New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.40
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Work in progress
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Thanks, the Horch 108 will be in update v0.43 in all his variants.
No I didn't play that game. 170 different units it say. Maybe a little to few units to be interesting?
-
glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello PHCAS,
It is with pleasure that I discover your wonderful scenario on Barbarossa.
It is very pleasant to play but it seems to me that there is a bug with certain aerodromes.
Fighters with a minimum of fuel at the end of a turn, disappear at the start of the next turn without being supplied! For example, (21.77). I have the impression that it only supplies the unit which is located above it but not those which surround it.
This has happened several times.
This phenomenon does not occur with vanilla.
Just a little personal question (and one that is absolutely not meant to be a critic): Why did you create HQs when this function does not exist in Panzer Korps? Their use brings, it seems to me, no advantage in the course of operations.
Unfortunately, they cannot contribute to the logistical support of the units under their command, nor to a command bonus (or penalty). Their ability to recognize due to their positioning behind the front, cannot replace a good ground or air unit detached a little in front of the front.
I solved the problem by not using them at all and leaving them in their original place. But they clutter the map.
Thank you for everything you and your team do, to the delight of Panzer Korps fans. You give it a second life.
Best regards
Yves
It is with pleasure that I discover your wonderful scenario on Barbarossa.
It is very pleasant to play but it seems to me that there is a bug with certain aerodromes.
Fighters with a minimum of fuel at the end of a turn, disappear at the start of the next turn without being supplied! For example, (21.77). I have the impression that it only supplies the unit which is located above it but not those which surround it.
This has happened several times.
This phenomenon does not occur with vanilla.
Just a little personal question (and one that is absolutely not meant to be a critic): Why did you create HQs when this function does not exist in Panzer Korps? Their use brings, it seems to me, no advantage in the course of operations.
Unfortunately, they cannot contribute to the logistical support of the units under their command, nor to a command bonus (or penalty). Their ability to recognize due to their positioning behind the front, cannot replace a good ground or air unit detached a little in front of the front.
I solved the problem by not using them at all and leaving them in their original place. But they clutter the map.
Thank you for everything you and your team do, to the delight of Panzer Korps fans. You give it a second life.
Best regards
Yves
-
terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
I also failed to find any real use for HQs.glaude1955 wrote: ↑Thu Apr 30, 2020 7:45 am Just a little personal question (and one that is absolutely not meant to be a critic): Why did you create HQs when this function does not exist in Panzer Korps? Their use brings, it seems to me, no advantage in the course of operations.
Unfortunately, they cannot contribute to the logistical support of the units under their command, nor to a command bonus (or penalty). Their ability to recognize due to their positioning behind the front, cannot replace a good ground or air unit detached a little in front of the front.
I solved the problem by not using them at all and leaving them in their original place. But they clutter the map.
Perhaps by further increasing their line of sight by +1, these HQs units could be more useful both defensively and offensively. Offensively, these fragile units must be kept away from the first line.
-
glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Similarly for the aerodrome located in (31,49), I put on it the 1.ZG "Wespe" and nothing happens.
he still has 53l on the 104 with capacity but the turn end does not work?
Yves
he still has 53l on the 104 with capacity but the turn end does not work?
Yves
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hi Bruno,nono hard et heavy wrote: ↑Tue Apr 28, 2020 10:03 am Hello PHCAS.
I sent the "Grabdienst" unit near Minsk (41/59) to the hex marked B and then used the switch. No message.
Greetings.
Bruno
I looked at it again. I made a trigger that did not work. Now it must work (update v0.43). You will get your message and prestege points as the truck enters the hex. You have to push the switch button to see the "Friedhof"
Thanks
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hi Yves,glaude1955 wrote: ↑Thu Apr 30, 2020 7:45 am Hello PHCAS,
It is with pleasure that I discover your wonderful scenario on Barbarossa.
It is very pleasant to play but it seems to me that there is a bug with certain aerodromes.
Fighters with a minimum of fuel at the end of a turn, disappear at the start of the next turn without being supplied! For example, (21.77). I have the impression that it only supplies the unit which is located above it but not those which surround it.
