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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon Apr 25, 2022 11:40 am
by Thunderhog
Please fix the gunfire sound for the german transports. They're loud as hell
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Tue Apr 26, 2022 9:32 am
by Vano2004

Parade passage of the NRA tank unit equipped with T-26 tanks. Presumably a snapshot of the autumn of 1941.
https://en.topwar.ru/169778-protivotank ... ehoty.html
http://military-chronicle.com/ru/tanki-t-26-v-kitae/
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Thu Apr 28, 2022 10:41 am
by phcas
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Thu Apr 28, 2022 1:04 pm
by TonyAfan
Hi Everyone
I am still working my way through the GC campaigns, I am currently working on the GC45 West campaign. When that is finished the first draft of the GC should be complete.
The Afrika Korps campaign as been finished, and as Phcas mentioned, new desert icons are being produced for these scenarios.
There was an error in the first drafts of the GC39,40,41 and Soviet campaigns with the white cross insignia German armoured units turning up in post polish scenarios and black cross insignia German armoured units turning up in the Polish scenarios. Hopefully this is now corrected.
After the GC45West campaign is completed I will continue working on the US Corps scenarios.
Best Wishes
TonyAfan
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Thu Apr 28, 2022 1:27 pm
by TonyAfan
GC45West BastogneAssault
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Thu Apr 28, 2022 4:47 pm
by phcas

- Preview.jpg (77.46 KiB) Viewed 2660 times
More Japanese artillery

- 1.jpg (400.29 KiB) Viewed 2660 times

- 2.jpg (476.43 KiB) Viewed 2660 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Fri Apr 29, 2022 11:41 am
by phcas

- MOD.jpg (100.85 KiB) Viewed 2593 times
For people who wants to understand how we make the MOD or who will do some modding themself, some explanation, part one.
HOW TO SHOW PHOTOS AND MOVIES IN PANZER CORPS
It is possible to place photos (.PNG) or small movies (.GIF) in Panzer Corps. The photos and movies you want to use must be placed in the "Panzer Corps/UI" folder. What you have to know about your photo or movie is the name and the size of it. For example "Photo1.png 240x320 pixels" or "Movie1.gif 250x300 pixels".
To let a photo or movie show up in the game you must add a "text line" somewhere. This textline can be placed on various locations depending on the moment the photo or movie has to show up in the game.
If you want to add a photo or movie into a briefing of a scenario (start or end of a scenario), the textline has to be placed in a briefing file (.PZBRF). For the normal scenarios of the game you will find these briefing files in the "Panzer Corps/Data/Briefings" folder. But for add on campaigns it can be "Panzer Corps/DLC/GC39/Data/Briefings" for example. The files can be edited with "notepad". The files have a letter behind the scenario name from A till D. For example:
ScenarioA
ScenarioB_decisive
ScenarioC_marginal
ScenarioD_loss
ScenarioA will be shown at the start of the scenario as a briefing and ScenarioB C and D are debriefings at the end of the scenario. If you open a briefing file with notepad you can add a photo (.PNG) or movie (GIF) by placing the next text line in the briefing:
<CENTER><p><img src="Photo1.png" width="420" height="320"></p><CENTER>
Do not forget that the photo/movie with the correct name has to be in the "Panzer Corps/UI" folder or it will never show up.
For a movie the textline will look like this:
<CENTER><p><img src="Movie1.gif" width="420" height="320"></p><CENTER>
There is a limit to the size of a photo/movie. If the size is too big it will not fit well with the game layout. 420 x 320 is a good size.
If you want photos or movies to show up in the gameplay you have to use the game editor. The textlines you have to use are the same as in the example above.
Open the editor and open Edit/Scenario Params/Scripts
In most scenarios you will see some text lines. If you edit or make an "Actions" "Display message" you can add or edit a text and add the text line
<CENTER><p><img src="Photo1.png" width="420" height="320"></p><CENTER>
like in the briefing files to add a photo/movie to the text. If you make the text file without any other text only the photo/movie shows up.
By using the editor you can make all kinds of choices when a message (photo/movie) shows up in the scenario. This can be fixed at a given game turn but also more dynamic like if a named unit arrives in a hex or units cross a river or if a unit gets destroyed and a lot of other triggers.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Fri Apr 29, 2022 12:10 pm
by Vano2004
TonyAfan wrote: Thu Apr 28, 2022 1:27 pm
GC45West BastogneAssault
Was winter camouflage not used there at all ? () So defended in bright summer ? )
https://translated.turbopages.org/proxy ... ne_Assault
https://warfarehistorynetwork.com/2020/ ... -bastogne/
phcas wrote: Thu Apr 28, 2022 4:47 pm
Preview.jpg
More Japanese artillery
1.jpg
2.jpg
Excellently
https://ru-artillery.livejournal.com/500649.html
https://wwii.space/zenitnyie-orudiya-yaponiya/
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Fri Apr 29, 2022 8:24 pm
by TonyAfan
As far as I know no winter camo units available in Pak Mod have you seen any in any of the scenarios you have played?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Fri Apr 29, 2022 9:17 pm
by Vano2004
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Sun May 01, 2022 11:38 pm
by TonyAfan
Hi Vano2004
I am only involved with scenario editing and map creation, I have made a few simple canal icons in my time but found the job quite time consuming. I don't know if the Pak Mod team are looking to create winter camo icons in the future but if they are it would be a very big task.
I am waiting to see how the new desert icons will look in the next update.
Regards
TonyAfan
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon May 02, 2022 8:14 am
by Vano2004
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon May 02, 2022 1:55 pm
by Uhu
Hi volks! I would kindly ask you to make some skins for existing Italian airplanes. Mostly tropical, but a few normal ones too. It would be great with the same patterns, as from Battlefield Europe, for example SM.79, or Cant1007Z
With your talents, probably for you it is a routine.

