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Through The Inferno (Georgian Coast) - Highly dynamic and endless task-based mission


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TTI-Cover-GCR2.jpg

 

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

[https://www.digitalcombatsimulator.c...3233/index.php]

 

Singleplayer or Private Co-op Only

 

Looking for the multiplayer server?

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

 

downloads_wordmark_white_on_coral%402x.jpg

 

Support Through The Inferno on Patreon!

 

 

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

WHAT'S INCLUDED?

 

NEW AND IMPROVED CUSTOMIZABLE VERSION:

 

 

A2G Missions are fully customizable:

Edit how many ground target threats at each mission type

Edit what kind of ground target threats at each mission type

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

 

 

A2A Missions are fully customizable:

Edit how often enemy A2A random spawns occur

Edit if you want A2A random spawns or not

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

 

 

Details below, and within the zip when downloaded.

 

Additionally, all versions of TTI include:

 

"ZEUS" MAP MARKER SPAWNS AND COMMANDS:

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

 

 

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

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

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

 

zeus_example.gif

 

 

 

UNITS ARE STACKABLE!

 

zeus_stack_units_tutorial.gif

 

 

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

AUTO-LASE/DESIGNATE YOUR TARGETS!

 

zeus-jtac-drone-tutorial.gif

 

AIRBOSS CARRIER OPS SCRIPT:

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

 

______________________________

 

 

Highly customizable SUPER CARRIER Deck Layout Menu:

 

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

 

tti-supercarrier-deck-menu-demo.gif

 

 

Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier.

 

 

Layout Scripts Created by Redkite

https://www.digitalcombatsimulator.c...files/3309905/

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

_________________

 

Dynamic AI Helo Troop Transport Scripts:

 

helo_troop_transport_auto.gif

 

helo_troop_transport_zeus.gif

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

 

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EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!

 

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

 

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

 

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

 

 

HOW TO CHANGE MISSION SETTINGS:

 

 

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

 

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

 

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

 

AFTER EDITING, SAVE MISSION!!!!!

 

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

 

This is what each setting does:

 

 

 

 

 

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

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

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

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

 

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

 

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

 

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

 

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

 

a2a_respawn_time_min

a2a_respawn_time_max

(TIME IN SECONDS)

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

 

 

A2A Intercept Bomber Mission Settings:

 

enable_airbase_bombers = set true or false if you want bombers that attack your main airbase

enable_carrier_bombers = set true or false if you want bombers that attack ships (only where anti-ship missions are available)

 

enable_bomber_escorts = set true or false if you want bombers with escort fighters

 

ground_bomber_amount = how many bombers at each spawn

ship_bomber_amount = how many bombers at each spawn

 

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

sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN

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

 

 

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

 

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

 

jtac_default_laser_code

ctld pickup smoke color

ctld pickup smoke on or off

 

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

 

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

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

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

 

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

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

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

 

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

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

 

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

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

 

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

 

 

 

 

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

 

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

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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 Syria Map:

https://forums.eagle.ru/showthread.php?t=283528

 

DCS Normandy Map (WW2):

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

 

DCS Normandy Map (Modern):

https://forums.eagle.ru/showthread.php?p=3565516

 

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RECENT Mission update changelog ():

 

 

UPDATE 02/21/21 - 1: v1.80b
- Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are now 10 random A2A enemy spawn starting position zones which you can move around to change generally where bandits may come from. It chooses one of these A2A enemy spawn zones at random each time an A2A enemy group is initiated.
 

- Added missing SA-15 Tor unit to spawning pool, database and zeus script. Unit list was also updated.

 

- Moved SFX files to their own directory instead of using the trigger list implementation, which saves nearly 1MB of filesize.

UPDATE 02/07/21 - 1: v1.80a
- Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units:
    - ALL DCS Aircraft and Ground Units are available to add/remove at all mission types.
    - ALL DCS Aircraft and Ground Units are available to spawn via "Zeus" spawning in real-time using map markers.
    - Free WW2 assets were also added to now allow for players to adjust the spawning pools to be more geared towards WW2 engagements.
  
