If you would like further support with TTI SP Missions, we prefer that you reach out to us via our TTI Discord in the #tti-sp-mission-development channel.
Additionally, we encourage that you support the efforts towards TTI SP mission development via our Patreon.
Fixed buggy Mirage F1 loadouts (floating missiles without racks)
Fixed an issue where tankers were not properly auto-spawning
Added new options for friendly airbase AAA/SAM sites spawning on mission start. The default setting is to include these AA SAM site spawns. Additionally, these spawns change based on era and is configurable for each era.
Added and updated text files and briefing to include the full list of ground and air database units, used for spawning pools, zeus spawns and more.
Added reference airfield names in the RAT.lua file for those who may want to customize RAT airfield settings that are not normally accessible in the mission editor settings.
Added P-19 EWR to SA-3 site spawns (both for enemy and friendly factions)
Changed default mission settings to help the default mission setting config to be slightly more performant; Disabled A2G Helo Mission Autospawn, Disabled Anti-Ship Autospawn, Disabled enemy A2G Reinforcement convoys (sent to reinforce ground missions, regular convoy mission is retained), A2G Friendly Convoy Backups
Take all .lua files from v2.6.1h and put them into your v2.6.1f miz, where the lua files are (recommend to use 7zip to open/extract and to insert files into .miz files)
Add TWO very small (radius ~40) zones zones named: airbase_anti_air_spawn_1 and airbase_anti_air_spawn_2 and put them at your main airbase(s) where the friendly AA ground units will spawning
Add these new settings text blocks to your mission settings and change your desired setting for friendly AA at your home airbase(s):
— set friendly airbase anti-air units to protect airbase –use units from spawning list document or briefing enable_friendly_airbase_aa_1 = true mainAirbaseAntiAirType_Modern_1 = “blue_aa_sam_hawk” mainAirbaseAntiAirType_ColdWar_1 = “blue_aa_sam_tac_avenger” mainAirbaseAntiAirType_KoreanWar_1 = “blue_aa_aaa_bofors40” mainAirbaseAntiAirType_WW2_1 = “blue_aa_aaa_bofors40”
Fixed an issue where A2A Player Kill notifications were not working.
Fixed an issue on some TTI Maps where friendly CAP backups were not spawning properly
Fixed an issue where ATIS was not auto-starting.
Fixed an issue where RAT Carrier Spawns were not initiating properly on carrier aircraft player spawn.
Added an new A2G Mission Menu spawning option to choose specific mission. (A2G Easy/Hard/Helo 1, 2, 3 etc…) when auto-start for that mission type is disabled.
Update October 18, 2024 – 1: TTI SP v2.6.1c (Crash, Log Error and Dedicated Server Fixes)
Fixed a crash/freeze when an Infantry Assault Mission is destroyed/completed.
Fixed log errors related to player spawn TypeName not being valid (this did not cause any issues, but the error log should be clear of these)
Fixed an issue in Dedicated server mode that attempted to give menus to aircraft regardless of players spawned in the server or not. Now the setup only occurs when players are in the server and in aircraft slots.
Mission Enhancer Script functions restored and working – Thanks to “Carlito” from the TTI Discord for the fix!
— HOTFIX Manual Fix (For those comfortable with script replacement and mission editor use that have already set up setting and custom setups in the miz file for v2.6.1a/b)
All that is needed to fix is to extract EWRS_TTI_SP.lua, Ground Missions.Lua, Enhancer Script 2.0.lua, Trigger List SP.lua (you can also just grab all of them to be safe) from the miz in this update (v2.6.1c) and load them into the your v2.6.1a or v2.6.1b miz (recommend to use 7zip to extract)
Fixed an issue where Ground and Sea Convoys were not spawning correctly
Fixed an issue that “Single Mission Mode” would not work if there is only one type of mission in the mission type pool, since it originally tried to avoid spawning the same mission type twice in a row.
Removed the setting “firstRandomSingleMission” as it is not needed, choosing the first single mission type resulted in a script error, so this setting is no longer in use.
Updated Mission Briefing to properly link to third-party scripts; CTLD, CSAR and EWR BigEye.