Thank you!
Tropical:
- G.50
- Br.20
- CR.25
- Ba.88
- SM.81
- Ju 87 B (Done by Guille)
- Re.2003
Normal skin:
- Ba.65
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Thu May 05, 2022 8:43 pm
by TonyAfan
Working on US Corps 3
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Sat May 07, 2022 4:00 pm
by phcas

- Preview.jpg (77.46 KiB) Viewed 1955 times
Graphic update and extension of all Bf-110 / Me-210 units
New Bf-110 A0 Prototype
New Bf-110 C6 Prototype 30mm
New Bf-110 T Prototype Torpedo
New Me-210 A1
New Me-210 A2

- Sky PNG.png (666.45 KiB) Viewed 1955 times
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Sat May 07, 2022 6:03 pm
by Wurschtmaxe
Very nice! Great icons of the wide spread variations of the 110 (and 210) destroyer family. But what is the Bf 110T? Sounds completly Fantasy

.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon May 09, 2022 8:46 am
by Vano2004
Wurschtmaxe wrote: Sat May 07, 2022 6:03 pm
Very nice! Great icons of the wide spread variations of the 110 (and 210) destroyer family. But what is the Bf 110T? Sounds completly Fantasy

.
Option A is a banal typo since H since even this version was never implemented before the con))Option B is possible T is a torpedo bomber )

Option A is a banal typo since H since even this version was never implemented before the con))Option B is possible T is a torpedo bomber )
https://en.topwar.ru/159240-oruzhie-vto ... noscy.html
"HUNTERS": SPECIAL UNITS OF THE WEHRMACHT IN THE FIGHT AGAINST PARTISANS
https://maximus67.livejournal.com/1045148.html
How soon will version 0.90 appear!?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon May 09, 2022 3:19 pm
by phcas
Wurschtmaxe wrote: Sat May 07, 2022 6:03 pm
Very nice! Great icons of the wide spread variations of the 110 (and 210) destroyer family. But what is the Bf 110T? Sounds completly Fantasy

.
Messerschmitt Bf-110 T Torpedo Bomber
German Air Force, Mediterranean Theatre, 1942
In 1942 the German Air force was still looking for a suitable Torpedo Bomber to use in the Mediterranean theatre. With the allied forces growing in the region Germany needed a quick fix to stem the tide. It was only a matter of time before the allies built up enough forces to invade Africa from the West. Having an effective torpedo bomber to engage the allied fleet would help stop that invasion. While the He-111 was used successfully in the Torpedo bomber role, the Germans never had a truly successful torpedo platform like the Italian Savoia-Marchetti SM.79. Early attempts to use the Bf-110 as a Torpedo bomber failed because of the weight of the payload. With an eye towards the Sm.79, a third engine was grafted onto the nose of a standard Me-110E Zerstorer. Since the nose contained the main armament of the 110, it was decided to graft the nose of an Me-109E fighter including the armament package (2 Mg and 1 x 20mm cannon). While less than the standard armament of the 110 (4x 20mm cannon), the provided armament could still be used to suppress AA fire during the torpedo run. It was decided to retain the rear gunner as some protection would be needed during a low and slow torpedo run.
Initial testing proved successful (with some handling problems) and the third engine added a lot of speed to the new fighter. The new heavy fighter was cleared for torpedo testing. Two aircraft were built for testing, but immediately problems were found. Again the weight was a problem and the new engine made the aircraft nose heavy. When the torpedo was dropped, the aircraft would attempt to nose over which was dangerous in a low level torpedo run. Prototype 2 was lost when it nosed into the water after a drop. Fortunately for the crew the low altitude and speed made for a "soft" landing and the crew escaped unharmed. While several hits were scored on dummy targets, controlling the aircraft after a drop proved too hard and the concept was abandoned. Soon after the project was cancelled, the allies launched Operation Torch at the end of 1942 and the Germans had much bigger problems to worry about in the Mediterranean.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon May 09, 2022 3:49 pm
by guille1434
Hello... I never read about such variant history and testing in the more or less complete German aircraft sourcebooks I know and covers the Bf-110 and its variants. Isn't it that text taken from some work of "alternate history"? It reminds me a lot to the various books of the "Alternate Luftwaffe" series, which were excellent, but covered a lot of un-historical variants...
I think that if the Germans had time and resources to further research and develop torpedo launching aircraft, moreover if they were trying to emulate the success of the SM.79 torpedo launcher aircraft, they would have chosen to work on variants of the He-111 or Ju-88/Ju-188...
But... Indeed, it is a very nice "what if" unit, and the model shown in the photograph posted looks gorgeous!

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.80
Posted: Mon May 09, 2022 7:45 pm
by phcas
This aircraft will be in the next update as a Prototype, nopurchase but with the editor you can place it in a scenario if you like.

- 000-628_Bf-110_T.png (64.18 KiB) Viewed 3271 times