Guille's PzCorps Support Base - Multipurpose Icons and more.
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
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guille1434
- Major-General - Jagdtiger

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Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Thank you Cw for your comments and detailed information about your modding works!
I did not know that unit class #18 also provided long term suppression. Being this is the case, there is no need to migrate the siege artillery units from that unit class to another one. Still, I would like to separate armored trains (specially because I would like to add several units in this category, instead of just one unit) from units placed in the regular artillery class. If we want to do this, armored trains can be placed in the "unused" (and made "purchasable") structure class (we would need to change its little icon).
Thinking about this last idea, classing armored trains as structures would make them very vulnerable to any unit with the "fortkiller" trait... So, why not just make a new unit class specially for armored train type units in their direct fire switch? I think this is possible (I added a new "command" type unit class in my modded installation of Pz Corps).
Again, armored trains would be made switchable between a primary "tactical" (direct fire, 0 range) switch (just like any armored vehicle, but just moving on rail lines) and a secondary "no purchase" switch putting them in the Artillery class to give the ability to provide defensive fire and longer range fire (I already made the suitable icons set with elevated and zero elevation gun barrels for the vanilla game armored train icons).
About your gun data, I would correct some values in the range tables. For example, if I am not mistaken, the 60 cm Karl had a range of just 6 km, and 10 km for the longer barreled 54 cm version, the 42 cm M-Gerat (better known as "Big Bertha") also had a range of 9 km aprox. So, I think all those units would be better represented with a 2 hex range.
For use in my mod, I designed the following, "non-linear" range table
Artillery Range Table
0-4000 m 1 hex
4000-10000 m 2 hexes
10000-18000 m 3 hexes
18000-30000 m 4 hexes
30000-45000 m 5 hexes
45000-60000 m 6 hexes
60000+ m 7 hexes
Thanks for your ideas and suggestions!
I did not know that unit class #18 also provided long term suppression. Being this is the case, there is no need to migrate the siege artillery units from that unit class to another one. Still, I would like to separate armored trains (specially because I would like to add several units in this category, instead of just one unit) from units placed in the regular artillery class. If we want to do this, armored trains can be placed in the "unused" (and made "purchasable") structure class (we would need to change its little icon).
Thinking about this last idea, classing armored trains as structures would make them very vulnerable to any unit with the "fortkiller" trait... So, why not just make a new unit class specially for armored train type units in their direct fire switch? I think this is possible (I added a new "command" type unit class in my modded installation of Pz Corps).
Again, armored trains would be made switchable between a primary "tactical" (direct fire, 0 range) switch (just like any armored vehicle, but just moving on rail lines) and a secondary "no purchase" switch putting them in the Artillery class to give the ability to provide defensive fire and longer range fire (I already made the suitable icons set with elevated and zero elevation gun barrels for the vanilla game armored train icons).
About your gun data, I would correct some values in the range tables. For example, if I am not mistaken, the 60 cm Karl had a range of just 6 km, and 10 km for the longer barreled 54 cm version, the 42 cm M-Gerat (better known as "Big Bertha") also had a range of 9 km aprox. So, I think all those units would be better represented with a 2 hex range.
For use in my mod, I designed the following, "non-linear" range table
Artillery Range Table
0-4000 m 1 hex
4000-10000 m 2 hexes
10000-18000 m 3 hexes
18000-30000 m 4 hexes
30000-45000 m 5 hexes
45000-60000 m 6 hexes
60000+ m 7 hexes
Thanks for your ideas and suggestions!
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Considering your goal of adding more armored trains to your arsenal, I think your idea of adding a new class as the "primary" and using "artillery" as the secondary sounds like it would work; unless you wanted them to be vulnerable to "fortkillers"? The only drawback to new classes is that they don't have any hard-coded traits like the vanilla classes; only what you can add thru the "trait" commands. I had not thought of using armored trains like a tank unit; more food for thought. 
Yeah, I have not really gone over the range and attack values on some of these. None of these units are my own creation but borrowed from vanilla or mods from others. Guess I better get to work.
Thanks again!
Yeah, I have not really gone over the range and attack values on some of these. None of these units are my own creation but borrowed from vanilla or mods from others. Guess I better get to work.
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Yes armored trains could fight enemy tanks and planes they could also shoot into the distance if the weapons allowed ! If I understand you completely correctly because I use an online translator and it is not always correct !

https://www.rubaltic.ru/context/0103201 ... noy-armii/
https://www.e-reading.life/bookreader.p ... ezdov.html

https://www.rubaltic.ru/context/0103201 ... noy-armii/
https://www.e-reading.life/bookreader.p ... ezdov.html
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guille1434
- Major-General - Jagdtiger