A2A Missions are now more based on aircraft types rather than their group size/skill level. The default setup would be that easy aircraft will be less formidable types; L-39, C-101, etc, where hard aircraft will consist of Su-30, F-15C, etc. These templates can be adjusted to what the player is more comfortable with.

Expanding the unit pools and database within the mission to ALL DCS units will give players the ability to make any combination of enemy forces; Change the spawning pools to only spawn "Eastern" faction units or "Western" faction units for realistic engagements. The current setup is a mix between both "RED" and "BLUE" faction enemy units.


- Added an aircraft skill setting for both RED and BLUE AI aircraft.
 

- Allowed for changing out enemy unit spawning pools for all A2G mission types; A2G Easy, Hard, Helo, Infantry Assault, Anti-ship.


- Moved all "template" units to scripting for much more modularity and ease of mission maintenance/updates when new maps, modules units are released.


- Fixed an issue where editing the playable client slots would sometimes cause a crash/black screen on mission start.


- Fixed and polished countries and coalitions so that client aircraft and friendly coalition units have more customization potential.


- All client aircraft are set to their country of origin (ex. the Su-27 is set to Russia and the J-11A is set to China, etc...).


- Client aircraft slots further polished fixing many typos and naming formats.


- Added CSAR (search and rescue) script for all helicopters. A new CSAR menu was added, which also includes an option to FORCE a rescue mission on command. Simply fly to the downed pilot (Friendly infantry unit named "Wounded Pilot" on map) and hover over to pick them up. Bring them back to an airfield, FARP or ship to complete the rescue.
Additionally; Friendly player and AI that eject will spawn a new rescuable pilot where the ejection took place.


- Added an option that will limit the amount of aircraft spawned in via the F-10 - Other A2A spawning menu to prevent unlimited spamming of A2A missions. By default this option is set to allow for unlimited A2A mission stacking.


- Added an option for enabling/disabling the friendly carrier groups from attacking enemy aircraft.


- Renamed the Random Air Traffic (RAT) units in the editor to more generic names like "Large 1" or "Fighter 1" so that players can change out the type of aircraft the random air traffic will be in the editor. You can also edit their loadouts if applicable.


- Various base code improvements that allow for better performance overall.



UPDATE 12/05/2020 - 1: v1.72d

- Added F-14A Module
- Updated MOOSE for F-14A Airboss Compatibility

- Changed WPT name labels to match the zones they belong for easier customization/editing.

 

UPDATE 10/28/2020 - 1: v1.72b

- Added dynamic convoy missions;

*Convoys can be configured to auto-start or spawned via the mission spawner menu

*They will be randomly generated, the unit composition of the convoy will be varied

*Their starting positions and routes will be randomly selected

*They can be repeated like normal A2G Missions

*Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested.

*Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested)

 

472105887_convoymissionintelSP.PNG.7ab329100369ff675ac6da59c6632a0b.PNG

 

- Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.

 

UPDATE 09/30/2020 - 1: v1.71a

- Added A-10C II module

- Added C-101CC module

- Added MiG-29G module

- Added AI Helo Transport Script

helo_troop_transport_auto.gif

 

 

helo_troop_transport_zeus.gif

- Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc...

- Fixed incorrect tanker information in briefing and kneeboard

- Joint Task force coalition add to use for ease of adding/changing units

- Change Kuznetsov country to Joint Task Force Coalition Blue

- Change Su-33 country to Joint Task Force Coalition Blue

- Removed intrusive config folder that blocked some custom client settings from being applied

- Removed redundant mission detection checks to improve performance

- Improvements and optimizations to JTAC Auto Lase script to improve performance

- Disabled a few mission types by default to improve performance

- Disabled Airboss Rescue Helo by default to improve performance

- Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance

- Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.

 

 

 

UPDATE 08/27/2020 - 1: v1.68d

- Fixed an issue where spawning "hmv" via Zeus map marker command wasn't working

 

- New logic in A2G Mission spawning will now prevent the same mission from re-spawning after being completed. A different mission will be randomly selected.

 

- Ground mission vehicles will now spawn with a random heading/azimuth.

