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Through The Inferno (South Atlantic/Falklands) - Highly dynamic and endless task-based mission


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TTI-Cover-SA.png

 

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

[https://www.digitalcombatsimulator.com/en/files/3322919/]

Designed for Singleplayer or Private Co-op Only

____________________________________

Guides, Tutorials, and General Documentation for TTI SP:
TTI SP Guides, Tutorials, General Documentation

____________________________________

UP-TO-DATE CHANGELOG:
TTI SP Mission Changelog

____________________________________

Join the TTI Community Discord for technical support, general DCS help and to find fellow pilots to fly with:
TTI Community Discord Server

____________________________________

Please consider supporting Through The Inferno DCS and community projects. You can do so via Patreon!
Support Through The Inferno on Patreon!

____________________________________

Looking for the multiplayer server?
Multiplayer Server Info Thread:https://forums.eagle.ru/showthread.php?t=185281

____________________________________

WHY PLAY TTI AND HOW IT WORKS:

  1. FLY AND ENJOY ALL DCS MODULES WITH PROPER MISSIONS FOR EACH AIRFRAME TYPE. - NO NEED TO SWITCH OR LOAD INTO MISSION FILES TO FLY OTHER AIRCRAFT OR FOCUS ON ANOTHER COMBAT SCENARIO.
     
  2. CUSTOMIZABLE IMMERSIVE EXPERIENCE FOR YOUR OWN ENJOYMENT - Fly it your way, adjust settings for difficulty, immersion or for fun extreme scenarios! Change various settings that affect your living and breathing air combat arena of operations.
     
  3. CHOOSE BETWEEN SEVERAL ERAS OF WAR TO EXPERIENCE AERIAL COMBAT THROUGH PAST AND PRESENT
     
  4. 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.
     
  5. 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!
     
  6. 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.
     
  7. 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!
     
  8. 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
  • Wide variety of aircraft to choose from
  • "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?

Modules and add-on compatibility:

All DCS modules, both fixed and rotary wing are available to fly and operate in TTI. Since the mission era/time period can be changed as desired, this gives any and all modules a compatible mission combat environment.

WW2 Asset Pack is optionally supported. If you own the WW2 Asset Pack, you can enable these units to fully experience and utilize them however you'd like.

You can optionally add your own client slots for co-op, they can be modded add-on aircraft as well. Please read our guides for more detail.

Mission Types:

Air to Air - Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack, but an option is available to prevent stacking of forced air to air missions in the mission settings. 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.
Anti-Ship - This will spawn a group of enemy ships.
Convoy Hunt - Hunt down moving enemy ground vehicle convoys.

Mission WPT Label definitions (the labels that appear on your HSI/planning tools in-aircraft)

MR - Multirole/A2G Easy
AG - A2G Hard
AGH - A2G Helo/Infantry

Labeled same as mission zones in mission editor.

Random/Ambient Events:

- Random enemy A2A groups will spawn from time to time. This can optionally be configured and/or disabled in the mission settings.

- Random enemy vehicle or troop reinforcments might show up at active ground missions at random times. This can optionally be configured and/or disabled in the mission settings.

- Random air traffic for both friendly and enemy airbases will do random routes and patrols if this feature is enabled.
______________

Additional feature highlights, but not limited to:

"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. (Tutorials available in the TTI SP Tutorials/Guides Google Drive, linked above)

zeus_example.gif

zeus_stack_units_tutorial.gif

zeus-jtac-drone-tutorial.gif


______________________________

 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/
 

AIRBOSS CARRIER OPS SCRIPT:

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

_________________

Dynamic AI Helo Troop Transport Scripts:

helo_troop_transport_auto.gif

helo_troop_transport_zeus.gif

____________________________________

 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!

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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 South Atlantic Map:
https://forum.dcs.world/topic/302385-through-the-inferno-south-atlanticfalklands-highly-dynamic-and-endless-task-based-mission
 

DCS Sinai Map:
https://forum.dcs.world/topic/327950-through-the-inferno-sinai-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/

 

 

____________________________________

F10 Other Menus and available scripts/utilities (Quick Reference Guide):
Reminder there are specific guides availabe for EVERY feature in TTI via our documentation folder on Google Drive
https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5

Mission Spawning Menu
- Force spawn ground missions
- Force spawn enemy aircraft to engage with
- Force spawn friendly combat air patrol backup via airfield or carriers

Navigation Tools
- ATIS Menu and ATIS broadcasts (when enabled, and when not in FC3 aircraft)

Intel Tools
- Get detailed info on active missions
- Show reports from AFAC/JTAC drones that designate targets
- EWRS: Get AWACS reports via text-pop up to locate enemy aircraft

Random Air Traffic
- Force spawn random air traffic if desired
- Add Military and/or Civilian Aircraft mod aircraft with the optionally installed expansion scripts, included with TTI zip download.