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- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Cw58, and Uzbek (thanks for joinig the discussion!):
It is not a problem for me to use an all new unit class without hardcoded traits for grouping armored trains. After all, if we need to use any of the working traits on said units, we can just add it by writing it down in the eqp file. Also is a good thing for me that armored trains are NOT specially vulnerable to engineers and other "fortkiller" units. So, the advantages of this approach are two-folded!
I tested using switchable armored trains with both functions: as direct attack units, and as artillery support units and they work very well... But I must admit that I use them much more in its artillery role because they defence values are not as good as the best tanks available in 1939 and 1940 campaigns (the ones where I tested armored trains). Besides, this double function gives more usefulness to a little used unit class. I my personal mod, armored trains are purchasable units, also available as Elite (purchasable) units and as SE "gift" units.
Besides, there are documented battles between tanks and armored trains in direct fire short range fire fights in the eastern front. So a direct fire armored train unit is not, in my opinion, an "un-historical" unit.
Cw58: Confim me please if unit class #18 (Armored train) has the long term supression trait (lsup) hardcoded the same as strategic bombers, or I just misunderstood you... That would be veeery nice!

It is not a problem for me to use an all new unit class without hardcoded traits for grouping armored trains. After all, if we need to use any of the working traits on said units, we can just add it by writing it down in the eqp file. Also is a good thing for me that armored trains are NOT specially vulnerable to engineers and other "fortkiller" units. So, the advantages of this approach are two-folded!
I tested using switchable armored trains with both functions: as direct attack units, and as artillery support units and they work very well... But I must admit that I use them much more in its artillery role because they defence values are not as good as the best tanks available in 1939 and 1940 campaigns (the ones where I tested armored trains). Besides, this double function gives more usefulness to a little used unit class. I my personal mod, armored trains are purchasable units, also available as Elite (purchasable) units and as SE "gift" units.
Besides, there are documented battles between tanks and armored trains in direct fire short range fire fights in the eastern front. So a direct fire armored train unit is not, in my opinion, an "un-historical" unit.
Cw58: Confim me please if unit class #18 (Armored train) has the long term supression trait (lsup) hardcoded the same as strategic bombers, or I just misunderstood you... That would be veeery nice!
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- SE_Ger_Armored_Train.png (29.35 KiB) Viewed 4960 times
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- Ger_Armored_Train_AT-desert.png (24.47 KiB) Viewed 4960 times
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- Ger_Armored_Train.png (20.83 KiB) Viewed 4960 times
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guille1434
- Major-General - Jagdtiger

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Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Another idea for "fleshing out" the armored train unit class...
An infantry carrier armored train! That would be a switchable unit (not surprisingly!!) between an armored rairoad unit (hard target, armed with just machine guns) switchable into a special "railway defense" infantry type unit, useful for guarding railways from attack by partian units in rearguard zones. The railroad infantry car could be based in some images just like the ones attached here...
An infantry carrier armored train! That would be a switchable unit (not surprisingly!!) between an armored rairoad unit (hard target, armed with just machine guns) switchable into a special "railway defense" infantry type unit, useful for guarding railways from attack by partian units in rearguard zones. The railroad infantry car could be based in some images just like the ones attached here...
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- Armored train infantry car.jpg (43.46 KiB) Viewed 4958 times
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- Armored train infantry car big.jpg (110.17 KiB) Viewed 4958 times
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
@Uzbek, yes, you understood correctly. And thank you for the links you post, always very interesting 
@Guille
Here's a couple screenshots show a Karl-Gerät 040 that has been moved to class 18 (still range of 3, sorry
); I couldn't use the armored train as it has already been moved to class 4. Notice the "Armour. Train" after the name on the "Unit Detail" pic.
@Guille
Here's a couple screenshots show a Karl-Gerät 040 that has been moved to class 18 (still range of 3, sorry
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
I have tried without success to change the "Armour. Train" tag to "Siege Artillery". I changed the string text file and everywhere else I could think of. All of other areas of the mod say "Siege Artillery", just not on this detail page.
I actually have a lot more rail units than I thought; they're just scattered throughout many different classes. After your earlier suggestions, rather than making an entirely new class, I'm thinking of re-purposing the train class (#17) as the primary class (movement mode) and then using switches to get into a 2nd or even 3rd class (combat mode), i.e. AA, artillery, etc. What do you think about that?
I actually have a lot more rail units than I thought; they're just scattered throughout many different classes. After your earlier suggestions, rather than making an entirely new class, I'm thinking of re-purposing the train class (#17) as the primary class (movement mode) and then using switches to get into a 2nd or even 3rd class (combat mode), i.e. AA, artillery, etc. What do you think about that?
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
I forgot to mention that I like your idea of the infantry car. I actually have a unit like that but I don't really have an appropriate icon. 
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guille1434
- Major-General - Jagdtiger