 

UPDATE 08/08/2020 - 1: v1.68a

- Updated ALL ground mission zones to use "zone polygons" which are essentially HAND-DRAWN boundaries within towns, cities, landmarks that still spawn units in a random position within the zone, but in a more realistic position to add a bit more immersion.

 

If you still like the "blob" of units in a circle formation in an open feel, there is a quick guide on how to get that spawning method back.

 

 

This WILL make missions a bit more challenging due to the fact that units easily blend in with buildings, trees and other structures a bit more. Feel free to re-draw the zones or move them as you'd like.

 

 

UPDATE 07/15/2020 - 1: v1.67a

!! - THIS UPDATE IS REQUIRED IF YOU WANT TO PLAY TTI SP on DCS Open Beta Version 2.5.6.52196 - !! - USE VERSION 1.66e if you are on a previous version of DCS Open Beta.

 

- Fixed a major issue where the some Chinese ships were removed/deleted from previous TTI SP mission v1.66 after updating to DCS Open Beta

2.5.6.52196

- Added option to change Carrier AI traffic spawn settings to be hot/cold/runway

- Added option to change default JTAC drone laser code

- Added option to change CTLD Helo Troop Pickup Zone smoke color

- Added option to disable or enable CTLD Helo Troop Pickup Zone smoke

 

UPDATE 06/02/2020 - 1: v1.66e

- Fixed typo in Tanker Tacan channels in briefing and kneeboard

- Tanker Tacans now properly broadcast callsign, distance, and bearing in the Y/TR/AA mode as intended.

 

UPDATE 05/26/2020 - 1: v1.66d

- Added Super Carrier Deck Layout Menu to TTI Maps with the Super Carrier

 

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://youtu.be/XONOFbhwbsU

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

 

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 05/08/2019 - 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 05/04/2019 - 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.

 

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

 

 

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:

 

unknown.png

 

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

 

SanekFl said:
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.

 

zeus-jtac-drone-tutorial.gif

 

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

 

 

 

 

 

 

UPDATE 07/03/2019 - 1: v1.53c HOTFIX

 

- Fixed a script error that prevented the trigger list lua file (main script file) from loading due to an error with CTLD file still in this version. This would occur when you set SlingLoading to false.

 

 

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

 

 

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:

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.

 

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: v1.33a - 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 03/02/2019 - 1: v1.33

 

- Added MiG-19P

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

- Fixed incorrect frequency listing in the custom kneeboard.

 

 

UPDATE 02/12/2019 - 1: v1.32

 

- 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.

 

 

 

 

____________________________________

 

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.

 

 

New%20JTAC%20Reports.PNG

 

 

 

____________________________________

 

 

CTLD - Complete Troops and Logistics Deployment Script for Helos

 

Build AAA Defenses.

Transport Tanks, Humvees and more.Pickup troops and drop them off into battle.

More details here:

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

____________________________________

 

CSAR - Complete Search and Rescue Script for Helos

 

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

More details here:

 

____________________________________

 

Modules that I've included:

  • F-14A/B
  • 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
  •  

__________________________________________________________________________________________________________________________________________________________

 

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

 

w8eKKrk.jpg

 

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

 

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

post-148533-1484231088.png

https://discord.gg/BRF2pcN

 

 

 

 

 

__________________________________________________________________________________________________________________________________________________________

 

Scripts used:

EWRS

MIST

CTLD

MOOSE Framework


Edited by deadlyfishes
  • Like 1

"Through The Inferno"



Endless, Dynamic, Open-World Experience for DCS World



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  • 1 month later...
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UPDATE 02/07/21 - 1: v1.80a - Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units:     - ALL DCS Aircraft and Ground Units are available to add

You can DOWNLOAD the latest version here via ED User Files---> [https://www.digitalcombatsimulator.c...3233/index.php]   Singleplayer or Private Co-op Only   Looking for th

UPDATE 02/21/21 - 1: v1.80b - Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are

I've really enjoyed playing this. Is there a new version planned for 2.5?

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I've really enjoyed playing this. Is there a new version planned for 2.5?