— HOTFIX Manual Fix (For those comfortable with script replacement and mission editor use that have already set up setting and custom setups in the miz file for v2.6.1a)
This hotfix mainly fixes CONVOY related missions, and all that is needed to fix is to extract Ground Missions.lua and Trigger List SP.lua from the miz in this update (v2.6.1b) and load them into the your v2.6.1a miz (recommend to use 7zip to extract)
Additionally as mentioned, the setting “firstRandomSingleMission” is no longer in use. Setting this setting will not do anything nor will it break any script, but just understand that this no longer points to any script so it does not do anything and can be deleted.
Update Ocober 9, 2024 – 1: TTI SP v2.6.1a
Add new CH-47F Module
— Overhaul framework for F10 menu to be compatible with the latest DCS Dedicated Server Mode.
Fixes a major issue where F10 menus were not showing up for some slots or clients)
— Overhaul and replace old EWRS AWACS script to new/custom EWR AWACS Script (based on BigEye EWR by leonardo_c) https://forum.dcs.world/topic/339256-bigeye-ewr-script/
New UI design showing – Bearing | Range | Altitude | Aspect | Type
Will automatically change unit measurements based on aircraft type
Can subscribe to constant GCI reports to focus on a single target group
Can change message frequency in menu
Can optionally disable helped header text for a more minimal display
Many more options not mentioned here, check out the new menu for yourself!
— Overhaul CTLD to brand new MOOSE-based CTLD, retaining similar functionality and feature set from TTI SP v2.5.1 and earlier. Many new options are and features available, including the ability to easily change buildable groups/units.
Works with all DCS Rotary Wing Aircraft
Similar options as previous CTLD
Customizable buildables – You can choose your own buildable units, determine how many crates, you can even build your own buildable setups in the ME yourself (using late activation and correctly referencing the group name you assigned)
Can now build a usable FARP that allows for crate spawning
Options to enable/disable building at pickup/loading zones so you can build defenses within a loading area if desired
Option to have dropped troops move towards objective automatically without using Combined Arms
New CTLD and CSAR options now have its own text file and section for these settings
Many more options not mentioned here, check out the new menu for yourself!
— New “Mission Sequence” feature
Allows for missions to be completed in sequence (random, but never repeats a previously done mission), for a set number of missions. Once the sequence is complete it will restart again, with a new random sequence
Menu options for tracking this are available in F-10 Other
This is an optional feature, disabled by default, enable in mission settings.
— Other new misc features, fixes and improvements
Fixed an issue where bomber groups were not bombing the assigned target point.
Added “Accept Mission” options so that pilots can start the next mission only after accepting it in the menu.
Added an easier menu path to delete ground missions in the F10 – Other Debug menu
Improved A2A Constant Spawn logic and also added an option to spawn a custom number of a2a “constant” spawn groups to be active at once. Once all groups are destroyed then the next batch of the desired amount of groups will spawn
Added a way to activate certain F10 Other menu actions such as spawning missions via the map marker command method (making a map marker, with a text command, executed by closing it)
Fixed kill/hit detection script to not throw random errors when certain AI units are hit or destroyed. (This did not break the mission previously but flooded log with errors)
Fixed an issue with AWACS detection functionality
— Compatibility with DYNAMIC SLOT – Enjoy using DCS Dynamic Slot when hosting TTI SP for private co-op multiplayer on dedicated server mode or as online host. A few airfields, carriers and FARPS now have Dynamic Slot available.
— Enabled Dynamic Cargo for those wanting to try cargo gameplay out outside of CTLD
TTI Kola Peninsula – v2.5.0b HOTFIX (May 23, 2024)
Fixed an issue where Kola East had an airbase ATIS issue with the MOOSE framework. Moved ATIS to International airport for now.
Update March 17, 2024 – 1: TTI SP v2.4.9f
Changed despawn logic of friendly BLUE AI aircraft. Carrier type aircraft despawn quicker than other airframe types to ensure that carrier decks are not blocked when AI are busy doing launch and recovery.
Updated text readme and online documentation on how to get “load settings from saved games” to work.
Fixed an issue where it was possible that Korean War and WW2 era aircraft would sometimes deploy modern countermeasures.
Fixed an issue where friendly A2A spawns TO PLAYER location did not have a working waypoint for the AI or map marker.
Fixed an issue with spawning SMERCH units that caused an error.
Fixed an issue with spawning BLUE TRAINER AIRCRAFT units that caused an error.
Fixed an issue where CONVOY INTEL would always display when asking for single mission intel of another type
Fixed an issue where mission settings were not showing the correct setting for JTAC drones.
Fixed an issue where ground units requesting air support/CAS messages would not go on cooldown sometimes and constantly spam.
