 01/17/2019

 

- Added 'configurable' mission settings for TTI SP. Check the readme file on editing mission settings for more details.

 

 

Find the download at the ED userfiles link on the first post.

 

EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!

You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily.

There is a tutorial readme file on how to do this.

You can also just look here to see what kind of mission settings are editable and what they change:

HOW TO CHANGE MISSION SETTINGS:

 

 

GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL)

 

On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT.

 

There you can edit the number values for adjusting the mission properties.

 

AFTER EDITING, SAVE MISSION!!!!!

 

DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!!

 

This is what each setting does:

a2a_respawn_time = TIME IN SECONDS BETWEEN EACH AUTOMATIC A2A SPAWN (TTI ALIVE ONLY)

sam_enable = SET TRUE OR FALSE DEPENDING ON IF YOU WANT THERE TO BE RANDOM SAM SITES SPAWNING ON THE MAP OUTSIDE OF MISSION ZONES (TTI ALIVE ONLY)

sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN (TTI ALIVE ONLY)

 

jtac_smokes_targets = SET TRUE OR FALSE IF YOU WANT JTACS TO SMOKE LASED TARGETS!

 

You can set the number to 0 if you do not want that unit type at these missions.

 

a2g_hard_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g HARD

a2g_hard_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HARD

a2g_hard_sam = how many SAM ground units (armor, unarmed, etc...) will spawn at a2g HARD

 

a2g_easy_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g EASY

a2g_easy_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g EASY

a2g_easy_sam = how many SAM ground units (armor, unarmed, etc...) will spawn at a2g EASY

 

a2g_helo_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g HELO

a2g_helo_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HELO

 

a2g_inf_troops = how many infantry ground units (troops) will spawn at a2g INFANTRY ASSAULT

a2g_inf_misc = how many MISC ground units (armor, unarmed, etc...) will spawn at a2g INFANTRY ASSAULT

 

 

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New update here:

 

 

UPDATE 01/22/2019 - 1: v1.29

 

- Added waypoints to all missions except anti-ship for F/A-18C, AV-8B, A-10C and M-2000C. The intel reports will specify which waypoints to use to go to an active mission zone.

 

 

 

- Fixed "AI friendly A2A Backup" logic. They will now properly patrol and will also takeoff from the runway directly.

 

 

 

- Fixed the spawned in "ZEUS" aircraft to not just fly straight and/or RTB. They will now do CAP and orbit.

 

 

- Fixed the SA-2 unit group to be more active than to just be an extremely close range SAM site.

 

 

- Added an SA-11 battery to the unit pool of SAMs.

 

 

- Changed frequency presets in the F/A-18C. If you decide to add A2A wingmen to the hornet slots, they will speak to you on 305mhz AM

 

 

- JTAC Autolase script now tells you when units are destroyed and when new units are being lased.

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UPDATE 01/26/2019

- Added a new "DEFINE MISSION SETTINGS" section where users can now adjust and change which units are spawned in the random spawning pool of A2A and A2G (AA Threats) missions.

This is especially useful if you want to prevent certain units from being spawned for A2G and A2A missions.

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UPDATE 01/28/2019

- Added a new setting to configure where users can now adjust more A2A spawns (the ALL RANDOM set)

- Added a new setting for A2A random spawns where users set a minimum and maximum time to make the time in which a2a spawns occur much more dynamic, random and unpredictable than they already are.

- Added new settings that made TTI Standard vs TTI Alive redundant since now users can configure which missions are enabled for auto-spawned. If you want to revert to a TTI Standard setting where all missions are spawned manually, most of these auto-spawn settings should be set to "FALSE" as they are set to TRUE by default.

-These changes bring a fully custom experience to TTI, encouraging players to adjust the mission as their skills increase.

 

 

UPDATE 01/29/2019

 

- Fixed an issue where some A2G Hard Missions were not applying player defined settings for number of SAMS on A2G Hard Missions


Edited by deadlyfishes

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  • 2 weeks later...

New update everyone!

 

 

UPDATE 02/12/2019

- Added a new "A2A Intercept Bombers" mission type.

- Added new config options to set time for enemy bomber auto spawns and options to enable/disable them.

 

Find the download link on the first post of this thread.

 

Also, by popular demand; We recently opened up a Patreon page for those who wish to support all TTI projects:

Support Through The Inferno on Patreon!

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  • 3 weeks later...

New update everyone!

 

UPDATE 03/02/2019

- Added MiG-19P

- "Refreshed" units that affect the new F/A-18C Data Link Update

- Fixed incorrect frequency listing in the custom kneeboard.

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UPDATE 03/02/2019 - 1: HOTFIX

 

- Fixed a critical scripting error that broke mission spawns. All works now.

