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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Fri Mar 13, 2020 4:51 am
by phcas
guille1434 wrote: ↑Thu Mar 12, 2020 10:26 pm
In my opinion, if submarine units are implemented in this mod as "switchable" units (with "submerged", "periscope depth", "surfaced" states) they should be able to attack land units when in surfaced mode, and that only for the submarine units with large caliber deck guns (75 mm or more?), surfaced subs with light caliber AA guns, should, again in my opinion, be only able to attack other naval units but not land units (due to the short range of such guns). And, of course, when submerged, submarines should be only able to attack naval units.
I checked all submarines in the mod. Because of an error I saw that some of them (not all) had a soft and hard attack factor when surfaced. For now in the next update the soft/hard attack factor of all submarines will be 0.
We all have to discuss what to do with the deckgun and AA gun Issue. Anyway know that the data of all submarines is not fine tuned yet. This will come in time.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Fri Mar 13, 2020 12:06 pm
by Radoye
guille1434 wrote: ↑Thu Mar 12, 2020 10:26 pm
In my opinion, if submarine units are implemented in this mod as "switchable" units (with "submerged", "periscope depth", "surfaced" states) they should be able to attack land units when in surfaced mode, and that only for the submarine units with large caliber deck guns (75 mm or more?), surfaced subs with light caliber AA guns, should, again in my opinion, be only able to attack other naval units but not land units (due to the short range of such guns). And, of course, when submerged, submarines should be only able to attack naval units.
Exactly
https://en.wikipedia.org/wiki/Deck_gun
Subs with deck gun should be able to attack to ground when surfaced. There have been occasions during the war where subs did shore bombardment. IMO a deck gun on a surfaced sub is no different than any other ships' gun and should be treated the same.
On the other hand, since the submarine class has some particular quirks (who is able to detect and / or attack them) the surfaced sub should be made into something else (destroyer?) to work around these. That should make them vulnerable to return fire from the shore.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Fri Mar 13, 2020 6:35 pm
by captainjack
I agree some subs should be able to attack land targets when surfaced,. They probably should be quite weak agaiinst hard targets, but maybe with fortkiller as it's a bit easier to take on buildings and harbour installations.
A former neighbour used to work on an antisubmarine shore battery in the early 1940s, so there was an expectation that you could take out (or at least scare off) surfaced subs with gunfire.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Fri Mar 13, 2020 6:58 pm
by phcas

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We started to replace the "to light" (Top) Russian units for new darker ones (Down)
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Fri Mar 13, 2020 8:52 pm
by uzbek2012
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Fri Mar 13, 2020 8:59 pm
by PeteMitchell
I like your big maps. However, I am not too sure about some units / other references.
Anyways, please allow me to ask one question (just for my overall understanding): Historically speaking, how accurate do you think your mod is / will be? Thanks!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sat Mar 14, 2020 11:26 am
by phcas
PeteMitchell_2 wrote: ↑Fri Mar 13, 2020 8:59 pm
I like your big maps. However, I am not too sure about some units / other references.
Anyways, please allow me to ask one question (just for my overall understanding): Historically speaking, how accurate do you think your mod is / will be? Thanks!
Hello PeteMitchell
We try to be so Histrorically as possible. So if you play the Poland scenario of the campaign the units and commanders and so on will be historical. We try that for every scenario. But if you follow a Campaign and the units get heroes from the game they are random. Also if the player can buy his own units you slowly can walk away from History. But overall I think we are much more historical than Panzer General/Panzer Corps and try to get more WW2 atmosphere with color movies and color photos. The color movies and color photos are very historically by the way. I am very sharp on that. You will not find a Tiger tank photo in 1941 and that kind of errors so much seen on ww2 movies and books.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sat Mar 14, 2020 3:09 pm
by terminator
phcas wrote: ↑Fri Mar 13, 2020 6:58 pm
We started to replace the "to light" (Top) Russian units for new darker ones (Down)
What does it look like on the battlefield?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sat Mar 14, 2020 4:12 pm
by phcas
terminator wrote: ↑Sat Mar 14, 2020 3:09 pm
phcas wrote: ↑Fri Mar 13, 2020 6:58 pm
We started to replace the "to light" (Top) Russian units for new darker ones (Down)
What does it look like on the battlefield?

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sat Mar 14, 2020 7:31 pm
by guuzidi
phcas wrote: ↑Sat Mar 14, 2020 4:12 pm
terminator wrote: ↑Sat Mar 14, 2020 3:09 pm
phcas wrote: ↑Fri Mar 13, 2020 6:58 pm
We started to replace the "to light" (Top) Russian units for new darker ones (Down)
What does it look like on the battlefield?
new color.jpg
Much, much better in my opinion, thank you so much.
I know you are very hard working with the mod at the moment, so very, very sorry for this question but any estimated time for Balkan big map (I believe it will be v.0.50

)?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sat Mar 14, 2020 7:49 pm
by phcas
guuzidi wrote: ↑Sat Mar 14, 2020 7:31 pm
phcas wrote: ↑Sat Mar 14, 2020 4:12 pm
terminator wrote: ↑Sat Mar 14, 2020 3:09 pm
What does it look like on the battlefield?
new color.jpg
Much, much better in my opinion, thank you so much.
I know you are very hard working with the mod at the moment, so very, very sorry for this question but any estimated time for Balkan big map (I believe it will be v.0.50

)?
The big Balkan scenario will be in the next update. Radovan is working on it to correct errors in borders and other map things. As soon as I get it back from Radovan I will go on with the armies and making messages. Lot of the Armies are reworked already. I will keep you informed.

