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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Wed Apr 28, 2021 5:53 pm
by HunZagloba
This is a nicely crafted mod and will get better.
Quick "bugs":
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Wed Apr 28, 2021 8:00 pm
by phcas
HunZagloba wrote: ↑Wed Apr 28, 2021 5:53 pm
This is a nicely crafted mod and will get better.
Quick "bugs":
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
- AKRebel looks after this
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
- Will be fixed in next update
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Wed Apr 28, 2021 8:36 pm
by lennis29
phcas wrote: ↑Wed Apr 28, 2021 8:00 pm
HunZagloba wrote: ↑Wed Apr 28, 2021 5:53 pm
This is a nicely crafted mod and will get better.
Quick "bugs":
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
- AKRebel looks after this
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
- Will be fixed in next update
My friend Caspar a big greeting to you.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Thu Apr 29, 2021 7:19 am
by terminator
I find that the symbol for the type of move "
Tracked" is not very appropriate :

- Capture d’écran (Tracked).jpg (188.92 KiB) Viewed 2913 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Fri Apr 30, 2021 8:52 am
by HunZagloba
This mod is phenomenal; I don't have a day without it.
Quick question:
Can all flying units use naval landing sites?
The invasion of Norway is too easy that way.

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Fri Apr 30, 2021 2:42 pm
by uzbek2012
Waiting for the new patch and playing the Allied Corps (DLC для Panzer Corps) with your mod PAK v 0.53 )
http://radikal.ru/users/uzbek_1#alb=Allied_Corps_
I hope it will be soon )
https://voenhronika.ru/publ/vtoraja_mir ... 2-1-0-9344

Spine frames, air opposites and V12 diesels in the service of the Wehrmacht: Tatra of World War II
https://www.kolesa.ru/article/khrebtovy ... oy-mirovoy
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Sun May 02, 2021 5:52 am
by terminator
Big scenario Kursk (v0.53)
The objectives are to hold the 6 objectives in the last turn (from north to south):
- Kirov
- Orel
- Kursk
- Prokhorovovka
- Belgorod
- Kharkov

- Capture d’écran (757).png (506.38 KiB) Viewed 2732 times
Why
Ponyri is not an objective
The Soviets, being under no illusions that an attack would be forthcoming, had previously fortified Ponyri and were determined to hold the village. Among the many fierce battles of Kursk that around Ponyri Station was one the fiercest, the fighting being likened by both sides to a “little Stalingrad”.
Call of Duty: United Offensive

- 1-CoDep22.jpg (110.4 KiB) Viewed 2729 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Sun May 02, 2021 7:11 am
by uzbek2012
terminator wrote: ↑Sun May 02, 2021 5:52 am
Big scenario Kursk (v0.53)
The objectives are to hold the 6 objectives in the last turn (from north to south):
- Kirov
- Orel
- Kursk
- Prokhorovovka
- Belgorod
- Kharkov
Capture d’écran (757).png
Why
Ponyri is not an objective
The Soviets, being under no illusions that an attack would be forthcoming, had previously fortified Ponyri and were determined to hold the village. Among the many fierce battles of Kursk that around Ponyri Station was one the fiercest, the fighting being likened by both sides to a “little Stalingrad”.
Call of Duty: United Offensive
1-CoDep22.jpg

Of course the Call of Duty game is not a bad game in terms of entertainment especially fantastic stories about one rifle for three but here you can agree in terms of Ponyri )
http://pobeda-journal.ru/osvobozhdenie/ ... e-ponyrej/
https://voynablog.ru/2013/08/28/nastupl ... 1943-goda/
https://oleg-kaczmarski.livejournal.com/30775.html
And on the rear in which there is not any protection if you walk, you can take now not only ponyri but also a lot of other things !

But it seems everyone is passionate about the battle of the century D Day )
https://www.britannica.com/place/Sword-Beach
P.s.
While waiting for the update 0.54, I myself reached D-day for the allies )))
https://svpressa.ru/post/article/234775/
Let the strongest man win the battle of the century

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Tue May 04, 2021 12:26 pm
by phcas
Chevy WB Update

- PM001F_LRDG_Chevy-WB.png (36.27 KiB) Viewed 2601 times

- PM001046_Chevy-WB.png (35.19 KiB) Viewed 2601 times

- PM001046_Chevy-WBx.png (36.27 KiB) Viewed 2601 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Tue May 04, 2021 1:02 pm
by phcas