Add new artillery units to spawning pools and database: red_arty_hlb8m1 and red_arty_ttb8m1 (Insurgent trucks with B8M1 80mm launchers)
Add new AAA flak units to spawning pools and database: red_aa_aaa_s60, red_aa_aaa_ks19, red_aa_aaa_firecan_son9
Changed TTI Settings default in editor and in scripts to improve performance for defaults.
Changed default enemy A2A spawning pools, removing most US fighters spawning as enemy A2A.
Add options for CTLD/CSAR to start on mission load, will wait for player to spawn in helo first by default
Using MOOSE CSAR now, which has the same functionality as before with a few more quality of life improvements, such as downed pilots will now run towards your helo if you are able to land nearby
Add radio menu option to FLARE DESIGNATE active ground and/or ship convoy missions.
Add new options to change the number of units in enemy ship and ground convoys
Removed a dependency on carrier spawn so that certain mods do not break loading the mission scripts. Note that mods that break carrier spawns will still have broken carriers regardless of DCS mission. This is for those who choose to continue to use these mods and do not intend to use carriers. A message will warn about this, and can still pop-up if the carriers were accidentally removed or renamed in the mission editor.
Added text file with recommended settings to improve performance.
Fixed many script errors relating to CTLD, CSAR, Tanker Spawns and other core scripts relating to DCS Engine Update. Please ensure that you do not use any DCS Open Beta version earlier than DCS Open Beta DCS 2.9.1.48111 which was released on November 11, 2023.
Fixed an issue where some MISSION ERAs and WW2 Asset Pack were not working, causing script errors on some maps.
Added an option to load/read mission settings from local files on your PC, that do not require re-saving or re-loading scripts into the mission via the editor. This is not the default behavior, you must change this in the DEFINE MISSION LOAD SETTINGS in the MISSION EDITOR first. See documentation and included text file for details.
JTAC/AFAC Drones will now prioritize air defenses before targeting armor, then soft targets, then finally infantry.
Option added for JTAC/AFAC Drones to prioritize air defenses or to choose targets at random. Prioritizing air defenses is the default setting.
Extended the F10 Other – Menu options for JTAC/AFAC target status by adding options for the time to display the status pop-up, similar to the active target location options.
Fixed an issue in the Caucasus mission where some F10 – Other menu options were duplicated and caused spawning issues.
Added method within the RAT.lua to change whether certain RAT spawns start on runway, hot or cold on ramp. These options are not exposed in the mission settings, but can be changed in the lua for ease of future updates for the mission designer.
Cleaned up the startup script and settings text and consolidated to a single text box. This status message can be disabled in the mission settings. Additionally, you can see the script and startup status of the mission via the F10. Other Misc Mission Tools and Utils Menu.
Fixed an issue (DCS 2.9 OB) where kill messages were being triggered by A2G units hitting a player
Update June 22, 2023 – 1: TTI SP v2.4.7a
Added F-15E module.
Added Skynet IADS Script by walder https://github.com/walder/Skynet-IADS Can be optionally disabled via mission settings. See documentation for details.
Fixed a major crash/CTD, and loading issue with DCS 2.8.3.37556 Open Beta Multi-Threading (MT). – This version now works and is fully compatible with Multi-Threading (MT).
Fixed an issue where CTLD and CSAR menus were not loading.
Fixed an issue where enabling the WW2 Asset Pack units were breaking the scripting environment.
Added new customizable settings to adjust tanker speed.
Added Mirage F1EE module. Mission will spawn the proper tanker for this module as well.
Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example)
Fixed an issue on Caucasus where a helo mission marker was slightly offset.
Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard ‘spawning pool list’ method. This means convoy templates are no longer edited within the mission editor.
ease check documentation on how to edit convoy spawning pools
Fixed an issue where the tankers were spawning too low below low cloud layers.
Fixed an issue in Random Air Traffic script where too many AV-8B’s were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added.
Added an option to remove debug options such as “End Mission” from the F-10 debug menu.
Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details.
Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details.
“I’m hit ejecting”/”Eject” friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone).
Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts.
Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!)
Restored “A2A Hard” to just be a regular A2A spawn using the A2A HARD template
Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it’s own new spawn type as “A2A Enemy Elite Sqn” in the menu. This utilizes the A2A HARD template list as a spawning pool for now.
Added “SINGLE MISSION MODE” which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned.
a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings.
Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR)
Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default.
Added 7 more potential ground convoy routes to add much more variety to convoy missions.
Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected.
Added a new RAT menu option to spawn all CVN assets that have not already been initialized.
Added option to have “A2A Constant” enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed.
Added a F10 Other menu option to disable A2A auto-spawns while mid-mission.
Optional Expansion scripts now allow for custom airfield spawn locations
Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit.
Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor.
Added an option to make EWRS AWACS auto-reports on or off by default.
Added an option to change EWRS display time.
Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list.
Further polish and cleaning up of the organization of the F10 Other Menu for ease of use.
Allowed Carrier Deck layout menu in the Cold War era.
Allowed more RAT Carrier aircraft in Cold War Era
Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns.
When ground missions with available WPT initializes, the message of the new mission will display with the WPT number.
Optionally installed modded player aircraft spawns trigger their respective tankers and logistics.
Further improvements to mission detection logic that should alleviate some script processing performance.
Major overhaul to Random Air Traffic (RAT) Script:
Added a RAT F10 – Other menu to manually control RAT spawns in real time while in-game and other options.
RAT aircraft at airbases utilize a random pool of aircraft that you can customize, similar to editing spawning pools
RAT aircraft will take off, fly to one of the RAT Waypoints, which you can move, resize (they spawn in a random position within those zones), then land at the airbase they originated from
RAT aircraft will respawn shortly after parking or death as a new aircraft type
Introduction of REDFOR RAT aircraft. Each map will have a REDFOR base or two, which REDFOR RAT planes will commute between. Their types are also randomized and can also be customized similar to editing spawning pools.
Added option to only spawn RAT carrier aircraft if a player occupies the relevant carrier aircraft. Example; if a player spawns in an FA-18C or F-14A/B, then if enabled, the RAT aircraft for the CVN carrier will spawn. This is also how it will work for the Su-33 or AV-8B N/A.
S-3B and E-2D are added as optional carrier aircraft for the CVN.
Added “Random” spawning template pools for those that wish to randomize aircraft that spawn on carriers, including custom aircraft
Added option to also spawn helos on the LHA-1 Tarawa
Removed a lot of the “template” RAT aircraft which are no longer required. A text file is included in the mission zip file that goes through the process step by step to add your own random air traffic planes in the mission editor.
Other updates, features and fixes:
Mission briefing updated and more up to date.
When requesting CAP Backup from the F10 Other Menu, you can optionally choose for them to either fly to the position where you requested CAP backup, or for them to fly their normal CAP route.
Tanker spawns are now set to only spawn-in if compatible aircraft are occupied by players. Example; The “Slow Boom Tanker” will spawn in when a player occupies an A-10A/C/C II.
Fixed an issue where AI wingmen landing before you land, despawns the entire group. AI despawning after land is done on a per-unit-basis to avoid the previous issue.
Fixed an issue where EWRS AWACS report interval setting via F10 Menu was not working.
Added a customizable livery lua file for those that wish to utilize custom liveries for both red or blue aircraft. This file needs to be extracted from the miz using 7zip, and re-injected after editing.
All aircraft now have a default livery set that should help players discern red from blue for aircraft that have several liveries available in vanilla DCS.
CTLD was updated to the latest version.
Added new menu option with CTLD to change between real sling loading or simulated hover loading while in-game.
Fixed an issue where sometimes spawning into newly created client/player aircraft would not work.
Tankers will fly below or above cloud layer, based on the settings you choose. (Lower cloud base, they go above, higher cloud base they go below).
Airboss Carrier will set recovery CASE based on weather (clouds, visibility, etc…).
Re-organized F10 Menu. Some menu items have moved to a relevant sub menu to clean up the front-end F10 – Other menu.
Added ATIS feature. ATIS auto-starts by default, and will be disabled when a player enters into an FC3 aircraft since ATIS will constantly be playing for FC3 aircraft. This can be disabled optionally in the settings. ATIS can also be enabled/disabled via the F10 – Other Menu
Fixed an issue with carrier deck static objects not deleting all units sometimes.
Added a new option to spawn a default carrier deck layout at the start of the mission if CVN carrier is enabled.
Moved A2G Helo/A2G Easy Missions at McCarran to be outside of the airfield capture zone to allow civilian RAT planes to takeoff
Adjusted friendly F/A-18C, F-16C and F-15C friendly A2A loadouts.