This has happened several times.
This phenomenon does not occur with vanilla.
Just a little personal question (and one that is absolutely not meant to be a critic): Why did you create HQs when this function does not exist in Panzer Korps? Their use brings, it seems to me, no advantage in the course of operations.
Unfortunately, they cannot contribute to the logistical support of the units under their command, nor to a command bonus (or penalty). Their ability to recognize due to their positioning behind the front, cannot replace a good ground or air unit detached a little in front of the front.
I solved the problem by not using them at all and leaving them in their original place. But they clutter the map.
Thank you for everything you and your team do, to the delight of Panzer Korps fans. You give it a second life.
Best regards
Yves
Recon aircraft can only be refueled in the middle of a airfield hex. All other aircraft can also use the hexes next to the airfield. So if you do not place a reconplane in the middle hex. It never will be refueled. The recon aircraft are marked with a binoculars icon under it.
About HQ units. They have a few functions. First they represent historical HQ units with historical leaders in it. In big maps it's useful to move armies by their formations to keep things clear. For example send 18th army to Leninggrad, 2nd Panzer Gruppe to Minsk, etc. If you use the switch button on HQ units they become static but have a spotting range larger than normal recon units. The airunits fighting in the HQ's vision have a +1 bonus (radar trait). If you keep the HQ units in the rear you can place them in a city to prevent that partisan units just walk into this cities. So their are some useful things to do with HQ units. I use them to go directly behind the frontline to make a "recon" area behind the front of HQ's next to each other so their are no blind spots behind the frontline to be sure no enemy units sneak behind my frontline. But above all I like how the HQ's look
Greetings PHCAS
Last edited by phcas on Thu Apr 30, 2020 9:23 am, edited 1 time in total.
-
glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
I was talking about fighters and tactical bombers.
For the reco, i knew the solution.
To help find the bug, I moved the 1.ZG 'Bf 110)to the airfield 23.46 and the refueling is done!
He must have a problem with some airfields
Why does 23.46 work and not 31.49?
Yves
For the reco, i knew the solution.
To help find the bug, I moved the 1.ZG 'Bf 110)to the airfield 23.46 and the refueling is done!
He must have a problem with some airfields
Why does 23.46 work and not 31.49?
Yves
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Great , where can I download version 0.42 or will all the developments be included in version 0.43 at once ?
P.s. A little more and Poland alone will win the second world war )) but at least in games ,,,,

https://3dnews.ru/1009595
Last edited by uzbek2012 on Thu Apr 30, 2020 9:35 am, edited 1 time in total.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
OK I checked and found the problem. If SS units take a airfield it will not work. This is because of a error that the SS nation (37) was not set to the axis side. It's fixed now. It will work again in version v0.43. Because the flags of the objects taken by German or SS troops is the same flag you see no difference but the airfield gets owned by nation 00 or 37 that was the problem.glaude1955 wrote: ↑Thu Apr 30, 2020 9:22 am I was talking about fighters and tactical bombers.
For the reco, i knew the solution.
To help find the bug, I moved the 1.ZG 'Bf 110)to the airfield 23.46 and the refueling is done!
He must have a problem with some airfields
Why does 23.46 work and not 31.49?
Yves
Last edited by phcas on Thu Apr 30, 2020 9:36 am, edited 1 time in total.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
version v0.42 will be online very soon. But we closed it already. We are working in update v0.43 already for a few days. Thats why I tell that the things I fix now will be fixed in v0.43 and not in v0.42 anymore.
-
nono hard et heavy
- Master Sergeant - Bf 109E

- Posts: 488
- Joined: Sun Apr 30, 2017 11:18 am
- Location: France
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello Yves.glaude1955 wrote: ↑Thu Apr 30, 2020 9:22 am I was talking about fighters and tactical bombers.
For the reco, i knew the solution.
To help find the bug, I moved the 1.ZG 'Bf 110)to the airfield 23.46 and the refueling is done!
He must have a problem with some airfields
Why does 23.46 work and not 31.49?
