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


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Old 05-25-2018, 01:18 AM   #1
deadlyfishes
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Default Through The Inferno (Persian Gulf) - Highly dynamic and endless task-based mission



You can DOWNLOAD the latest version here via ED User Files--->
[https://www.digitalcombatsimulator.c...files/3300558/]

Singleplayer or Private Co-op Only

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



Support Through The Inferno on Patreon!


___

WHY PLAY TTI AND HOW IT WORKS:

  1. CHOOSE FROM THE WIDE VARIETY OF MODERN AIRCRAFT
  2. 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.
  3. 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!
  4. Amazing Auto-lasing JTACs will designate targets for you without any interaction menu fumbling (no 9-line, readback, buggy comms) Other scripts include CTLD (helo menu for crates/building/sling loading) and an AWACs reporter to help you locate bandits.
  5. 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!
  6. The mission is ENDLESS. Repeat or do new missions as long as you'd like.

FEATURES:
  • 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.
  • 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)




UNITS ARE STACKABLE!




WHEN CREATING YOUR OWN MISSIONS, YOU CAN ALSO MAKE JTAC/RECON DRONES ANYWHERE ON THE MAP TO
AUTO-LASE/DESIGNATE YOUR TARGETS!



AIRBOSS CARRIER OPS SCRIPT:
https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html





Spawnable Units List: (also located in the readme and briefing!)
Spoiler:


SPAWNABLE UNITS LIST:
UNITS CAN BE STACKED! Spawn as many of any unit as you like to create your own ground missions!

- RED SPAWNABLE UNITS LIST (No ships on NTTR)
f5_red
f4_red
f14_red
f16_red
f15_red
m2000_red
su30_red
su33_red
su27_red
mig21_red
mig29_red
drone_red
mig23_red
mig31_red
tu142_red
tu160_red
tu22m3_red
tu95ms_red

ah1w_red
ah64a_red
ah64d_red
ah1w_red
sa342mistral_red
mi24v_red
oh58d_red

abrams_red
t80_red
bmp_red
truck_red
armor_group_red
infantry_group_red

tanker_ship_red
type052b_ship_red
type052c_ship_red
type054a_ship_red
grisha_ship_red
moskva_ship_red
neus_ship_red
ssk_ship_red


s10_red
s11_red
s3_red
s2_red
s6_red
ural_red
shilka_red
strella_red
osa_red
tunguska_red
tor_red
buk_red
igla_manpads_red
t90_red

-- BLUE SPAWNABLE UNITS LIST (No ships on NTTR)
f5_blue
f4_blue
f14_blue
f16_blue
f15_blue
m2000_blue
su27_blue
mig21_blue
mig29_blue
drone_blue
mig23_blue
b1b_blue
b52_blue
f11a_blue

ah1w_blue
ah64a_blue
ah64d_blue
ah1w_blue
sa342mistral_blue
mi24v_blue
oh58d_blue

abrams_blue
t80_blue
bmp_blue
truck_blue
armor_group_blue
infantry_group_blue
jtac --> (this is a MQ Drone that designates and lases targets where you place it!)

hmv --> useful for human FAC/JTAC with Combined Arms DCS Module

hawk_blue
patriot_blue
avenger_blue
linebacker_blue
stinger_manpads_blue
chaparral_blue
vulcan_blue

tanker_ship_blue
type052b_ship_blue
type052c_ship_blue
type054a_ship_blue
oliver_ship_blue
ticonderoga_ship_blue



____________________________________


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:


Spoiler:


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!

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!






___________



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.


Spoiler:


CHANGING RANDOM AI AIR TRAFFIC SETTINGS:

random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.
random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.


