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Posted

Update October 27, 2022 - 1: TTI SP v2.2.7a

  • Added MB-339 Module.
  • Added MB-339 to Zeus spawning list and to the default Modern Era enemy A2A spawning pools.
  • Significant overhaul to unit and mission detection systems by changing the enemy ground unit detection method to greatly improve performance overall. With this overhaul, a lot of issues relating to mission detection/completion were addressed.
  • Added options for enabling/disabling specific Carriers on maps and applicable eras with Carrier Ops.
  • Added options for enabling/disabling specific tanker aircraft as desired.
  • Added documentation in zip file with mission setting suggestions for better performance.
  • Smoke/flare markers at active missions now deploy instantly after requested.
  • Fixed an issue where modern era aircraft friendly backup aircraft spawned when the WW2 era is selected.
  • Fixed a database spawning issue on the Normandy Map.
  • Fixed an issue where enemy infantry reinforcements were not spawning the correct units for WW2 and Korean War eras.
  • Fixed an issue where friendly vehicle reinforcements were not spawning the correct units for WW2 and Korean War eras.
  • Fixed an issue where lag spikes would occur when multiple units were destroyed quickly (Bombs on troops or ground unit clusters).
  • Fixed an issue where ground attack missions weren't properly being detected as completed, which then prevented the next ground attack mission from auto-starting.
  • Fixed an issue where convoy attack missions weren't properly being detected as completed, which then prevented the next convoy mission from auto-starting.

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
Posted

Hotfix October 27, 2022 - 2: TTI SP v2.2.7b

  • Fixed an issue where kill feed messages were not working (wrong file uploaded to ED Userfiles)

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
Posted

  

Update November 30, 2022 - 1: TTI SP v2.3.0a
 

Major overhaul to tutorials, guides and general documentation for TTI SP:

Major overhaul to Random Air Traffic (RAT) Script:

  • Added a RAT F10 - Other menu to manually control RAT spawns in real time while in-game and other options.
  • RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools
  • RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from
  • RAT aircraft will respawn shortly after parking or death as a new aircraft type
  • Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools.
  • Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A.
  • S-3B and E-2D are added as optional carrier aircraft for the CVN.
  • Added "Random" spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft
  • Added option to also spawn helos on the LHA-1 Tarawa
  • Removed a lot of the "template" RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor.

Other updates, features and fixes:

  • Mission briefing updated and more up to date.
     
  • When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route.
     
  • Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The "Slow Boom Tanker" will spawn in when a player occupies an A-10A/C/C II.
     
  • Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue.
     
  • Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working.
     
  • Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing.
     
  • All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS.
     
  • CTLD was updated to the latest version.
     
  • Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game.
     
  • Fixed an issue where sometimes spawning into newly created client/player aircraft would not work.
     
  • Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below).
     
  • Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc...).
     
  • Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 - Other menu.
     
  • Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 - Other Menu
     
  • Fixed an issue with carrier deck static objects not deleting all units sometimes.
     
  • Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled.
     
  • Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff
     
  • Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts.
     
  • Fixed an issue where convoy mission markers were not properly removed after completing convoy missions.
     
  • Made location intel reports only show to requester.
     
  • Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up.
     
  • Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easilly integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
     
  • Added new units to the air, ground, and ship spawning pools:
Spoiler

Ground Units:
"red_aa_aaa_hl_dshk",
"red_aa_aaa_hl_kord",
"red_aa_aaa_tt_dshk",
"red_aa_aaa_tt_kord",

Ships:
"red_ship_hms_invincible",
"red_ship_ariadne",
"red_ship_andromeda",
"red_ship_achilles",
"red_ship_lynch",
"red_ship_castle",
"red_ship_tug",

Submarines:
"red_sub_santafe",

Aircraft:
"red_cap_mf1_bd",
"red_cas_mf1_bd",
"red_cas_su25",
"red_cas_su25t",
"red_cas_su34",
"red_cas_ajs37",
"red_cas_av8b",
"red_cas_f117a",
"red_cas_tornadoids",
"red_cas_tornadogr4",
"red_cas_a10",
"red_cas_f15e",
"red_cas_f16",
"red_cas_wingloong",
"red_transport_an26b_ru",
"red_transport_an26b_cn",
"red_transport_an30m",
"red_transport_c130",
"red_transport_c17a",
"red_transport_il76_ru",
"red_transport_il76_cn",
"red_transport_yak40_ru",
"red_transport_yak40_olympic",
"red_transport_awacs_kj2000",
"red_transport_awacs_a50",

 

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 1 month later...
Posted (edited)

Update January 12, 2023 - 1: TTI SP v2.4.0a

  • Added Black Shark 3 module
     
  • Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!)
     
  • Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template
     
  • Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now.
     
  • Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned.
     
  • a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings.
  • Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR)
  • Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default.
     
  • Added 7 more potential ground convoy routes to add much more variety to convoy missions.
     
  • Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected.
     
  • Added a new RAT menu option to spawn all CVN assets that have not already been initialized.
     
  • Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed.
     
  • Added a F10 Other menu option to disable A2A auto-spawns while mid-mission.
     
  • Optional Expansion scripts now allow for custom airfield spawn locations
     
  • Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit.
     
  • Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor.
     
  • Added an option to make EWRS AWACS auto-reports on or off by default.
     
  • Added an option to change EWRS display time.
     
  • Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list.
     
  • Further polish and cleaning up of the organization of the F10 Other Menu for ease of use.
     
  • Allowed Carrier Deck layout menu in the Cold War era.
     
  • Allowed more RAT Carrier aircraft in Cold War Era
     
  • Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns.
  • When ground missions with available WPT initializes, the message of the new mission will display with the WPT number.
     
  • Optionally installed modded player aircraft spawns trigger their respective tankers and logistics.
     
  • Further improvements to mission detection logic that should alleviate some script processing 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

 

 

Edited by deadlyfishes
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"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 4 weeks later...
Posted

Update February 3, 2023 - 1: TTI SP v2.4.2a

  • Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well.
     
  • Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example)
     
  • Fixed an issue on Caucasus where a helo mission marker was slightly offset.
     
  • Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor.
  • ease check documentation on how to edit convoy spawning pools
     
  • Fixed an issue where the tankers were spawning too low below low cloud layers.
     
  • Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added.
     
  • Added an option to remove debug options such as "End Mission" from the F-10 debug menu.
     
  • Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details.
     
  • Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details.
     
  • "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone).
     
  • Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts.
     
  • 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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"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 4 weeks later...
Posted

Update March 1, 2023 - 1: TTI SP v2.4.3a

  • Added A2G SEAD mission type with proper options to enable/disable autostart, AFAC/JTACs at mission etc...
     
  • Fixed the AI F-15E loadouts to be a bit more realistic.
     
  • AWACS will reset after a few hours.
     
  • Added debug option in F10 - Other menu to reset AWACS manually.
     
  • Fixed some sounds from the Enhancer Script not playing properly.
     
  • 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
  • Like 1
  • Thanks 2

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 2 weeks later...
Posted

Update March 11, 2023 - 1: TTI SP v2.4.4a

  • Fixed a major crash/CTD, and loading issue with DCS 2.8.3.37556 Open Beta Multi-Threading (MT). - This version now works and is fully compatible with Multi-Threading (MT).
     
  • Fixed an issue where CTLD and CSAR menus were not loading.
     
  • Fixed an issue where enabling the WW2 Asset Pack units were breaking the scripting environment.
     
  • Added new customizable settings to adjust tanker speed.
     
  • 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
  • Thanks 2

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
Posted

Update June 11, 2023 - 1: TTI SP v2.4.5a

  • Added new TTI Sinai SP Maps that include two variations - Cairo and Northern regions.
     
  • Su-24M CAS variant now available as enemy AI in spawning pools and Zeus.
     
  • Fixed an issue where friendly CAP reinforcements were not taking off on the proper airfield on some TTI SP Maps.
     
  • Template AWACS unit re-named to ensure that F-14A/B datalink information is more clear which one is a template unit and is inactive.
     
  • Fixed compatibility issues with the TTI SP Normandy - Normandy 2 is now fully working and compatible.
     
  • 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

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 4 months later...
Posted

Update October 26, 2023 - 1: TTI SP v2.4.8a

  • JTAC/AFAC Drones will now prioritize air defenses before targeting armor, then soft targets, then finally infantry.
     
  • Option added for JTAC/AFAC Drones to prioritize air defenses or to choose targets at random. Prioritizing air defenses is the default setting.
     
  • Extended the F10 Other - Menu options for JTAC/AFAC target status by adding options for the time to display the status pop-up, similar to the active target location options.
     
  • Fixed an issue in the Caucasus mission where some F10 - Other menu options were duplicated and caused spawning issues.
     
  • Added method within the RAT.lua to change whether certain RAT spawns start on runway, hot or cold on ramp. These options are not exposed in the mission settings, but can be changed in the lua for ease of future updates for the mission designer.
     
  • Cleaned up the startup script and settings text and consolidated to a single text box. This status message can be disabled in the mission settings. Additionally, you can see the script and startup status of the mission via the F10. Other Misc Mission Tools and Utils Menu.
     
  • Fixed an issue (DCS 2.9 OB) where kill messages were being triggered by A2G units hitting a player

 

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

  • Thanks 1

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 4 weeks later...
Posted (edited)

Update November 18, 2023 - 1: TTI SP v2.4.9a

  • Ensure compatibility with DCS Open Beta DCS 2.9.1.48111 or later:
    https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.9.1.48111/
  • Fixed many script errors relating to CTLD, CSAR, Tanker Spawns and other core scripts relating to DCS Engine Update. Please ensure that you do not use any DCS Open Beta version earlier than DCS Open Beta DCS 2.9.1.48111 which was released on November 11, 2023.

