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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Thu Nov 14, 2019 8:04 pm
by phcas
I know I have to finish the France scenario :) but I have to tell you about the plans for the Battle of Britain :)
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Thoughts about the Battle of Britain scenario so far:

* Radar stations 2 types low and high frequency all on the historical place and with historical names. This units can receive no replacements and will be destroyed by 0 strongpoints. If the radars are destroyed the British can not see the Germans coming anymore and defense will be less effective for the British.
* British Ship Convoys. Can be destroyed at will.
* British Airfields. If German Strategic bombers bomb this airfields and the flag get "neutral" the airfield is lost for the British.
* Londen can be bombed. 2 hexes are special: "House of Parlement and the Royal Palace".
* If downed luftwaffe crews be saved by the Seenotdienst He-59, prestige points will be added for the German player.

If the allies lose to much airfields(to Neutral) and radar units (Destroyed) and London hexes(to Neutral) they lose. The Germans have to get Strategic bombers above London and the airfields to get the hexes neutral.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Thu Nov 14, 2019 8:12 pm
by MjrOu812
phcas wrote: Thu Nov 14, 2019 7:59 pm
MjrOu812 wrote: Thu Nov 14, 2019 6:55 pm So when can we expect the next update?
As soon as the beta France scenario is finished. I can work on it for 12 hours a day the next 3 days so I hope on sunday evening we can see when to launch update v0.033. Let's say less than a week.

Understand that making a scenario is not only making a map and put some units on it. Getting the right information, OOB's, searching for photos and gifs, thinking out special orders, it all cost a lot of time.
Ok, yea I understand the work and research your doing, your work so far is giving new life to this great game, and I no there is still a lot to do so keep it up :D

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Thu Nov 14, 2019 9:53 pm
by butch_74
phcas wrote: Thu Nov 14, 2019 6:07 pm
butch_74 wrote: Thu Nov 14, 2019 4:31 pm
Yes, thanks. I already downloaded your mod. Looks great. And I immediately had questions. I noticed that the 105 mm German 105mm sK18 gun has a range of 5 hexes. Which is very strange in comparison with the rest. And a question on British artillery. 4.5 and 5.5 for you they are indicated in mm 114 and 140 they had a firing range of about 18 km and this is the same as the 105mm sK18 but the range is 3-4 hex
We are using this formula for artillery but still have to fine tune it in the Equipment file. We look at the fire ranges on internet or out of books.

Artillery.jpg
Interesting formula.
The fact is that the caliber of a gun does not always correspond to mobility, for example, guns are almost always heavier than howitzers with the same caliber. It seems to me that mobility depends on weight, not caliber. For example, the F-22 76.2 mm caliber weighed 2820 kg, which is almost a ton more than 25 pdr with a weight of about 2000 kg, the British 6-inch (152 mm) howitzer 3693 kg and 10.5 cm leFH 18 (105 mm) 3,490 kg. By the way, the firing range of a 6 inch howitzer during World War II is more than 10 km (10,400). 8,700 m she fired during the First World War, but you have it with a range of 2 hexes although it should be 3 and it can’t move although it weighs almost the same. The 5.5-inch cannon, on the contrary, has a weight of 6190 kg (140 mm caliber :) ) but it moves by 1 hex and again the range is indicated with the old ammunition of 14,800 m and with the new ammunition it fired at 16,550.
Since I’m doing my own little mod for the British Empire, I looked primarily at these parameters, I also noticed that you did not change the Comet tank, for example, although its characteristics in the vanilla game are very strange.
I do not want to impose my opinion, but such defects are unpleasant for such an impressive mod.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 6:05 am
by phcas
butch_74 wrote: Thu Nov 14, 2019 9:53 pm
phcas wrote: Thu Nov 14, 2019 6:07 pm
butch_74 wrote: Thu Nov 14, 2019 4:31 pm
Yes, thanks. I already downloaded your mod. Looks great. And I immediately had questions. I noticed that the 105 mm German 105mm sK18 gun has a range of 5 hexes. Which is very strange in comparison with the rest. And a question on British artillery. 4.5 and 5.5 for you they are indicated in mm 114 and 140 they had a firing range of about 18 km and this is the same as the 105mm sK18 but the range is 3-4 hex
We are using this formula for artillery but still have to fine tune it in the Equipment file. We look at the fire ranges on internet or out of books.