-- # of civ aircraft spawns PER TYPE,
civ_rat_spawns = the amount of civilian ai air traffic spawns per type

-- set # of fighter aircraft spawns, for each type individually

fighter_rat_a10_spawns = 1
fighter_rat_f18_grnd_spawns = 1
fighter_rat_f18_cv_spawns = 1
fighter_rat_f16_spawns = 1
fighter_rat_f15_spawns = 1
fighter_rat_f14_grnd_spawns = 1
fighter_rat_f14_cv_spawns = 1


-- misc flight settings
air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)
max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM

civ_allow_immortal = true or false to allow civ aircraft to be immortal
civ_allow_invisible = true or false to allow civ aircraft to be invisible

fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets
-- free is weapons free, ai will go on offensive
-- hold is weapons hold, they will not fire
-- return is return fire, they will only fire when fired upon.

fighter_jet_immortal = true or false to allow fighter jets to be immortal
fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI

-- enable or disable ai aircraft types that will spawn in (use true or false)

-- civilian
enable_yak = true or false
enable_c130 = true or false
enable_c17 = true or false
enable_an26 = true or false

-- fighter jet
enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield
enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier
enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield
enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier

enable_f14 = true or false (nttr only)
enable_f15 = true or false
enable_f16 = true or false
enable_f18 = true or false (nttr only)
enable_a10 = true or false


____________________________________

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

DCS Caucasus Map:
https://forums.eagle.ru/showthread.php?t=198221

DCS NTTR Map:
https://forums.eagle.ru/showthread.php?t=198219

DCS Pesian Gulf Map:
https://forums.eagle.ru/showthread.php?p=3496171

DCS Normandy Map (WW2):

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

DCS Normandy Map (Modern):
https://forums.eagle.ru/showthread.php?p=3565516

_____


RECENT Mission update changelog ():
Spoiler:

UPDATE 05/24/2020 - 1: v1.66c
Caucasus:
-
Fixed an issue where SA-11 template units were not set to late activation
All Maps:
- Fixed an issue where WPT/Mission Map Markers were not deleting when a mission was complete.
- Added an option to enable/disable JTAC Drones at all A2G Missions

UPDATE 05/21/2020 - 1: v1.66b - IMPORTANT HOTFIX
Caucasus:
-
Fixed a major issue where a WWII Asset Pack unit was accidentally placed on the map, making the map un-playable and un-editable for those who do not own the WWII Asset Pack DLC.
NTTR:
- Fixed an issue where the default AI Air Traffic spawns were set to hilariously high spawn rate.
All Maps:
- Fixed a major issue where setting A2A Carrier Bombers to "true" caused a script error loop.
- Added a new method to detect map/terrain type to make better use of shared scripts. This is more of a back-end scripting improvement and won't affect gameplay.

- Added reference point ships by the carrier for CASE I recovery procedures.


UPDATE 05/20/2020 - 1: v1.66a -

OLD MISSIONS WILL NOT WORK WITH THE SUPER CARRIER UPDATE UNLESS YOU USE THIS NEW MISSION FILE.
All TTI SP Maps:
- Optimized Intel reports to be more 'modular' to make updating the mission easier.
- Added ROE Weapons Free to enemy fighter escorts that escort bombers.

TTI SP Maps with Carrier Ops:
- Added second MIZ file to support Super Carrier optionally to avoid having players going into the mission editor to change the carrier.
- Super Carrier CVN-7X added to second miz
- Super Carrier Kuznetsov added to second miz
- Fixed a major bug where enabling ship AI causes a script error loop
- Updated Moose Script Framework to support the Airboss Mod update to work with the Stennis and new Super Carriers.


UPDATE 05/08/2020 - 1: v1.63f
Improved A2A Intercept Bomber Mission logic:
- Bomber escort fighters will now properly spawn near bomber and follow them
- An air raid siren sound and notification will let the player know when the bombers begin their attack.

Added new 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

Other small changes:
- Moved "Ground Intel" menu option to the front end of the F10 - Other menu.
- Added UI SFX for the ground location intel report


UPDATE 05/04/2020 - 1: v1.63a
- Fixed a2g helo/infantry assault missions, they now are recognized as different missions

- Fixed a major issue for A2A helo missions that didnt allow them to spawn correctly

- Fixed an issue where some JTACs would not be high enough for missions in mountainous areas.

- Enabled airboss by default

- Enabled random air traffic by default

- Added slower KC-135 for a10

- Fixed kneeboard text to provide more tanker information such as flight level and speed.