- AWACS Frequency returned to 251mhz AM as listed in the kneeboard and briefing.

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UPDATE 03/04/2019 - 1: v1.50

 

- Changed TACAN frequencies of ships/tankers to fix AWACS D/L for the F/A-18C

- Added RWR for the MiG-19P

- Removed static objects on carriers

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  • 2 weeks later...

New update! OMFG TOMCAT HYPE!

 

UPDATE 03/13/2019 - 1: v1.51

- Added 2 F-14B slots to the mission

 

Note: I'm aware of the F10 Mission Spawning menus not working for anyone except for the host. I have a fix in place, but I need more time to test it to ensure it works properly. For now it's best ran with the host playing instead of using this mission on a dedicated machine if you wish to use the mission spawning and intel F10 menus.

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UPDATE 03/14/2019 - 1: v1.51b

 

- Added INS Stored Alignment to all F-14B slots

(This significantly shortens the INS alignment time when using "Fine Alignment")

 

- Implemented new F10 Radio Menu logic that refreshes the menu regularly so that new players that join after the host will also have access to the radio menu.

 

- Fixed an issue where the friendly A2A backup units did not have any weapons loaded.

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UPDATE 03/18/2019 - 1: v1.51c

 

- Further addressed and fixed an issue where EWRS and the MISSION SPAWNING radio menus were not properly working.

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  • 2 months later...

UPDATE 05/29/2019 - 1: v1.52a

 

- Added ability to STACK ZEUS-Spawned units:

zeus_stack_units_tutorial.gif

 

- Added MANY more units that can be spawnable via "zeus" map marker spawns. List is on the main post, included as a text file in the zip along with the in-game briefing.

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Oh! This is cool being 1984-themed! Have you considered doing a WW2-themed Through the Inferno? I might actually get Normandy for that.

 

 

It's been done :D

 

https://forums.eagle.ru/showthread.php?t=198218

"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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Looks interesting, but I have a question on the date.

I believe that most Aim120s, Mavericks, and GBUs were not available. Have those weapons been restricted?

In addition, the KA50, J11 and Mig29S shouldn’t really be there.

If so, I actually think that it’s a good idea, as it demands a different approach.


Edited by Mr_sukebe

System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse.

Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD.

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Looks interesting, but I have a question on the date.

I believe that most Aim120s, Mavericks, and GBUs were not available. Have those weapons been restricted?

In addition, the KA50, J11 and Mig29S shouldn’t really be there.

If so, I actually think that it’s a good idea, as it demands a different approach.

 

 

The date was somewhat arbitrary, but mostly stems from the WW2 version was 1944, so this one was kind of coinciding with that.

 

 

There wasn't any research going into the date and available weapons. From my understanding at the very least, the aircraft in the mission were in service during that time.

"Through The Inferno"

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The date was somewhat arbitrary, but mostly stems from the WW2 version was 1944, so this one was kind of coinciding with that.

 

 

There wasn't any research going into the date and available weapons. From my understanding at the very least, the aircraft in the mission were in service during that time.

 

I'll buy that.

What might be fun to do is have 2 versions of it, i.e.

- As is, but renamed to 97', which should resolve the issue about weapon/aircraft availability

- With the existing date, and then remove inappropriate weapons. I did that for one of my own missions. Doesn't have change things when there's no guided weapons A2G weapons, no Aim120s and similar.

System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse.

Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD.

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UPDATE 06/01/2019 - 1: v1.52b

 

- Fixed an error where some blue units were not spawnable via the 'zeus spawns'

 

- Changed the A2A Intercept mission to spawn 3 bombers that will be somewhat grouped up. They have 3 possible spawn locations on the map that will be chosen at random each time they are triggered.

 

- Added new bombers to the spawnable units list:

b1b_blue

b52_blue

f11a_blue

tu142_red

tu160_red

tu22m3_red

tu95ms_red

"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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  • 4 weeks later...

UPDATE 06/25/2019 - 1: v1.53a

 

- JTAC Autolase Target Reports are reformatted for easier reading and now provide Lat/Long SECONDS (DMS). Perfect for JDAMs, JSOWs and navigation systems that cannot use lat/long decimal format.

 

 

New%20JTAC%20Reports.PNG

 

 

- There is now a new option for HELO SLINGLOADING to be enabled or disabled.

Enabled = uses real rope/sling on helos that have the sling feature. If there is no sling for the helo, then you cannot sling load with it.

 

Disabled = hover over the crate to carry it. Any helo can use this feature.

 

 

New%20HELO%20Slingloading%20Option.PNG

 

 

- Missions will now have unique procedural generated operation names, giving these missions a bit more character. This is more useful on our multiplayer servers, but we may do more with this in the near future.

 

 

New%20Mission%20Names.PNG

"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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