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sun Mar 15, 2020 4:04 pm
by George_Parr
captainjack wrote: ↑Fri Mar 13, 2020 6:35 pm
I agree some subs should be able to attack land targets when surfaced,. They probably should be quite weak agaiinst hard targets, but maybe with fortkiller as it's a bit easier to take on buildings and harbour installations.
A former neighbour used to work on an antisubmarine shore battery in the early 1940s, so there was an expectation that you could take out (or at least scare off) surfaced subs with gunfire.
Quite frankly, I would find it to be complete overkill to add land attack to subs. They had one measily deck gun worth of note (two if you take the Surcouf) in the early goings of the war, and none near the end. That's not enough to have any noteworthy impact on anything on land. The very few times submarines decided to shoot at land targets were more of an attempt to spread terror and panic than to damage anything. People tend to panic when the enemy is suddenly so close when there used to be no immediate danger before. But that's really the extent of it. The Japanese did it three times or so, always at night, the first time targeting a fuel tank, which they didn't manage to hit, the second time targeting an old fort and doing no damage beyond severing some telephone cables, and the third time shooting at a lighthouse.
Not so sure what your anecdote has to do with this though. Of course shore-batteries could fire at subs as well, but that has little to do with subs firing at land targets. Submarines had no real armor and couldn't afford to take damage to their hulls, so getting into the range of shore-batteries was not a good idea.The real threat from submarines this close to the coast came not from them opening fire, but from either getting into a harbour and sinking some warships with torpedoes, or in bringing spies close to the beach.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sun Mar 15, 2020 5:54 pm
by RobertCL
Hi,
I played Low Countries scenario at Leutnant level.
Units without mouvement sound:
a) Horch 901
b) 280mm SKL/40 Bruno (Belgian Railway gun)
NB: It was fun to play but I lost considerable time to capture Brussels and near Arras it is full of Brits (as it was historically), it took me a lot of time to move units so I had to cheat and I added 10 extra turns to win... (no I am not a very good player, just a casual player).
In fact the player must avoid combat in a whole side of the map and encircle the region bteween Dunkirk (in the North) and Calais (in the South).
The scenario shows well ho German army was undermotorized and the very low range of German aircrafts (with the difficulty to capture airfields in order to attack ships near Dunkirk).
I like big maps but you need a lot of free time at your disposal...
Now ready for France.
Grand campaign 1945 (1st scenario), unit without mouvement sound: T-34 M1943.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Sun Mar 15, 2020 6:53 pm
by phcas
RobertCL wrote: ↑Sun Mar 15, 2020 5:54 pm
Hi,
I played Low Countries scenario at Leutnant level.
Units without mouvement sound:
a) Horch 901
b) 280mm SKL/40 Bruno (Belgian Railway gun)
NB: It was fun to play but I lost considerable time to capture Brussels and near Arras it is full of Brits (as it was historically), it took me a lot of time to move units so I had to cheat and I added 10 extra turns to win... (no I am not a very good player, just a casual player).
In fact the player must avoid combat in a whole side of the map and encircle the region bteween Dunkirk (in the North) and Calais (in the South).
The scenario shows well ho German army was undermotorized and the very low range of German aircrafts (with the difficulty to capture airfields in order to attack ships near Dunkirk).
I like big maps but you need a lot of free time at your disposal...
Now ready for France.
Grand campaign 1945 (1st scenario), unit without mouvement sound: T-34 M1943.
Thanks RobertCL for your feedback. The movement sounds will be fixed.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Mon Mar 16, 2020 9:30 pm
by phcas

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Next update will be launched 19th march 2020. This will include the beta version of the Balkan scenario.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Tue Mar 17, 2020 12:55 pm
by phcas

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Tue Mar 17, 2020 3:16 pm
by terminator
phcas wrote: ↑Mon Mar 16, 2020 9:30 pm
Next update will be launched 19th march 2020. This will include the beta version of the Balkan scenario.
At the same time as
Panzer Corps 2 
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Tue Mar 17, 2020 4:29 pm
by raider45
Hi,
since the Last Update, a lot of German Artillery has a reduce Range?
10,5cm/18, Range 2?
88cm Flak 36, 2 against Air Units, 3 against Ground (as artillery?) 1 as Anti Tank.
105mm sk18, reduce to 3
240mm Ks (the proto), reduce to 4
Stug as Artillery, range 2 (not reduce)?
British Artillery (Low Contries Map) fires range 4?
Dutch Cycles can fire!
is it a bug, or you change it?
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Wed Mar 18, 2020 1:01 am
by Radoye
The artillery ranges are being recalculated. German towed guns (and some self propelled) are done. Others will follow.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Posted: Wed Mar 18, 2020 4:20 pm
by RobertCL
France
Messages
a) Cherbourg has surrenderd --> Cherbourg has surrendered (correct the spelling)
b) Victory, the führer arrives on 11 June --> no he arrives later in the scenario (14 or 15 June), so please check the date and adapt the message accordingly
c) General Warlimont had to land a recon plane in Paris, as it is clearly stated in a message earlier in the scenario, but I have no news about it now that I have taken Paris
d) Compiegne : Führer has orderd...in the train wagon than --> Compiegne : Führer has ordered...in the train wagon then (correct the spelling).
This is a nice scenario, still not finished but it take hours to move troops...
I really like the videos and the refugees issues slowing you down.
I also like the secondary missions (the Führer visit in Paris and in Compiegne...).
A nicely made scenario, keep-up the good work!
Please correct the spelling mistakes.