- Aaded TONS options for random air traffic, including fighter jet/carrier ops random air traffic: (expand spoiler text to see all new options)

Spoiler:
random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.
random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.

-- # of civ aircraft spawns PER TYPE,
civ_rat_spawns = the amount of civilian ai air traffic spawns per type

-- set # of fighter aircraft spawns, for each type individually
fighter_rat_a10_spawns = 1
fighter_rat_f18_grnd_spawns = 1
fighter_rat_f18_cv_spawns = 1
fighter_rat_f16_spawns = 1
fighter_rat_f15_spawns = 1
fighter_rat_f14_grnd_spawns = 1
fighter_rat_f14_cv_spawns = 1

-- misc flight settings
air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)
max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM

civ_allow_immortal = true or false to allow civ aircraft to be immortal
civ_allow_invisible = true or false to allow civ aircraft to be invisible

fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets
-- free is weapons free, ai will go on offensive
-- hold is weapons hold, they will not fire
-- return is return fire, they will only fire when fired upon.

fighter_jet_immortal = true or false to allow fighter jets to be immortal
fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI

-- enable or disable ai aircraft types that will spawn in (use true or false)

-- civilian
enable_yak = true or false
enable_c130 = true or false
enable_c17 = true or false
enable_an26 = true or false
-- fighter jet
enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield
enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier
enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield
enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier


enable_f14 = true or false (nttr only)
enable_f15 = true or false
enable_f16 = true or false
enable_f18 = true or false (nttr only)
enable_a10 = true or false



- Added option for JTACs to spawn at the random SAM spawn sites
sam_site_jtacs_enable = SET TRUE OR FALSE IF YOU WANT JTACS THAT LASE/SMOKE AT THE RANDOM SAM SITES

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

- Made Random Mission Name visible when mission starts

- Removed JF-17 Refueling Probe by default

- Mounted DDM Sensors for M-2000C by default

- Changed some radio menu text to make "Ground Mission Location Intel" more obvious and visible.

- Updated backend scripting engine (latest MOOSE version as of May 2020)

- Optimized Mission Detection logic to be significantly less taxing on CPU, will now only be searching within ACTIVE ZONES rather than ALL ZONES.


UPDATE 04/16/20 - 1: v1.61a
- Fixed an issue where EWRS was not working properly
- Removed Reset AWACS from debug
- LHA-1 Tarawa matches patch of CVN-74 (on carrier maps only)
- JTAC Target Reports now show DM.M, DMS.S and MGRS
- KC-135 speed adjusted for F-16C usage ~Mach 0.6


UPDATE 03/09/20 - 1: v1.60a - Major update for 2.5.6 Compatibility
-
Updated compatible DCS 2.5.6 OpenBeta MOOSE (experimental dev) framework
- Random Air Traffic DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.)
- Airboss Script DISABLED by default due to instability in 2.5.6 Open Beta (feel free to re-enable at your own risk and discretion.)




UPDATE 01/02/20 - 1: v1.59a
- Added A2A Helo Mission via menu and configurable auto-spawns
- Red and Blue Helo Zeus spawns added to zeus spawn list (check included spawnable units list or briefing for more details)
- Fixed tanker track from running into terrain.



UPDATE 12/04/19 - 1: v1.58b
- Added JF-17 module

UPDATE 10/26/19 - 1: v1.58a
- Added Airboss Voice Audio Clips
- Removed WPTS from F-14B as they cannot be utilized and cause errors in the ME.

UPDATE 10/22/19 - 1: v1.57a
- Updated Moose Frameworkto latest version

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



- Included config options for Airboss



UPDATE 10/03/19 - 1: v1.56a

- Added F-16C Viper Slots x2
- Added a fix for enemy aircraft causing a ground mission to appear active when it flies through the zone. Mission zones will now ignore flying units.
- Changed dynamic JTAC spawning logic so that the dynamically crated JTAC names will now state which mission type they are marking for, making better use of the "JTAC Status" feature in the F10 - Other Menu


UPDATE 09/03/19 -1: v1.55a


- Added new JTAC Auto Lase Logic to now include ELEVATION IN FT of the marked target:



Big thanks to SanekFl for helping me find the scripting logic to implement this.