Fixed an issue where convoy mission markers were not properly removed after completing convoy missions.
Made location intel reports only show to requester.
Added option to show intel reports for individual ground missions as desired, and for how long to keep the display up.
Added OPTIONAL Civil and Modern Aircraft Mod Expansions which easily integrates the Civil and/or Modern Aircraft mods into the Random Air Traffic System in TTI SP. Tutorials for config and installation of this optional script is available: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
Added new units to the air, ground, and ship spawning pools:
Update October 27, 2022 – 2: TTI SP v2.2.7b
Hotfixed an issue where kill messages were not working
Update October 27, 2022 – 1: TTI SP v2.2.7a
Added MB-339 Module.
Added MB-339 to Zeus spawning list and to the default Modern Era enemy A2A spawning pools.
Significant overhaul to unit and mission detection systems by changing the enemy ground unit detection method to greatly improve performance overall. With this overhaul, a lot of issues relating to mission detection/completion were addressed.
Added options for enabling/disabling specific Carriers on maps and applicable eras with Carrier Ops.
Added options for enabling/disabling specific tanker aircraft as desired.
Added documentation in zip file with mission setting suggestions for better performance.
Smoke/flare markers at active missions now deploy instantly after requested.
Fixed an issue where modern era aircraft friendly backup aircraft spawned when the WW2 era is selected.
Fixed a database spawning issue on the Normandy Map.
Fixed an issue where enemy infantry reinforcements were not spawning the correct units for WW2 and Korean War eras.
Fixed an issue where friendly vehicle reinforcements were not spawning the correct units for WW2 and Korean War eras.
Fixed an issue where lag spikes would occur when multiple units were destroyed quickly (Bombs on troops or ground unit clusters).
Fixed an issue where ground attack missions weren’t properly being detected as completed, which then prevented the next ground attack mission from auto-starting.
Fixed an issue where convoy attack missions weren’t properly being detected as completed, which then prevented the next convoy mission from auto-starting.
Update July 25, 2022 – 1: TTI SP v2.2.5a
Added Mirage F1CE Module
Added Mirage F1CE to spawning pools for Modern and Cold War Eras
Added Mirage F1CE to Zeus spawning list
Add new voice line SFX for kill events
Fixed an issue where A2A Intercept Mission would not spawn via the F10 Menu
Fixed an issue where infantry support notify cool down was not working
Update June 18, 2022 – 1: TTI SP v2.2.4d
Fixed an issue where the a2a stacking option was not working properly.
Added an option to replace voice line sounds with UI SFX or silence.
Added Mount Pleasant variation to the South Atlantic Map
Replaced the ground EWRS radar with the FPS-117 Dome Unit.
Update May 30, 2022 – 1: v2.2.4a
Added ACLS to Super Carrier.
Added separate set of +10 new zones for A2G Infantry Assault Missions.
A2G Helo Missions are now enabled by default.
Fixed an issue where A2G Helo and A2G Infantry Assault missions would not complete if these missions were both active.
Fixed an issue where units were sometimes not being properly tracked as “dead” which caused some skipped events that affect kill notifications and other important events.
Fixed an issue where the A2A Helo missions were not properly spawning via the auto-spawning.
Added an option to enable or disable auto-started A2A mission stacking via th the new option: “auto_air_mission_stacking”.
Changed the config option “allow_air_mission_stacking” to “manual_air_mission_stacking” to be more clear as to what this option does.
Moved the bomber options to the main “DEFINE MISSION SETTINGS” trigger list.
Fixed an issue where rescue helo and tanker scripts for airboss carrier was not working.
BULLSEYE moved/changed to WPT-2
UPDATE April 16, 2022 – 1: v2.2.1
Infantry Assault missions expanded to +5 more possible locations
A2G Helo missions expanded to +5 more possible locations
Fixed an issue where some kill and/or hit events were not properly triggering the notification (message + sound) to the player.
Improved the kill notification to the player when destroying a ground unit. The message will now transcribe the randomly chosen dialogue in the sound clip.
Added unique voice clips and message notifications for killing enemy infantry.
Friendly ground battalion groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification.
Friendly CAP reinforcement aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification.
Enemy CAP elite squadron (A2A Hard Mission) aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification.
Added 2 new FARPs to the map with working troop pickup and logistics functions (CTLD). These have been placed in strategic locations to reduce RTB transit times for refueling, rearming, repairing or any other logistics functions (CTLD) for helos.
