Through The Inferno (Dynamic PvE) by deadlyfishes is an endless, dynamic, and open-world PvE experience for DCS World.
All World War II aircraft are available with a dynamic mission spawning and tasking menu.
Normandy + The Channel Map versions included!
All missions are dynamically generated with random enemy unit groups for all mission types. Each mission spawn will never be the same!
Available missions include; Air to air, air to ground, and special D-Day Invasion missions.
Current Version: v1.06b - 02/16/20
Through The Inferno (Normandy/The Channel 1944) by deadlyfishes is an endless, dynamic, and open-world PvE experience for DCS World.
All WW2 aircraft are available with a dynamic mission spawning, special mission events and tasking menu.
Use your COMMUNICATIONS MENU button to find the tasking menus. (Usually bound to your \ key ).
Support all of our TTI MP and SP projects on Patreon:
ED Forum Information and Support Forum Posts:
TTI Caucasus Map:
TTI NTTR Map:
TTI Persian Gulf Map:
TTI Syria Map:
TTI Mariana Islands Map:
TTI Normandy Map (WW2):
TTI Normandy Map (Modern):
Join our Through The Inferno Multiplayer Community Discord:
Official Through The Inferno website:
The new and improved TTI is more ALIVE with custom mission settings that you can configure!
You EASILY configure:
-Which missions auto-generate
-Which units show up at auto generated missions and how many
-What potential a2a threats appear and how often
-You can disable all auto-spawns entirely
-You can enable or disable random civilian air traffic
-You can configure JTAC smoke settings (smoked or non-smoked targets)
- +Many more configurable options!
"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 fr om ArmA 3. (Details in the briefing and forum post on how to use these commands)
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 - Hard Targets, several AA threats
EASY - Soft targets, minimal AA threats
ANTI-SHIP - Attack ships
Infantry Assault - Attack infantry and a few soft targets
SPECIAL D-DAY MISSIONS - Trigger one of two "D-Day" Special missions:
- Assault Omaha Beach ---> Your coalition will launch ships to land on the shores of Normandy and launch troops to take control of Omaha beach. Defeat all enemy units to support the assault to win the mission.
- Defend Omaha Beach ---> Your coalition will will defend Omaha beach as enemy ships land on the shores of Normandy and launch troops to take control of Omaha beach. Defeat all enemy units to support the defense to win the mission.
RECON PLANES Autosmoke/Designate
JTACs (RECON PLANES IN THIS CASE) AUTOMATICALLY /smoke targets.
No need to communicate with JTAC.
Use "RECON REPORT" in your F10 - Other Menu for more JTAC details on marked targets.
Early Warning Radar Report System
Similar to EWRS in the other TTI Missions, this one has been modified slightly to be closer to how EWRS behaved in 1944, only showing the bearing and range of enemy planes. This can be disabled if you feel this breaks realism or immersion.
One caveat currently is that the system requires a HAWK radar placed on the map. I'm looking into more realistic alternatives, but this should do for now.
Modules that I've included:
Fw 190 D-9
Fw 190 A-8
WW2 Asset Pack
Other F10 Menu Options:
Early Warning System - A less sophisticated A2A reporting system that only shows bandit bearing and range. (due to earlier tech limitations) This is optional and can be turned off.
RECON Reports of Ground Targets (Formerly JTAC, adjusted for time period) - Shows detailed location information on an active target.
Intel Menu - You can have target areas smoked as well as get location via GRID
How to create zeus units:
Video/gif short tutorials:
Spawn "Zeus" Units Using Map Markers:
Units are stackable!
1) Add a map marker of wh ere you want to create a unit. DO NOT TYPE ANYTHING OR HIT ENTER JUST YET.
2) Type in "-create [NAME OF UNIT YOU WANT TO SPAWN FR OM THE LIST]" DO NOT HIT ENTER OR LEAVE THE MARKER ON THE MAP JUST YET.
Example "-create f14_red" will create an element of REDFOR AI F-14's
SPAWNABLE UNITS LIST:
UNITS CAN BE STACKED! Spawn as many of any unit as you like to create your own ground missions!
--RED ZEUS SPAWNABLE UNITS
moskva_red (for lolz)
--BLUE ZEUS SPAWNABLE UNITS
moskva_blue (for lolz)
recon --> (this is a orbiting aircraft that smokes targets wh ere you place it!) (similar to JTAC in modern missions)
3) Once you type your command in, hit the X button on the map marker (top right of the box) to initiate the spawn.
Destroy Ground Units: (Only works for ground units):
1) Add a map marker on top of the ground units you want to destroy/delete. DO NOT TYPE ANYTHING OR HIT ENTER JUST YET.
2) Type in "-destroy" and hit the X button on the map marker (top right of the box) to rid the area of ground units or ships.
Good for: Removing missions you don't want to complete or deleting your spawned in JTAC or Friendly Combined Arms units you no longer want in your mission.
WARNING: There is no way to get back friendly ship units, you'll have to restart the mission.
This mission relies heavily on the MOOSE framework to achieve dynamic mission/tasking generation:
Maintaining the server community and mission design (for both singleplayer and multiplayer) is a lot of hard work. We work hard on new features and bug fixes on a daily basis. Feel free to make a donation to our developers and community via our website. We thank you for your support.
Some common issues:
Menus do not behave properly when you try to use them too quickly after you spawn in. Sometimes you have to go in and out of the F10 - Other menu a few times before it's completely usable. Switching slots after your initial slot choice will usually fix any menu related issue.
When in doubt, just restart the mission.
Regarding hosting this mission as a multiplayer server;
This mission is originally designed and intended for SINGLEPLAYER use only. There will be many issues and bugs that arise when you set this mission up in a multiplayer setting. However, I do see the viability of this mission being used in a small private co-op setting, which does require you to host the mission online in some way.
I kindly ask that you keep it private either by password protecting or hiding it from the public server list when you host this mission. I also ask that you let me know if you wish to do so.