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


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TTI-Cover-normandy-1984.png

 

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

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

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


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 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

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 TTI: Eras of War

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


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

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

Current Mission Eras include: World War 2, Korean War, Modern. Unit spawns are still editable!
Optionally; If you own the WW2 Asset Pack, you can enable the units to be added in your mission.
Mission attributes such as setting how many ground units and ground unit type at missions and many other options are now editable in the mission editor! Check the tutorial text file how to go about editing the mission settings and what each setting does!

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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/

 

 

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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
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"Through The Inferno"

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  • 2 weeks later...

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

 

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

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

 

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

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

 

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

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

 

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

 

 

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

"Through The Inferno"

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

 

 

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

 

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

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

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

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  • 4 months later...

New update for TTI Normandy Modern:

 

UPDATE 12/17/2018: v1.03

 

- Added "Zeus" spawning/destroying feature.

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

- Added more objects to Stennis Carrier.

- Added Random Air Traffic for "ALIVE" versions.

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

- Stennis Carrier will now shoot at enemy planes.

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

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

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

 

zeus_example.gif

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

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

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  • 5 weeks later...

Big game changing update for TTI SP!!

 

 

UPDATE 01/17/2019

 

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

 

 

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

 

EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!

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

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

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

HOW TO CHANGE MISSION SETTINGS:

 

 

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

 

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

 

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

 

AFTER EDITING, SAVE MISSION!!!!!

 

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

 

This is what each setting does:

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

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

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

 

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

 

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

 

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

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

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

 

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

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

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

 

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

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

 

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

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

 

 

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New update here:

 

 

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

 

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

 

 

 

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

 

 

 

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

 

 

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

 

 

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

 

 

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

 

 

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

"Through The Inferno"

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UPDATE 01/26/2019

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

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

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UPDATE 01/28/2019

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

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

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

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

 

 

UPDATE 01/29/2019

 

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


Edited by deadlyfishes

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  • 2 weeks later...

New update everyone!

 

 

UPDATE 02/12/2019

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

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

 

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

 

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

Support Through The Inferno on Patreon!

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  • 3 weeks later...

New update everyone!

 

UPDATE 03/02/2019

- Added MiG-19P

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

- Fixed incorrect frequency listing in the custom kneeboard.

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UPDATE 03/02/2019 - 1: HOTFIX

 

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

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

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

 

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

- Added RWR for the MiG-19P

- Removed static objects on carriers

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  • 2 weeks later...

New update! OMFG TOMCAT HYPE!

 

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

- Added 2 F-14B slots to the mission

 

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

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

 

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

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

 

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

 

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

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

 

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

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  • 2 months later...

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

 

- Added ability to STACK ZEUS-Spawned units:

zeus_stack_units_tutorial.gif

 

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

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

 

 

It's been done :D

 

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

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

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

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

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


Edited by Mr_sukebe

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

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

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

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

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

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

 

 

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

 

 

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

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

 

 

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

 

I'll buy that.

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

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

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

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

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

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

 

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

 

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

 

- Added new bombers to the spawnable units list:

b1b_blue

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"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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UPDATE 06/25/2019 - 1: v1.53a

 

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

 

 

New%20JTAC%20Reports.PNG

 

 

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

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

 

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

 

 

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

 

 

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

 

 

New%20Mission%20Names.PNG

"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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