Change default CTLD troop pickup smoke color to white.
Fixed an issue where disabling CTLD/CSAR would cause script errors.
Friendly CAP reinforcements will now RTB after patrolling around the CAP spawn zones to their initial home airbase or carrier and delete themselves a few minutes after landing to save on resources.
RAT Carrier Aircraft (on maps and eras with carriers) will return to home carrier after patrolling a randomly chosen single CAP waypoint (a2a_wpt_1/2/3/4 etc…).
Fixed an issue where ground missions could be stacked via the F10 – Mission Spawning Menu
Fixed an issue A2A/ZEUS Helo spawn routes, and the auto A2A Helo mission spawn not working when optionally enabled.
Fixed Random Air Traffic (RAT) aircraft not spawning on NTTR map.
Fixed an issue where tanker callsigns were not set correctly.
Fixed an issue where tanker TACAN beacons were not working.
Global active mission zone detection optimized for better performance – Detection is now initiated when units are destroyed or when destroy commands via zeus are initiated.
Added drawn active mission zone circles with mission name label on F10 Map. This can be optionally be disabled.
Added drawn friendly air support requests circles with blue text label on F10 Map. This can be optionally be disabled.
Added drawn tanker tracks on F10 Map with text info box that include; Tanker name, tanker type, tanker callsign, tanker tacan channel, tanker frequency. This can be optionally be disabled.
Added drawn AWACS tracks on F10 Map with text info box that include; AWACS name, AWACS type, AWACS frequency. This can be optionally be disabled.
Added carrier info box on F10 Map. This can be optionally be disabled.
UPDATE March 17, 2022 – 1: v2.2.0
Added AH-46D Apache Module
Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries.
Color-coded edition mission zone colors and triggers.
Added “Cold War” mission era
Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own.
Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings.
Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings.
Added new unique voice clips and notifications added for the new randomized enemy reinforcement events.
Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion “air support” callouts are included along with map markers.
New sounds added for friendly troops deployment
New sounds added for friendly armored battalion deployment
New sounds and “dialogue” added to A2A Hard Missions. The mission now consists of “enemy ace squadron bandits”. They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the “ACAP” missions on TTI Multiplayer.
A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire.
Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions.
Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types.
Added config option to change how many SAM sites appear at random SAM spawns
Added config option to change CTLD simulated crate hover time to pick up a crate
Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default.
Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective.
Removed “templated” tankers and AWACS units from the editor map.
A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings.
A2A Friendly backup notification message and sound are improved; “Mission command” will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn.
A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available).
A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings
Friendly AI aircraft will now trigger a voice line/notification when they are shot down.
Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied)
Adjusted WW2 default spawning pool ground units
Adjusted WW2 and Korean War default spawning pool ship units
Adjusted WW2 default convoy units
Adjusted cruising altitude of WW2 enemy A2A spawns.
WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units.
Enemy bombers now spawn as a two-ship instead of a single-ship
Fixed an issue where bombers were improperly spawning on the “CPS” trigger zones instead of one of the “CPS_bomb” trigger zones.
Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus
Added more config options to turn off mission map markers.
Convoy map marker now updates with every intel request or every 5 minutes automatically.
Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well.
Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled.
Added a ‘Global Kill feed’ that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled.
EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you’d like.
Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.)
Ensured that the “drop troops here” works with or without the “-” previously required to initiate a map marker command.
Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission.
You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu.
Removed “templated a2a pathing” units to clean up the editor map a bit. You can now move around the “a2a_wpt” map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack.
Turned off friendly reports for aircraft spawned in via Random Air Traffic Script
Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all.
Added the option within the mission editor to edit the aircraft “Backup Friendly CAP” type/weapons that is spawned via the F10 Menu under “Air to Air Reinforcements” – The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say “Su-27 Backup” in the menu dynamically.)
Moved the “Debug” menu to the root F10 – Other menu
Moved the “Air to Air Reinforcements CAP” menu to the root F10 – Other menu
UPDATE 10/06/21 – 1: v2.00b HOTFIX All Maps: ~ Fixed an issue where the requested intel menu would repeat endlessly after the convoy mission spawns.