Artillery.jpg
Interesting formula.
The fact is that the caliber of a gun does not always correspond to mobility, for example, guns are almost always heavier than howitzers with the same caliber. It seems to me that mobility depends on weight, not caliber. For example, the F-22 76.2 mm caliber weighed 2820 kg, which is almost a ton more than 25 pdr with a weight of about 2000 kg, the British 6-inch (152 mm) howitzer 3693 kg and 10.5 cm leFH 18 (105 mm) 3,490 kg. By the way, the firing range of a 6 inch howitzer during World War II is more than 10 km (10,400). 8,700 m she fired during the First World War, but you have it with a range of 2 hexes although it should be 3 and it can’t move although it weighs almost the same. The 5.5-inch cannon, on the contrary, has a weight of 6190 kg (140 mm caliber :) ) but it moves by 1 hex and again the range is indicated with the old ammunition of 14,800 m and with the new ammunition it fired at 16,550.
Since I’m doing my own little mod for the British Empire, I looked primarily at these parameters, I also noticed that you did not change the Comet tank, for example, although its characteristics in the vanilla game are very strange.
I do not want to impose my opinion, but such defects are unpleasant for such an impressive mod.
I can see your a Artillery men :) Again the Equipment file has to be fine tuned in the future. I am behind with the import of many new units. I put them in the mod with a unit and Bigunit icon (that have to be made) and in the Equipment file and Efx file to get them moving and shooting. I HAVE NO TIME YET TO FINE TUNE AL THIS UNITS because that also is a lot of time consuming research. I have to make scenarios too what cost me a very lot of time.

Anyway. If you think we better use weight in the formula than caliber it's OK. We want to go for the best results for our mod.

If it's your hobby and you want to make a contribution to the mod, I invite you to calculate range and movement for the Artillery units.

Maybe you have also a suggestion to transform our formula from caliber to weight.

Again we want the most realistic values for our mod but time.....time.....time :( and so much to do................

Thanks and greetings

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 11:47 am
by daon
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I do not understand how to build a bridge

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 11:54 am
by nono hard et heavy
phcas wrote: Fri Nov 15, 2019 6:05 am
butch_74 wrote: Thu Nov 14, 2019 9:53 pm
phcas wrote: Thu Nov 14, 2019 6:07 pm

We are using this formula for artillery but still have to fine tune it in the Equipment file. We look at the fire ranges on internet or out of books.

Artillery.jpg
Hello.
viewtopic.php?f=264&t=81616
Maybe this would be interesting. What works for OoB can work for Panzer Corps. Just select the country, equipment class, unit and there are icons giving the range and speed of travel.
Greetings.

Interesting formula.
The fact is that the caliber of a gun does not always correspond to mobility, for example, guns are almost always heavier than howitzers with the same caliber. It seems to me that mobility depends on weight, not caliber. For example, the F-22 76.2 mm caliber weighed 2820 kg, which is almost a ton more than 25 pdr with a weight of about 2000 kg, the British 6-inch (152 mm) howitzer 3693 kg and 10.5 cm leFH 18 (105 mm) 3,490 kg. By the way, the firing range of a 6 inch howitzer during World War II is more than 10 km (10,400). 8,700 m she fired during the First World War, but you have it with a range of 2 hexes although it should be 3 and it can’t move although it weighs almost the same. The 5.5-inch cannon, on the contrary, has a weight of 6190 kg (140 mm caliber :) ) but it moves by 1 hex and again the range is indicated with the old ammunition of 14,800 m and with the new ammunition it fired at 16,550.
Since I’m doing my own little mod for the British Empire, I looked primarily at these parameters, I also noticed that you did not change the Comet tank, for example, although its characteristics in the vanilla game are very strange.
I do not want to impose my opinion, but such defects are unpleasant for such an impressive mod.
I can see your a Artillery men :) Again the Equipment file has to be fine tuned in the future. I am behind with the import of many new units. I put them in the mod with a unit and Bigunit icon (that have to be made) and in the Equipment file and Efx file to get them moving and shooting. I HAVE NO TIME YET TO FINE TUNE AL THIS UNITS because that also is a lot of time consuming research. I have to make scenarios too what cost me a very lot of time.

Anyway. If you think we better use weight in the formula than caliber it's OK. We want to go for the best results for our mod.

If it's your hobby and you want to make a contribution to the mod, I invite you to calculate range and movement for the Artillery units.

Maybe you have also a suggestion to transform our formula from caliber to weight.

Again we want the most realistic values for our mod but time.....time.....time :( and so much to do................