  • Fixed an issue where some MISSION ERAs and WW2 Asset Pack were not working, causing script errors on some maps.
     
  • Skynet IADs now has a proper Red EW to ensure working Skynet IAD SAMs.
     
  • Added an option to load/read mission settings from local files on your PC, that do not require re-saving or re-loading scripts into the mission via the editor. This is not the default behavior, you must change this in the DEFINE MISSION LOAD SETTINGS in the MISSION EDITOR first. See documentation and included text file for details.

 

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

Edited by deadlyfishes
  • Like 1

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 3 weeks later...
Posted (edited)

Marianas single player mission. I am unable to find the debug setting for "allow_blue_zeus_units = true" , it doesn't appear in the F10 debug menu or the settings.lua. Can you point me to it, please?

Edited by Pnguin9999
added info

RH small.jpg GW vet small.jpg 

"There is no problem that can't be solved with the proper application of the correct amount of explosives." Every Demo NCO.

Ryzen 7-5700X, RTX 3060Ti, 64GB RAM, 2TB M.2 SSD, Asus 5G/WIFI 6 router, Pico 4 wired to router (CAT 8/USB C).

                                                     

  • 1 month later...
Posted
On 12/10/2023 at 5:58 AM, Pnguin9999 said:

Marianas single player mission. I am unable to find the debug setting for "allow_blue_zeus_units = true" , it doesn't appear in the F10 debug menu or the settings.lua. Can you point me to it, please?

 

This is no longer a setting that I expose anymore. You can disable it by editing the lua script TTIGlobalFunctionsSP.lua, loading that script back in to the miz and save it.

 

What do you need it for?

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 2 weeks later...
Posted

Sorry it took so long to respond, I haven't been on the forum for a while. I think I was reading an older setup guide that advised if you were having issues using the Zeus commands on the Blue side to set it to true. As it turns out, I wasn't typing the commands into the markers correctly.

RH small.jpg GW vet small.jpg 

"There is no problem that can't be solved with the proper application of the correct amount of explosives." Every Demo NCO.

Ryzen 7-5700X, RTX 3060Ti, 64GB RAM, 2TB M.2 SSD, Asus 5G/WIFI 6 router, Pico 4 wired to router (CAT 8/USB C).

                                                     

Posted
21 hours ago, Pnguin9999 said:

Sorry it took so long to respond, I haven't been on the forum for a while. I think I was reading an older setup guide that advised if you were having issues using the Zeus commands on the Blue side to set it to true. As it turns out, I wasn't typing the commands into the markers correctly.

Glad you figured it out!

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 4 weeks later...
Posted

Heya Deadlyfishes,

"From UPDATE 08/08/2020 – 1: v1.68a – Updated ALL ground mission zones to use “zone polygons” which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion. - If you still like the “blob” of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back."

 

I just tried the Marianas variation but found that reinforcement units were driving through and parking in water (the units were non-amphib like T-90s and Ural trucks). I'm running a vanilla mission with no edits to the file. Is this just the way it works with Marianas or is there a way I can force the units onto land?

Thanks :))

Posted
On 2/22/2024 at 8:48 PM, Colonel Akir Nakesh said:

Heya Deadlyfishes,

"From UPDATE 08/08/2020 – 1: v1.68a – Updated ALL ground mission zones to use “zone polygons” which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion. - If you still like the “blob” of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back."

 

I just tried the Marianas variation but found that reinforcement units were driving through and parking in water (the units were non-amphib like T-90s and Ural trucks). I'm running a vanilla mission with no edits to the file. Is this just the way it works with Marianas or is there a way I can force the units onto land?

Thanks :))

I found that issue as well, inherent problem because of how Marianas is. I may fix this to adjust 'feet wet' settings for reinforcements, but also I kind of like pretending it goes like this from their POV:

navy-seal-going-dark.png

 

I'm planning an update soon with many improvements and fixes. This one might require a bit of a re-work in another future patch. Thanks for the heads up!

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 3 weeks later...
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
  • Like 1

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
Posted
On 3/19/2024 at 3:37 AM, Dunska said:

Thanks!  @deadlyfishes The download link for this v2.4.9f Mariana Island TTI in User Files actually downloads the South Atlantic TTI zip file.

This was fixed already! Let me know if there are still any issues.

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
Posted
On 3/25/2024 at 1:36 PM, deadlyfishes said:

This was fixed already! Let me know if there are still any issues.

All good now.  I posted that back on the 19th when the new versions first went up.  Thanks again for these great TTI missions - much appreciated!

Posted

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

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"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
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

 

  • Thanks 1

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
  • 2 months 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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"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
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.

"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
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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"Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World

 
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