 

I updated to v1.06 after 2.5 released. Check the file on ED User files.

"Through The Inferno"



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  • 4 weeks later...

I was wondering if any scripts or addons are needed for this mission.. WE are having issues where the JTAC Lased targets we can not pick up in the A-10c or Harrier..

 

 

I am flying the Harrier and am in LST mode but it does not pick up the laser point.. I was using this fine in Normandy I think a different mission but same principal with the JTAC..

 

 

So I have to wonder since neither myself or my friend was able to pick up the Laser is there something wrong in this mission or is it user error..

 

 

Great mission by the way.. thank you for the mission..

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I was wondering if any scripts or addons are needed for this mission.. WE are having issues where the JTAC Lased targets we can not pick up in the A-10c or Harrier..

 

 

I am flying the Harrier and am in LST mode but it does not pick up the laser point.. I was using this fine in Normandy I think a different mission but same principal with the JTAC..

 

 

So I have to wonder since neither myself or my friend was able to pick up the Laser is there something wrong in this mission or is it user error..

 

 

Great mission by the way.. thank you for the mission..

 

I just tested the missions using both airframes for laser code 1688 and they pick up the laser just fine. You have to use the JTAC status to see if they are live and lasing. They only do so when missions are active.

"Through The Inferno"



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Good stuff

 

The only thing I find detracts from the mission is JTAC tends to select support vehicles despite active armour and anti air in same location within LOS.

 

Also way too much smoke. I'm out of touch with mission editing but thought it was possible for JTAC to smoke the AO once then talk on from there, kind of like a local bullseye.

 

This would imporve the Ka50 game making it less of a duck shoot. I don't think it would have negative effect for the fixed wing guys with laser guided munitions as long as JTAC was lasing as normal just not laying smoke for every target.

 

Many thanks, had fun flying the Caucasus mission.

The FALSE is real, but it's not THRUTH right?

 

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Good stuff

 

The only thing I find detracts from the mission is JTAC tends to select support vehicles despite active armour and anti air in same location within LOS.

 

Also way too much smoke. I'm out of touch with mission editing but thought it was possible for JTAC to smoke the AO once then talk on from there, kind of like a local bullseye.

 

This would imporve the Ka50 game making it less of a duck shoot. I don't think it would have negative effect for the fixed wing guys with laser guided munitions as long as JTAC was lasing as normal just not laying smoke for every target.

 

Many thanks, had fun flying the Caucasus mission.

 

I added a version to the download; "No Smoked Targets" version. Re-download the file from ED User Files and you'll get a zip with two versions now.

 

Enjoy! Thanks for the feedback :)

"Through The Inferno"



Endless, Dynamic, Open-World Experience for DCS World



Website | Discord | Support TTI on Patreon

SP Missions:

Caucasus | NTTR |Syria| Persian Gulf | Normandy (Modern) | Normandy (WW2)

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  • 2 weeks later...

The Las Vegas one does not load in 2.5 for me, the circle just sits there spinning. I tried to load it in the ME and it would not load there either.

Ask Jesus for Forgiveness before you takeoff :pilotfly:!

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fhog- The f10 menu will let you load troops of different types where there is Blue smoke but I have no idea how to find out where to take the troops and drop them off. I look on the kneeboard and the F10 map but have not figured out how to find where the conflict is. If you figure it out let me know how. Thanks

Ask Jesus for Forgiveness before you takeoff :pilotfly:!

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off.

 

fhog- The f10 menu will let you load troops of different types where there is Blue smoke but I have no idea how to find out where to take the troops and drop them off. I look on the kneeboard and the F10 map but have not figured out how to find where the conflict is. If you figure it out let me know how. Thanks

 

That's the problem. I'm not sure where to drop the troops off either.

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That's the problem. I'm not sure where to drop the troops off either.

 

You just drop them at mission locations. You'll need combined arms to control them. Sometimes if you're close enough, they'll move on their own.

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You just drop them at mission locations. You'll need combined arms to control them. Sometimes if you're close enough, they'll move on their own.
Oh ok, that makes sense. Thanks for your hard work. I've been enjoying it with the a10c.