Thanks and greetings

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 11:58 am
by nono hard et heavy
daon wrote: Fri Nov 15, 2019 11:47 am Clipboard01.jpgI do not understand how to build a bridge
Hello.
a and b must be positioned on the river hex before switching to bridge mode.
Greetings.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 12:23 pm
by daon
nono hard et heavy wrote: Fri Nov 15, 2019 11:58 am
Hello.
a and b must be positioned on the river hex before switching to bridge mode.
Greetings.
a and b can't move on the river

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 12:46 pm
by phcas
daon wrote: Fri Nov 15, 2019 11:47 am Clipboard01.jpgI do not understand how to build a bridge
You have minor and major rivers. Only C can handle the major rivers. A is a old fashion wooden bridge that can not be picked up and moved again. So:

A = Wooden bridge = minor rivers = no pickup again
B = Bridge system = minor rivers
C = Bridge system = minor & major rivers

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 12:51 pm
by phcas
Victory conditions incoming French scenario
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 12:53 pm
by daon
"a and b" can only go on minor rivers
"c" can go on major rivers BUT can only deploy its bridge if it does not rain and the land is not wet

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 1:06 pm
by uzbek2012
Hi! You can immediately assemble a ready installer that would not put pieces * ?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 2:26 pm
by butch_74
phcas wrote: Fri Nov 15, 2019 6:05 am
I can see your a Artillery men :) Again the Equipment file has to be fine tuned in the future. I am behind with the import of many new units. I put them in the mod with a unit and Bigunit icon (that have to be made) and in the Equipment file and Efx file to get them moving and shooting. I HAVE NO TIME YET TO FINE TUNE AL THIS UNITS because that also is a lot of time consuming research. I have to make scenarios too what cost me a very lot of time.

Anyway. If you think we better use weight in the formula than caliber it's OK. We want to go for the best results for our mod.

If it's your hobby and you want to make a contribution to the mod, I invite you to calculate range and movement for the Artillery units.

Maybe you have also a suggestion to transform our formula from caliber to weight.

Again we want the most realistic values for our mod but time.....time.....time :( and so much to do................

Thanks and greetings
I’ll be happy to help. I have already partially made an artillery table. I would suggest using two movement points for guns weighing up to 1 ton, for guns weighing 1-2 tons, give movement by one hex and all that weighing more than 2 tons should already be moved only on the trailer. Small exceptions can be made if the guns, for example, have been successfully used in airborne or jaeger units. The range of fire is a more difficult question as I see you want to use mortars, but with a distance of one hex they will be useless. Players simply will not buy them. You can give them a distance of two. And to somewhat revise the range of artillery, for example 3km-hex. On average, this will increase the distance of fire by one. Which is not bad in my opinion.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 3:21 pm
by phcas
butch_74 wrote: Fri Nov 15, 2019 2:26 pm
phcas wrote: Fri Nov 15, 2019 6:05 am
I can see your a Artillery men :) Again the Equipment file has to be fine tuned in the future. I am behind with the import of many new units. I put them in the mod with a unit and Bigunit icon (that have to be made) and in the Equipment file and Efx file to get them moving and shooting. I HAVE NO TIME YET TO FINE TUNE AL THIS UNITS because that also is a lot of time consuming research. I have to make scenarios too what cost me a very lot of time.

Anyway. If you think we better use weight in the formula than caliber it's OK. We want to go for the best results for our mod.

If it's your hobby and you want to make a contribution to the mod, I invite you to calculate range and movement for the Artillery units.

Maybe you have also a suggestion to transform our formula from caliber to weight.

Again we want the most realistic values for our mod but time.....time.....time :( and so much to do................

Thanks and greetings
I’ll be happy to help. I have already partially made an artillery table. I would suggest using two movement points for guns weighing up to 1 ton, for guns weighing 1-2 tons, give movement by one hex and all that weighing more than 2 tons should already be moved only on the trailer. Small exceptions can be made if the guns, for example, have been successfully used in airborne or jaeger units. The range of fire is a more difficult question as I see you want to use mortars, but with a distance of one hex they will be useless. Players simply will not buy them. You can give them a distance of two. And to somewhat revise the range of artillery, for example 3km-hex. On average, this will increase the distance of fire by one. Which is not bad in my opinion.
Hi, I agree with the movement points you suggest.

I know a player will not buy mortar units because of the small range. The solution is to give them to the player as aux units in scenarios. So they are still in the game. If you going to increase the range of 60 to 81mm mortars to 2, you get troubles with long range guns with ranges like 25km. I think the max ranges are 5 to 6 not higher. Or we have to say we start counting at the range of 2 for all guns. What do you think?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 4:14 pm
by Radoye
phcas wrote: Fri Nov 15, 2019 3:21 pm If you going to increase the range of 60 to 81mm mortars to 2, you get troubles with long range guns with ranges like 25km. I think the max ranges are 5 to 6 not higher. Or we have to say we start counting at the range of 2 for all guns. What do you think?
The scale doesn't have to be linear, you can use some sort of a square root formula. This would penalize longer ranges more than shorter ranges, and allow you to have a uniform scale across the board yet still avoid the longest range guns to reach over too many hexes.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 4:21 pm
by AKRebel
phcas wrote: Fri Nov 15, 2019 3:21 pm
butch_74 wrote: Fri Nov 15, 2019 2:26 pm
phcas wrote: Fri Nov 15, 2019 6:05 am
I can see your a Artillery men :) Again the Equipment file has to be fine tuned in the future. I am behind with the import of many new units. I put them in the mod with a unit and Bigunit icon (that have to be made) and in the Equipment file and Efx file to get them moving and shooting. I HAVE NO TIME YET TO FINE TUNE AL THIS UNITS because that also is a lot of time consuming research. I have to make scenarios too what cost me a very lot of time.