Quote:
Originally Posted by SanekFl View Post
I looked into script and added target elevation info. Please review pull request
https://github.com/ciribob/DCS-JTACAutoLaze/pull/3

- Added a new map marker command "-delete jtac" that will remove the last zeus-spawned jtac. A new message appears when creating a zeus jtac to remind you of this new command and feature.








UPDATE 08/17/19 - 1: v1.54a


-Fixed a major issue with map-marker zeus spawns not working correctly after the latest OB update from 8/14/17 https://forums.eagle.ru/showpost.php...1&postcount=66
This latest version of TTI is REQUIRED if you wish to get map=marker zeus spawns to work properly again.



- Changed logic for JTAC units to optimize performance. JTAC units are now generated dynamically with mission zones and will be removed once the mission is complete.

Additionally, this means you can move mission zones around in the mission if you'd like, but the mission intel will be incorrect. You can use the JTAC Status as a work-around to get the coordinates of the designated targets if you aren't relying on the F10 Map.


- Added a new JTAC zeus spawn that you can create anywhere on the map to spawn a JTAC recon drone to auto-lase/designate and smoke targets. The code for these JTAC drones created by zeus map marker spawning is always 1685 for now. I do have future plans to edit this on the fly. You can make as many of these as you'd like.



NOTE: For TTI Normandy WW2 , you must use "recon" instead of "jtac" to spawn the auto-lase/designating sentry unit.


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.





- 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.





- 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.





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

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

- Added ability to STACK ZEUS-Spawned units:


- 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.


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.

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.


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.



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


UPDATE 03/02/2019 - 1: v1.15a - 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.


UPDATE 02/12/2019 - 1: v1.15

- 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.



ARCHIVED AND OLDER Mission update changelog ():
Spoiler:

UPDATE 5/24/2017:
- Initial Release of TTI - Persian Gulf

UPDATE 05/30/2018:
- Added F/A-18C Hornet Module
- Fixed TCN Frequencies/Callsigns for AI Logistics


UPDATE 06/30/2018:
- Added more units, SAMs and aircraft to the random unit pool to expand the dynamic mission generation.
- Added a readme.txt to help players create more slots for multiplayer.


HOTFIX 07/01/2018:
- Fixed a bug where A2G Hard would repeat messages and not spawn anything in the Non-Smoked Targets version


UPDATE 07/10/2018:
- Each A2G Mission type now has 10 zones, making for 40 possible mission locations, with endless unit variety/composition/placement within zone.
This change brings a much more unpredictable dynamic to the mission generation script.


UPDATE 07/18/2018:
- Mission file updated and saved with this DCS Update Patch
- Added ICLS Channel 5 to Carrier CV-74 Stennis

- Added/Changed CV-74 Stennis ATC Frequency to 115.5 AM

- Added Changed LHS-1 Tarawa ATC Frequency to 125.5Mhz AM

- Added the aforementioned frequency information to the in-game briefing.



UPDATE 07/21/2018:
- Added custom kneeboard page with frequencies/tacans



UPDATE 12/16/2018:


- 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.


UPDATE 12/16/2018 B:

- 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.




UPDATE 12/17/2018: v1.10

- 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)





UPDATE 12/17/2018 - 2: v1.10a

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


UPDATE 01/17/2019 - 1: v1.11

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




UPDATE 01/22/2019 - 1: v1.12

- 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.



- Adjusted tanker paths on TTI SP Caucasus map.


UPDATE 01/26/2019 - 1: v1.13


- 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.


- Adjusted wind to account for variable carrier positions.


- Fixed an issue with mismatched airframe slots

UPDATE 01/28/2019 - 1: v1.14
- 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 - 1: v1.14a

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




__________________________________________________________________________________________________________________________________________________________


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.
  • Anti-Ship - This will spawn a group of enemy ships. (Not available on the NTTR map.)
Carrier Ops - Perform many Carrier-Ops Scenarios with carrier based aircraft. (Not available on NTTR map.)
____________________________________


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.