 

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"I look on the kneeboard and the F10 map but have not figured out how to find where the conflict is."

That is what I meant by conflict, I don't see how to find where the mission location is to drop off the troops.

Ask Jesus for Forgiveness before you takeoff :pilotfly:!

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"I look on the kneeboard and the F10 map but have not figured out how to find where the conflict is."

That is what I meant by conflict, I don't see how to find where the mission location is to drop off the troops.

 

I believe you need to spawn a mission first. then drop the troops off.

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What is the Role of the Huey? Just gunship. or is there transportation missions?

 

The Las Vegas one does not load in 2.5 for me, the circle just sits there spinning. I tried to load it in the ME and it would not load there either.

 

I've updated to version 1.08

 

Now there is an "Infantry Assault" mission where you can utilize helo gunships and/or drop off troops near the zone to fight enemy troops. Load 4 miniguns in the huey and watch an awesome light show :D

"Through The Inferno"



Endless, Dynamic, Open-World Experience for DCS World



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I've updated to version 1.08

 

Now there is an "Infantry Assault" mission where you can utilize helo gunships and/or drop off troops near the zone to fight enemy troops. Load 4 miniguns in the huey and watch an awesome light show :D

Sweet, downloading now. Thanks man!

 

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@deadlyfishes

Do you publish a multiplayer version of this mission that people could use to host

METAR weather for DCS World missions

 

Guide to help out new DCS MOOSE Users -> HERE

Havoc Company Dedicated server info Connect IP: 94.23.215.203

SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245

Please contact me HERE if you have any server feedback or METAR issues/requests

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@deadlyfishes

Do you publish a multiplayer version of this mission that people could use to host

 

The multiplayer version is tied to a local machine and won't run without external script files.

 

Plus, it's quite demanding and requires a host machine only. For now, you can host this version privately and add more slots as desired.

"Through The Inferno"



Endless, Dynamic, Open-World Experience for DCS World



Website | Discord | Support TTI on Patreon

SP Missions:

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The multiplayer version is tied to a local machine and won't run without external script files.

 

Plus, it's quite demanding and requires a host machine only. For now, you can host this version privately and add more slots as desired.

 

Thanks for replying

 

I was planning on running it on a dedicated machine, just at the weekends to try it out and see if she can handle the load

 

Would it not be possible to get the script files needed that are stored on your host machine?


Edited by Johnny_Rico

METAR weather for DCS World missions

 

Guide to help out new DCS MOOSE Users -> HERE

Havoc Company Dedicated server info Connect IP: 94.23.215.203

SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245

Please contact me HERE if you have any server feedback or METAR issues/requests

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Thanks for replying

 

I was planning on running it on a dedicated machine, just at the weekends to try it out and see if she can handle the load

 

Would it not be possible to get the script files needed that are stored on your host machine?

 

First, we don't want other servers running our mission since it's tied in with our community, like Blueflag and OpenConflict before they closed down.

 

Second, the MP version dynamically generates real world weather and persists units on the battlefield.

 

We have a program that we wrote ourselves to inject persisted units, real world weather and runs our community/squadron stats and database.

 

You'd need more than just two files to run our mission. All of the scripts are locally hosted and loaded, plus we'd have to give up our source code for our persistent and dynamic loader software that we made. We're planning to release it as an app sometime in the near future, but it needs some work.

 

Additionally, we're overhauling all of that soon to create discord and web service bots to detect server status, mission status and live player/operation maps.

"Through The Inferno"



Endless, Dynamic, Open-World Experience for DCS World



Website | Discord | Support TTI on Patreon

SP Missions:

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Ah ok, so just your server in US and the Australia currently hosting it

Pity there is no EU one :-(

 

Well if you ever get your system/program into a testable status give me shout, I could help you test it out on an EU based server

METAR weather for DCS World missions

 

Guide to help out new DCS MOOSE Users -> HERE

Havoc Company Dedicated server info Connect IP: 94.23.215.203

SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245

Please contact me HERE if you have any server feedback or METAR issues/requests

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