Anyway. If you think we better use weight in the formula than caliber it's OK. We want to go for the best results for our mod.

If it's your hobby and you want to make a contribution to the mod, I invite you to calculate range and movement for the Artillery units.

Maybe you have also a suggestion to transform our formula from caliber to weight.

Again we want the most realistic values for our mod but time.....time.....time :( and so much to do................

Thanks and greetings
I’ll be happy to help. I have already partially made an artillery table. I would suggest using two movement points for guns weighing up to 1 ton, for guns weighing 1-2 tons, give movement by one hex and all that weighing more than 2 tons should already be moved only on the trailer. Small exceptions can be made if the guns, for example, have been successfully used in airborne or jaeger units. The range of fire is a more difficult question as I see you want to use mortars, but with a distance of one hex they will be useless. Players simply will not buy them. You can give them a distance of two. And to somewhat revise the range of artillery, for example 3km-hex. On average, this will increase the distance of fire by one. Which is not bad in my opinion.
Hi, I agree with the movement points you suggest.

I know a player will not buy mortar units because of the small range. The solution is to give them to the player as aux units in scenarios. So they are still in the game. If you going to increase the range of 60 to 81mm mortars to 2, you get troubles with long range guns with ranges like 25km. I think the max ranges are 5 to 6 not higher. Or we have to say we start counting at the range of 2 for all guns. What do you think?
Using the weight to calculate the movement points of the artillery, I find a good approach. However, I would use this formula only in the area of ​​artillery towed. With a mobile artillery unit I would calculate the movement points over the actual range (fuel), only so we can integrate a historical correctness into the play. Of course, both must be in proportion. Only a food for thought on my part ...

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 4:23 pm
by AKRebel
Radoye wrote: Fri Nov 15, 2019 4:14 pm
phcas wrote: Fri Nov 15, 2019 3:21 pm If you going to increase the range of 60 to 81mm mortars to 2, you get troubles with long range guns with ranges like 25km. I think the max ranges are 5 to 6 not higher. Or we have to say we start counting at the range of 2 for all guns. What do you think?
The scale doesn't have to be linear, you can use some sort of a square root formula. This would penalize longer ranges more than shorter ranges, and allow you to have a uniform scale across the board yet still avoid the longest range guns to reach over too many hexes.
Also a good approach, ... Thanks for the hint

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 4:52 pm
by butch_74
I would rule out small-caliber mortars. They are included in the infantry units by default. It is necessary to consider mortars of a larger caliber in the case of regimental or division artillery, individual mortar units. In principle, you can start with 81 mm, I did not see less caliber in the mod. Moreover, the real distance they had was up to 6 km (120 mm) and we can calmly give them a distance of, for example, 2 or even 3 hexes, but at the same time make a limitation for artillery n less than 3 hexes and no more than 6 so as not to upset the game balance. And of course, the movement of self-propelled artillery will remain as it is. She does not depend on weight :)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 5:33 pm
by phcas
butch_74 wrote: Fri Nov 15, 2019 4:52 pm I would rule out small-caliber mortars. They are included in the infantry units by default. It is necessary to consider mortars of a larger caliber in the case of regimental or division artillery, individual mortar units. In principle, you can start with 81 mm, I did not see less caliber in the mod. Moreover, the real distance they had was up to 6 km (120 mm) and we can calmly give them a distance of, for example, 2 or even 3 hexes, but at the same time make a limitation for artillery n less than 3 hexes and no more than 6 so as not to upset the game balance. And of course, the movement of self-propelled artillery will remain as it is. She does not depend on weight :)
OK we have to come to a agreement. I personaly think that artillery with a range of 1 is useless. You only can use it to backup other units and next to the enemy they are quickly destroyed. The ranges of bigger guns are ok with me. If we use a minimum range of 2 for artillery then also the StuG-III's will have a minimum range of 2 and be more interesting.

I think a minimum range of 2 is a good option. Maybe butch_74 can make a formula for the rest of the artillery.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 6:00 pm
by MjrOu812
I agree with range 1 artillery is useless, I feel that for air defense too....units like these see no combat action....just easy prey?