UPDATE 10/05/21 – 1: v2.00a All Maps: + “TTI: Eras of War” Update:
This major update and overhaul to the TTI Mission adds a new “Mission Era” setting that allows you to instantly change the mission generation and ambient battlefield characteristics to a desired era of arial combat operations. The following mission eras are available in this update:
Modern
Generally the same settings and experiences as before in previous TTI missions
Tankers, Aircraft Carriers, Troop Transport, AWACS Aircraft and other logistics are available.
Friendly modern era aircraft patrol the area when enabled.
Fight against modern era enemy air, sea and ground units
Korean War
Fight against Korean War era enemy air, sea and ground units.
Tankers, Aircraft Carriers, Troop Transport, AWACS Aircraft and other logistics are not available.
JTAC drones are replaced with Korean War aircraft.
Friendly Korean War era ambient aircraft patrol the area when enabled.
Editable template units for random ambient traffic
Editable template units for Korean War era convoys
Radar station emplacements replace AWACS Aircraft to ensure proper EWRS functionality.
Optional: WW2 Asset Pack can be enabled to utilize units from this paid module.
World War II
Fight against World War II era enemy air, sea and ground units.
Tankers, Aircraft Carriers, Troop Transport, AWACS Aircraft and other logistics are not available.
JTAC drones are replaced with World War II aircraft.
Friendly World War II era ambient aircraft patrol the area when enabled.
Editable template units for random ambient traffic
Editable template units for World War II era convoys
Radar station emplacements replace AWACS Aircraft to ensure proper EWRS functionality.
Optional: WW2 Asset Pack can be enabled to utilize units from this paid module.
__
+ Added more units to the spawn pool lists and Zeus spawnable units list:
ship_seawise_giant
arty_smerch_he
arty_plz05
arty_t155_firtina
arty_sau2
cap_mosquito
bombing_mosquito
bombing_h6j
+ Added all WW2 Asset Pack Units to spawning pool/zeus list ONLY IF WW2 ASSET PACK OWNED AND ONLY WHEN ENABLED.
+ Fixed an issue with JTAC Drone Spawn for A2G Easy Mission 1.
UPDATE 09/06/21 – 1: v1.83m All Maps: + Further improved custom user-created “Zeus” spawnable units, making it easier to create as many custom groups of all unit types as desired with easy to remember commands. Additionally, these custom units can be ‘transferred’ over to newer TTI missions or other TTI Maps. The included tutorial file goes in-depth on how to create and spawn these units.
Mariana Islands: ~ Fixed an issue where random air traffic spawns were not working.
UPDATE 08/23/21 – 1: v1.83k + Added many new custom display options for EWRS to allow players to show more or less information as desired for EWRS text box reports: – Change number of max enemy threats displayed on reports – Turn extra header text on/off – Turn bandit’s speed/heading info on/off – Change time interval between automatic reports. – Added presets for ease of use; Default, Reduced, Minimal Default: x4 bandits displayed, full bandit info, extra header text and threat level text on Reduced: x3 bandits displayed, full bandit info, extra header texts off Minimal: x2 bandits displayed, full bandit info, extra header text off
+ Added ability to edit enemy convoy unit composition in mission editor.
+ Added ability to edit custom “Zeus” spawnable ground groups in the mission editor.
UPDATE 07/17/21 – 1: v1.83f – Fixed an issue where LSO/Marshall/Airboss SFX for the Airboss script were not playing – Fixed an issue where some random SAM generation zones were not spawning correctly and/or designated properly by its JTAC (if JTAC at SAM sites are enabled) – Added CVN-7X Relay helicopter on carrier maps.
UPDATE 07/12/21 – 1: v1.83f
– Fixed an issue with CSAR forced rescue events were not spawning correctly.
– Fixed an issue where CSAR beacon/ADF was not working properly.
HOTFIX 04/26/21 – 1: v1.82b – Fixed an issue were Zeus commands were not working properly in Caucasus. – Adjusted SA-2 layout – Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.
UPDATE 04/25/21 – 1: v1.82a
– First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version.
– Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away.
– Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target.
– Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired.
– Added a weather preset and changed the time to ~18:00.
UPDATE 03/06/21 – 1: v1.80c
– Fixed an issue where using “-create jtac” was not working
– Added the “Zeus” spawnable unit list to the BRIEFING for better access (pause, show briefing or press LAlt+B to bring up the briefing)
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.
– 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)
– 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
– 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
Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier.
Layout Scripts Created by Redkite
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
– 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:
– 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. SanekFl said: I looked into script and added target elevation info. Please review pull request
– 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.
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 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.
– 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: v1.33a – 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.