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- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello Cw58:
Thanks for giving, quick, intelligent and interesting answers to my various crazy rumblings posted here.
Your idea of using the #17 unit class slot (transport train) for grouping several armored train units is excellent. We just have to mod this class as being a purchasable one instead of making a separate new unit class. This Train unit class slot is ideal for grouping all railroad primary units in one purchase screen for the sake of a better available units visibility. Then, by way of different switches we can "position" the different railroad units in their "natural" unit classes (artillery, etc...) while in game. Thanks for the idea!!
The "Armour. Train" tag present in the unit info screen: Not a big problem... I remember also having problems with trying (and not achieving) to change some texts labels present in determined parts of the game UI. This is not a game breaker.
Armored train infantry carrier car: May be we can ask Phcas and his partners to make an icon for such a unit, when they have time. Even, giving that I am quarantined at home here in Argentina, I could gather the will to assemble my new Desktop computer to be able to star making icons again!
Greetings!!
Thanks for giving, quick, intelligent and interesting answers to my various crazy rumblings posted here.
Your idea of using the #17 unit class slot (transport train) for grouping several armored train units is excellent. We just have to mod this class as being a purchasable one instead of making a separate new unit class. This Train unit class slot is ideal for grouping all railroad primary units in one purchase screen for the sake of a better available units visibility. Then, by way of different switches we can "position" the different railroad units in their "natural" unit classes (artillery, etc...) while in game. Thanks for the idea!!
The "Armour. Train" tag present in the unit info screen: Not a big problem... I remember also having problems with trying (and not achieving) to change some texts labels present in determined parts of the game UI. This is not a game breaker.
Armored train infantry carrier car: May be we can ask Phcas and his partners to make an icon for such a unit, when they have time. Even, giving that I am quarantined at home here in Argentina, I could gather the will to assemble my new Desktop computer to be able to star making icons again!
Greetings!!
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guille1434
- Major-General - Jagdtiger

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- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Also... you can consider adding the 54 cm Karl Gerat 41 gun to your roster, which, according to wikipedia has a range of just 10 060 m (11000 yd), and according to my range table it would just reach the 3 hex range mark. Of course, it fired a much lighter projectile than the 60 cm version (so, it would have less attack values). 
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- Karl-Gerat_041-winter.png (36.23 KiB) Viewed 4938 times
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- Karl-Gerat_041-desert.png (42.83 KiB) Viewed 4938 times
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- Karl-Gerat_041.png (57.67 KiB) Viewed 4938 times
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.


It can also be transported by train but we do not need a driver of shells because we have a button in the options that charges everything
http://oruzhie.info/artilleriya/591-karl-mortira
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guille1434
- Major-General - Jagdtiger

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Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
An icon for the Karl Gerat railroad transporter would be really cool... 
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Thanks for the new icons.
)
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guille1434
- Major-General - Jagdtiger

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Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
A heavy hitting, long range (37 km, according to Wikipedia) artillery piece, dedicated to all the heavy artillery enthusiasts around here!
The icon for the 24 cm Kanone 3.
Enjoy!!
The icon for the 24 cm Kanone 3.
Enjoy!!
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- 24cm K3.png (27.46 KiB) Viewed 4860 times
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.

Ah remained that would still the infantry could get out of the armored cars !
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guille1434
- Major-General - Jagdtiger

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Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Here is an icon for the Karl Gerat Rail Transporter... 
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- Karl_Gerat_Transporter.png (26.29 KiB) Viewed 4815 times
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Nice Guille! As you know more about this transporter than me (I didn't know it existed
), what would you suggest for a movement rate?
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guille1434
- Major-General - Jagdtiger

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- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello Cw!
I am glad you liked the rail transporter for the Karl Gerat siege howitzer... About its movement value I would consider the following:
- The railroad transport has a movement value of 30 (which, in my opinion is too high)
- The vanilla game Armored Train has a movement of 10 hexes.
- This monster had a very high weight, 123 tons for the howitzer and its chasis plus the weight of the rail transport bogies, so, I would say it would add up to at least 140 - 150 tons. A train which has such a heavy load per axle should move at a relatively low speed because if not, it would damage railroads and specially bridges.
Bearing all this in mind, I would give it a movement of 8... Or if you think this is too low, may be you prefer to move up the armored train movement to 12 and give this unit a movement = 10
Ps: I also attach a nice photograph of a scale model of this vehicle.
Greetings!!
I am glad you liked the rail transporter for the Karl Gerat siege howitzer... About its movement value I would consider the following:
- The railroad transport has a movement value of 30 (which, in my opinion is too high)
- The vanilla game Armored Train has a movement of 10 hexes.
- This monster had a very high weight, 123 tons for the howitzer and its chasis plus the weight of the rail transport bogies, so, I would say it would add up to at least 140 - 150 tons. A train which has such a heavy load per axle should move at a relatively low speed because if not, it would damage railroads and specially bridges.
Bearing all this in mind, I would give it a movement of 8... Or if you think this is too low, may be you prefer to move up the armored train movement to 12 and give this unit a movement = 10
Ps: I also attach a nice photograph of a scale model of this vehicle.
Greetings!!
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- Karl-Gerät Rail Transporter (foto).png (662.6 KiB) Viewed 3898 times
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Nice pic. And a move of 8 works for me.
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
From another photograph with a more straight-on point-of-view, it looked like the gun is totally suspended/supported by the rail cars on either side; the gun vehicle itself doesn't touch the rails. Is that so?