Yves
If you want all the airfields to work correctly, you have to place the 2 files given by PHCAS in the game. One of these files can be found on page 81 of this forum, the other one on page 82. I had forgotten to do it and, like you, some airfields did not refuel planes. So, Update v.0.38 full + Update v0.39 + Update v0.40 + Update v0.40(a) + Update v0.40(b) + 2 files to unzip (page 81 and 82) + Update v0.41 and everything works fine.
Greetings. Bruno.
Bonjour Yves.
Si tu veux que tous les aérodromes fonctionnent correctement, il faut placer les 2 fichiers donnés par PHCAS dans le jeu. L'un de ces fichiers se trouve page 81 de ce forum, l'autre page 82. J'avais oublié de le faire et, comme toi, certains aérodromes ne ravitaillaient pas les avions. Donc, Update v.0.38 full + Update v0.39 + Update v0.40 + Update v0.40(a) + Update v0.40(b) + 2 fichiers à dézipper (page 81 et 82) + Update v0.41 et tout fonctionne bien.
Amitiés. Bruno.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
If we think HQ units will be more usefull with a +1 vision we can do that. Read also my answer to Yves about the HQ'sterminator wrote: ↑Thu Apr 30, 2020 7:54 amI also failed to find any real use for HQs.glaude1955 wrote: ↑Thu Apr 30, 2020 7:45 am Just a little personal question (and one that is absolutely not meant to be a critic): Why did you create HQs when this function does not exist in Panzer Korps? Their use brings, it seems to me, no advantage in the course of operations.
Unfortunately, they cannot contribute to the logistical support of the units under their command, nor to a command bonus (or penalty). Their ability to recognize due to their positioning behind the front, cannot replace a good ground or air unit detached a little in front of the front.
I solved the problem by not using them at all and leaving them in their original place. But they clutter the map.
Perhaps by further increasing their line of sight by +1, these HQs units could be more useful both defensively and offensively. Offensively, these fragile units must be kept away from the first line.
-
terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
I will replay and review this but I am waiting for version 0.42.phcas wrote: ↑Thu Apr 30, 2020 9:39 amIf we think HQ units will be more usefull with a +1 vision we can do that. Read also my answer to Yves about the HQ'sterminator wrote: ↑Thu Apr 30, 2020 7:54 amI also failed to find any real use for HQs.glaude1955 wrote: ↑Thu Apr 30, 2020 7:45 am Just a little personal question (and one that is absolutely not meant to be a critic): Why did you create HQs when this function does not exist in Panzer Korps? Their use brings, it seems to me, no advantage in the course of operations.
Unfortunately, they cannot contribute to the logistical support of the units under their command, nor to a command bonus (or penalty). Their ability to recognize due to their positioning behind the front, cannot replace a good ground or air unit detached a little in front of the front.
I solved the problem by not using them at all and leaving them in their original place. But they clutter the map.
Perhaps by further increasing their line of sight by +1, these HQs units could be more useful both defensively and offensively. Offensively, these fragile units must be kept away from the first line.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
No plans yet, but I am thinking about a Atlantic scenario. It can have a place in that.uzbek2012 wrote: ↑Tue Apr 28, 2020 4:46 pm Is there going to be a Pastorius operation ? )))
https://picturehistory.livejournal.com/168421.html
https://bdsmn.livejournal.com/799133.html
https://en.wikipedia.org/wiki/Operation_Pastorius
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Experiments with fire animations on the Horch 180 serie
-
glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Superphcas wrote: ↑Thu Apr 30, 2020 9:29 am
OK I checked and found the problem. If SS units take a airfield it will not work. This is because of a error that the SS nation (37) was not set to the axis side. It's fixed now. It will work again in version v0.43. Because the flags of the objects taken by German or SS troops is the same flag you see no difference but the airfield gets owned by nation 00 or 37 that was the problem.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
New kind of unit: Post Pigeons
This will be a switch (recon) unit.
Normal: 3 movement/vision 1
Switch(Pigeons go free): no movement/vision 4 (Messages are send to HQ)