Zeus Real-Time Spawning System:
- Spawn in assets at-will while in-game on the F10 Map using map markers

AI Helo-Troop Transport Script
- AI will send a troop transport to attack a nearby mission. You can configure AI troop transport options in the mission settings.
- CTLD Extract/Pickup DOES WORK with these troops!
- You can initiate a troop transport to deploy on ANY point on the map with the Zeus system.

***Third Party Scripts***
Helicopter Ops and Logistics Transport by ciribob
CTLD Script (Build air defenses, transport troops and more!)
Realistic sling loading can be changed via the menu or in the mission settings.
https://github.com/ciribob/DCS-CTLD
CSAR Script (Combat Search and Rescue)
https://github.com/ciribob/DCS-CSAR

Carrier Ops Tools
Airboss Script
https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html
Carrier Deck Static Assets Menu (Spawn statics for an immersive look and feel on the carrier deck)

Mission Enhancer Package by daemon1808
https://forum.dcs.world/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/

Script Frameworks used:

EWRS

MIST

CTLD

MOOSE Framework

Mission Enhancer Package

__________________________________________________________________________________________________________________________________________________________

 

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:

TTI Community Discord Server

__________________________________________________________________________________________________________________________________________________________

 

 


Edited by deadlyfishes
  • Like 4
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"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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Thank you so much for this great mission! Could you release an updated version for the Channel map? I was extremely grateful!

 

|Motherboard|: Asus TUF Gaming X570-PLUS,

|WaterCooler|: Corsair H115i Pro,

|CPU|: AMD Ryzen 7 3800X,

|RAM|: Corsair Vengeance LPX 32GB 3200MHz DDR4,

|SSD|: Kingston A2000 500GB M.2 NVMe,

|SSD|: Kingston 2.5´ 480GB UV400 SATA III,

|SSHD|: Seagate Híbrido 2TB 7200RPM SATA III,

|GPU|: MSI Gaming 980Ti,

|Monitor|: LG UltraWide 34UM68,

|Joystick 1|: Thrustmaster Hotas Warthog,

|Joystick 2|: T.Flight Rudder Pedals,

|Head Motion|: TrackIr 5.

 

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Wow that's fast @deadlyfishes!

 

Great way to explore the new SA map while blowing up stuff :thumbup:

 

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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Update June 18, 2022 - 1: TTI SP v2.2.4d

+ Fixed an issue where the a2a stacking option was not working properly.

+ Added an option to replace voice line sounds with UI SFX or silence.

+ Added Mount Pleasant variation to the South Atlantic Map

+ Replaced the ground EWRS radar with the FPS-117 Dome Unit.

"Through The Inferno"

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  • 1 month later...

Update July 25, 2022 - 1: TTI SP v2.2.5a

  • Added Mirage F1CE Module
  • Added Mirage F1CE to spawning pools for Modern and Cold War Eras
  • Added Mirage F1CE to Zeus spawning list
  • Add new voice line SFX for kill events
  • Fixed an issue where A2A Intercept Mission would not spawn via the F10 Menu
  • Fixed an issue where infantry support notify cool down was not working

  • Thanks 1

"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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  • 3 months later...

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
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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
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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
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  • 1 month later...

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
  • Thanks 5

"Through The Inferno"

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

Can you add the new Mirage F1 EE please to South Atlantic as well as all other maps please?

Computer Specs:

AMD Ryzen 9 3900x

Thermaltake 360 AIO Water Cooler

32GB Corsair Vengeance 3600Mhz RGB RAM

GeForce RTX 2080 Super [ NVIDIA]

512GB Adata M2 NVME (boot drive)

1TB Adata M2 NVME

1TB WD Blue SSD

Corsair RM850x Power Supply

Phanteks Enthoo Evolve Case

 

 

Samsung 43" 4K Smart TV (used as monitor)

TRACK IR 5 + Wireless DelanClip Head Tracker

Thrustmaster Warthog HOTAS

:pilotfly::pilotfly::pilotfly::pilotfly::pilotfly::pilotfly::pilotfly:

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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
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"Through The Inferno"

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

Endless, Dynamic, Open-World Experience for DCS World
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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
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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

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"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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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

"Through The Inferno"

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

Endless, Dynamic, Open-World Experience for DCS World
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