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  • ED Team

Dear all, sorry for the lack of updates. I just now have begun redoing this campaign with some of the fixes and issues addressed that I wanted addressed, there are a few more I am looking to get done as well, but I hope to be able to motor through the campaign and get it more to where I wanted it originally.

I also, at the time of creation wanted a series of campaigns on all maps, I want to do some free content as well as the standard paid DLC campaigns, I want to add in some training aspects as well. I will try and keep people notified of my progress, as well I have noted feedback from other threads and will keep it in mind. 

Thanks all.

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6 hours ago, NineLine said:

I want to add in some training aspects as well.

Please please please; this would be super helpful!

Is there even a manual anymore? I'm unable to find one on the main website by checking just now. Even a refreshed [and public] manual would go a long way IMO.

 

Beyond that, some in-game, and even a solid single video to go over the F10 map functions would be super handy; I always struggle to remember simple tasks because they're in weird unexpected [to me] buttons. (Some of that is likely down to how rarely I get to use it)

But some generalized tutorial missions would be hugely appreciated I think; much like the ones we have for the aircraft for simple tasks to just get up and going in some of the more unique vehicles would be massively appreciated.

 

If I have any other genuine recommendations; it would be hugely appreciated to have TrackIR locked down (so I can't look in one direction, but be shooting in another despite crosshair still pointing where I'm looking; or at least resolve that issue where crosshair and view do not match), and I know obviously VR users would hugely appreciate the ability to use CA.

I know this is likely outside the scope of this thread, but I think it's worth throwing in the hat and hoping one day it's a possibility.

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  • ED Team
On 10/24/2022 at 7:02 PM, XCNuse said:

Please please please; this would be super helpful!

Is there even a manual anymore? I'm unable to find one on the main website by checking just now. Even a refreshed [and public] manual would go a long way IMO.

 

Beyond that, some in-game, and even a solid single video to go over the F10 map functions would be super handy; I always struggle to remember simple tasks because they're in weird unexpected [to me] buttons. (Some of that is likely down to how rarely I get to use it)

But some generalized tutorial missions would be hugely appreciated I think; much like the ones we have for the aircraft for simple tasks to just get up and going in some of the more unique vehicles would be massively appreciated.

 

If I have any other genuine recommendations; it would be hugely appreciated to have TrackIR locked down (so I can't look in one direction, but be shooting in another despite crosshair still pointing where I'm looking; or at least resolve that issue where crosshair and view do not match), and I know obviously VR users would hugely appreciate the ability to use CA.

I know this is likely outside the scope of this thread, but I think it's worth throwing in the hat and hoping one day it's a possibility.

Also to add, give me all your recommendations, desires etc, try and keep some what related to the scope of making this campaign better and CA. For example the TrackIR suggestion is a good one.

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Hi Nineline, i wanted to ask if you can please remove the UI from rendering in the NVG as you can see it completly obsucre the target, also, a Line Of Sight Tool would be fantastic for the map, so we can move units where they have a better field of view, just a ruler that highlights from point to point what obscure the sight
 

Digital Combat Simulator  Black Shark Screenshot 2022.07.28 - 19.47.09.90.png


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17 hours ago, NineLine said:

Also to add, give me all your recommendations, desires etc, try and keep some what related to the scope of making this campaign better and CA. For example the TrackIR suggestion is a good one.

We need more realistic stats for many ground units. Examples: in DCS, AI tanks can't hit anything when on the move (try to make them shoot at an enemy tank 2km away while moving at 40kmph...). Try driving a tank and do the same: really hard to hit too. In real life, during exercises modern MBTs have more than 95% hit rate in the same scenario! 

Another thing about tanks: reverse speed are all wrong! In DCS tanks reverse speeds are less than 10kmph. In real life they're between 30 and 40kmph! This is super annoying when you're trying to do real life tactics, such as shoot and scoot, or reverse in front of an obstacle.

Finally, the artillery needs a global overhaul. The accuracy (AI or player controlled) is often way worse than in real life. When aying an arty unit, the fire control is super, super basic and could be improved to allow more accurate shots. Finally, the AI arty could be created (I say created because it doesn't exist) because AI arty never, ever fire on their own, even when friendly units have spotted enemies well within range...

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15 hours ago, Mad_Shell said:

We need more realistic stats for many ground units. Examples: in DCS, AI tanks can't hit anything when on the move (try to make them shoot at an enemy tank 2km away while moving at 40kmph...). Try driving a tank and do the same: really hard to hit too. In real life, during exercises modern MBTs have more than 95% hit rate in the same scenario! 

Another thing about tanks: reverse speed are all wrong! In DCS tanks reverse speeds are less than 10kmph. In real life they're between 30 and 40kmph! This is super annoying when you're trying to do real life tactics, such as shoot and scoot, or reverse in front of an obstacle.

Finally, the artillery needs a global overhaul. The accuracy (AI or player controlled) is often way worse than in real life. When aying an arty unit, the fire control is super, super basic and could be improved to allow more accurate shots. Finally, the AI arty could be created (I say created because it doesn't exist) because AI arty never, ever fire on their own, even when friendly units have spotted enemies well within range...

i agree on all, especially Arty, the manned ones also should have more of a "aim for that point on map" and the gun automatically moves into the correct azimut, and then the possibility of making adjustment not a free aim like other unit

 

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  • 3 months later...

Mission 2 needs some sort of ovehaul. Still never managed to beat this mission. Things that need fixing in it are:-

  • Heavily damaged helos need to count as dead. If they bug out and stop attacking you have neutralized their threat.
  • it would be nice if other AI units would help instead of sitting dumb.
  • Since this was made there have been additions to the Air defense category. It would be nice if each of the groups of AD had a ZSU-57-2 with them for longer ranged engagements.
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  • 5 months later...
  • ED Team

Sorry its been a while now, I am ready to submit some changes shortly. I have been working through not only campaign improvements but trying to get some general core issues addressed along with it. I have Mission 2 almost complete and Mission 1 and sub-missions close to being done. 

image.png

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9 hours ago, NineLine said:

I have been working through not only campaign improvements but trying to get some general core issues addressed along with it.

:)))) I haven't pulled the trigger on the campaign itself but will after the update. I love Combined Arms and glad to hear there are some core issues that are being worked on.

Were you the one who added the new WW2 missions per chance? I was happy to see CA get some fresh content after all these years. 

(high poly Abrams, Bradley, and Humvee when ED? 😉 )

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