____________________________________


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
____________________________________



Modules that I've included:
  • F-14B
  • F-16C
  • JF-17
  • FC3 Aircraft
  • F/A-18C
  • AV-8B N/A
  • A-10C
  • M-2000C
  • F-5E
  • AJS-37
  • MiG-21bis
  • Su-25T
  • L-39ZA
  • C-101C

  • Ka-50
  • UH-1H
  • Mi-8MTV2
  • SA342
__________________________________________________________________________________________________________________________________________________________

THE OFFICIAL THROUGH THE INFERNO SERVERS FOR 1.5 and 2.0 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:

https://discord.gg/BRF2pcN



__________________________________________________________________________________________________________________________________________________________

Scripts used:
EWRS
MIST
CTLD
MOOSE Framework
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Endless, Dynamic, Open-World Experience for DCS World
Website | Discord | Support TTI on Patreon
SP Missions:
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MP Servers:
PvE Server | PvP Server

Last edited by deadlyfishes; 05-25-2020 at 01:18 AM.
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Old 05-25-2018, 07:06 AM   #2
Tello
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Hi and great job ! I have a wish, If you could make a file pack with the map being Day, Cold Night, Stormy weather, Normal weather.

I hope this will make your mission file more attractive for new pilots in need of a awesome training ground.
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Old 05-25-2018, 07:26 AM   #3
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Quote:
Originally Posted by Tello View Post
Hi and great job ! I have a wish, If you could make a file pack with the map being Day, Cold Night, Stormy weather, Normal weather.

I hope this will make your mission file more attractive for new pilots in need of a awesome training ground.

It gets a bit hectic to manage, but it's easy enough to change those in the mission editor
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MP Servers:
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Old 05-25-2018, 11:03 AM   #4
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Thank you very much for making this available so quickly. Really helpful for those of us with little to no skills in the ME.
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Old 05-27-2018, 06:55 AM   #5
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@deadlyfishes fantastic work you put into this series of inferno missions.

How best to notify or request permission to use the mission in a closed co-op multiplayer (password normally given to regular viewers) whilst streaming?
#Cutlass72
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Old 05-27-2018, 07:24 AM   #6
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Quote:
Originally Posted by Cutlass72 View Post
@deadlyfishes fantastic work you put into this series of inferno missions.

How best to notify or request permission to use the mission in a closed co-op multiplayer (password normally given to regular viewers) whilst streaming?
#Cutlass72

That's fine with me, as long as you're not running it as a main 24/7 public server. We've got that covered Feel free to bring your stream to our server if you want to as well, it's well suited for intermediate to advanced pilots.
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Endless, Dynamic, Open-World Experience for DCS World
Website | Discord | Support TTI on Patreon
SP Missions:
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MP Servers:
PvE Server | PvP Server
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Old 05-27-2018, 10:24 AM   #7
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Dammit I never had so much fun learning ME Thanks

Quote:
Originally Posted by deadlyfishes View Post
It gets a bit hectic to manage, but it's easy enough to change those in the mission editor
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Old 05-27-2018, 11:28 AM   #8
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I mainly flew MP on the TTi maps but recently am discovering the fun of singleplayer again and making my own missions.


I remember quite a while ago there was a way to get AI wingmen to join you on flights but i have not been able to figure out how to do this. this it still possible to do this and if so, how?
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Old 05-27-2018, 12:37 PM   #9
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Quote:
Originally Posted by deadlyfishes View Post
That's fine with me, as long as you're not running it as a main 24/7 public server. We've got that covered Feel free to bring your stream to our server if you want to as well, it's well suited for intermediate to advanced pilots.
Fantastic news, very much appreciated and I'd be happy to run a stream of gameplay from your dedicated server, I'm getting a few more viewers of late with the Persian Gulf and FA18 soon.
Thanks again @Deadlyfishes

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Old 05-27-2018, 01:08 PM   #10
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Does this run well on 2.50 Stabile? My system specs are Win 10 I7 6700K @ 4.0 GHZ. 16 gig memory GTX 1070 SSD and I use the Rift CV-1. I fly the A10C and play single player only in the Caucus maps as well.
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