- PM001F_LRDG_Chevy-WB.png (79.03 KiB) Viewed 2595 times

- PM001F_LRDG.png (78.43 KiB) Viewed 2595 times

- PM001F_AD7_Humber_AC.png (77.73 KiB) Viewed 2595 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Tue May 04, 2021 4:42 pm
by Turtler
Agreed; and I'd say that one thing I adore about in depth mods like this (And specialist ones like Soviet Storm) is the ability to give some balance to the different fronts and love to the stuff that's less well known (Indeed, IIRC Soviet Storm's main campaign actually made a point of focusing on sending the Soviet task force to campaigns that were LESS well known than the big old Moscow/Stalingrad/Kursk/etc. trifecta, with you ending the war in Southern Sakhalin).
Kursk was a hell of a campaign and now that we don't have to rely on Manstein's honesty (never the greatest of assets in the first place) we can see the Nazis never really even came close to winning, with the mythical possible "breakthrough" Manstein and Guderain endlessly talked about having just meant they'd run up against the Soviet reserves and gotten beaten down possibly even more heavily than they were. Ponyri was probably the nail in the coffin that underlined it, as it meant one entire pincer got blunted and basically broken by stellar defensive tactics and hard figting.
I haven't played Kursk yet in this mod, but I look forward to doing so.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Tue May 04, 2021 9:02 pm
by phcas
Turtler wrote: ↑Tue May 04, 2021 4:42 pm
Agreed; and I'd say that one thing I adore about in depth mods like this (And specialist ones like Soviet Storm) is the ability to give some balance to the different fronts and love to the stuff that's less well known (Indeed, IIRC Soviet Storm's main campaign actually made a point of focusing on sending the Soviet task force to campaigns that were LESS well known than the big old Moscow/Stalingrad/Kursk/etc. trifecta, with you ending the war in Southern Sakhalin).
Kursk was a hell of a campaign and now that we don't have to rely on Manstein's honesty (never the greatest of assets in the first place) we can see the Nazis never really even came close to winning, with the mythical possible "breakthrough" Manstein and Guderain endlessly talked about having just meant they'd run up against the Soviet reserves and gotten beaten down possibly even more heavily than they were. Ponyri was probably the nail in the coffin that underlined it, as it meant one entire pincer got blunted and basically broken by stellar defensive tactics and hard figting.
I haven't played Kursk yet in this mod, but I look forward to doing so.
Thank you
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Wed May 05, 2021 12:39 am
by uzbek2012
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Thu May 06, 2021 8:22 am
by terminator
An update on 8 May - Victory in Europe Day ?

- e7b21141c4fa012c4cfcf4946c7c0b3f--vintage-wall-art-vintage-walls.jpg (24.02 KiB) Viewed 2438 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Thu May 06, 2021 12:16 pm
by edward77
Have installed JSGME with Battlefield Europe and everything works well. Restored vanilla PanzerCorps then tried PAK-Update v0.53, extracting all into MOD file. Then activated PAK. Restarted PanzerCorps but no noticeable difference from the vanilla version. Please advise as what I am doing wrongly. Thank you.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Thu May 06, 2021 4:03 pm
by AKRebel
edward77 wrote: ↑Thu May 06, 2021 12:16 pm
Have installed JSGME with Battlefield Europe and everything works well. Restored vanilla PanzerCorps then tried PAK-Update v0.53, extracting all into MOD file. Then activated PAK. Restarted PanzerCorps but no noticeable difference from the vanilla version. Please advise as what I am doing wrongly. Thank you.
Hello edward77,
First of all, a warm welcome.
To analyze the problem, the question arises whether you have installed the mod correctly.
For this purpose I created a graphic for the path structure for a standard installation. You can of course install the game on any other hard drive or partition, but the basic structure should always look like this. See illustration ...

Maybe at this point once again the basic rules and background information in dealing with the "JSGME-Mod-Loader".
1.) During the initial installation, the mod loader creates the folder "MODS" in the main directory of the game.
2.) Each mod needed its own main folder.
3.) The mod main folder must have exactly the same folder structure as in the main game, otherwise the modification will not work when activated.
Can you confirm that?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Thu May 06, 2021 7:13 pm
by Ursulet
I followed your post and that worked for me akrebel.
Its a great mod.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Thu May 06, 2021 9:53 pm
by uzbek2012
terminator wrote: ↑Thu May 06, 2021 8:22 am
An update on 8 May - Victory in Europe Day ?
e7b21141c4fa012c4cfcf4946c7c0b3f--vintage-wall-art-vintage-walls.jpg
Soviet citizens celebrate May 9 ) So what will the patch be or not ?
https://warspro.ru/velikaya-otechestven ... -traditsii
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Fri May 07, 2021 3:07 pm
by edward77
Thanks for the welcome and help. Just started with Panzer Corps.
Obviously there are several mods here each of which requires a seperate mod file and folder structure.
The PAK-Update v0.53_Full consists of 4 files plus some 20 Readme Updates.
The Files are:- Optional, Options, PAK Mod MP Scenarios and Panzer Corps
The main mod is in Panzer Corps which already has the correct folder structure so this should be called PAC-MOD. Right?
Sorry but I do not know how to procede from there with the other mods. I would settle for just the Campaign Scenarios Big
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53
Posted: Fri May 07, 2021 5:43 pm
by AKRebel
Ursulet wrote: ↑Thu May 06, 2021 7:13 pm
I followed your post and that worked for me akrebel.
Its a great mod.
Thank you, we are pleased