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Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 12:03 am
by lennis29
AA

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 12:05 am
by lennis29
Luftwaffe 7

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 12:06 am
by lennis29
Luftwaffe 8

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 12:08 am
by lennis29
Luftwaffe 9

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 5:47 am
by Vintage
Wow, such a great collection! 8)

There are very few to add if You would like too:

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 5:58 am
by Vintage
lennis29 wrote: Sun Apr 26, 2020 9:22 pm
Vintage wrote: Sun Apr 26, 2020 8:15 pm There's much depend of ballistics and aiming devices of particular models, so not any gun may serve as long-ranged artillery. I had an idea to give 75mm+ AT guns range = 1 but this leads to same setting for tanks and if I give it to the tanks this will ruin a simulation of counter-course combats: having range = 1 (or even more 2) they can simply shoot each over from distance without getting immediate "feedback" from the opponents... so its not easy to adjust all this stuff properly...
Fire Range - for artillery
0-4.999m = 1
5.000-9.999m = 2
10.000-14.999m = 3
15.000-19.999m = 4
20.000-24.999m = 5
25.000m and higher = 6

This is created by PHCAS
I work more or less with those parameters.
Yes, I do use almost the same scaling system, but there are two important things: game-play and realism, and its not easy to make a good hybrid of them.

So, lets take a look at few examples:
1) BM-31 Andryusha had fire range below 5km, and if I give it in-game r=1 this will make such expensive unit almost useless :arrow: that's about game-play interest;
2) 7.5cm Pak 40 had fire range up to 8km, but elevation angle only up to 22 degrees, so it cant shot through / over the cities, forests, hill :arrow: that's about realism;

These things have to be reconciled somehow, but of course any mod-maker do this its on way :arrow: You do a very good job with your mod anyway :!:

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 10:05 am
by captainjack
I'm sure I can find a use for the German 7TP. Nicoe one.

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 12:01 pm
by Vintage
captainjack wrote: Mon Apr 27, 2020 10:05 am I'm sure I can find a use for the German 7TP. Nicoe one.
There's a Soviet 7TP also exists if You need it 8)

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 2:18 pm
by guille1434
For my mod, I devised a kind of "logarithmical" artillery range table, with range segments proportions increasing for the longer ranges , in order to include very long range units with a reasonable in-game map range.

Artillery Range Table
0-4000 m 1 hex
4000-10000 m 2 hexes (+ 6000 m)
10000-18000 m 3 hexes (+ 8000 m)
18000-30000 m 4 hexes (+ 12000 m)
30000-45000 m 5 hexes (+ 15000 m)
45000-65000 m 6 hexes (+ 20000 m)
65000+ m 7 hexes (+ 25000 m)

With this system, I can give big pieces of ordnance a "game compatible" range. For example it would not work well for game mechanics to give a coast bombardment range to battleships of, say, 10 hexes... (the bigger battleship guns could reach fixed land targets some 35 km away. with acceptable accuracy, the effective range was lesser when firing to mobile naval targets).

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 2:32 pm
by lennis29
Greetings, I am working on what I think will be the last update.
Final changes to the Equipment 1942 file.
The game mode totally changes for the Germans and it stops having many benefits.
Some examples.
1942
PzIA - Pz-I Flamm
PzIB - Clase 2 Recon. +1 Spt / +15% Fuel / +1 GD
PzIIB - Option in 1941 (Pz-IIC or PzII Flmm ) but in 1942 Option Update Marder II Prototype.
Pz38t(a) - +1 spt Option update Marder III Prototype until July 1942

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 2:47 pm
by guille1434
Also, here is an icon for a German captured KV-2 which had been equipped with the new owners with a German commander´s cupola, to improve battlefield awareness...

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 3:02 pm
by lennis29
An improved idea of ​​deducter MOD, I think I can help many with their GC MODs.
- they have the DLC folder / inside they have folders GC39 to GC45
- inside each GC39 to 45 folder, it has a * DATA * subfolder and inside DATA it has the Equipement file.
- So I can have a different Equipment in each GC, so I can change the values ​​as the war progresses.
-Now, I am only going to use 2 equipment, the normal one and the one that I am going to load in 1942, but this equipment that goes in the DATA folder of 1942, must be copied in all the other GC1942-43, GC43, GC44 and so on. in turn.
- As I am using a translator, I do not know how you will see my idea explained in your language.
- Then in the GC42 folder, File equipment, what I do is for example with the unit (Panzer IIB I want to take it to MarderII) because I proceed to create a switchable unit with the name of (prototype), with the MarderII data.
(ID 1721) - Pz 38 (t) A ----- (** Multipurpose 1703 **) Non-returnable change.
(ID 1703) - PzJ-III Prototype then the Pz38 merges into the marder but cannot return.
- Sorry if it was not understood well, but more or less you take the idea or hope that the MOD is almost finished.

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 5:31 pm
by lennis29
Vintage wrote: Mon Apr 27, 2020 5:47 am Wow, such a great collection! 8)

There are very few to add if You would like too:
I am thinking of adding the german_7TP tank, on the Warsaw stage, in one of the cities where an artillery is captured, placing a 7TP.

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 5:34 pm
by lennis29
guille1434 wrote: Mon Apr 27, 2020 2:47 pm Also, here is an icon for a German captured KV-2 which had been equipped with the new owners with a German commander´s cupola, to improve battlefield awareness...
I am thinking of adding the KV-2 tank, on the stage where the German Pincers are closed in Kiev.
Remove the T-34 and put the Kv-2.

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 7:25 pm
by lennis29
guille1434 wrote: Mon Apr 27, 2020 2:47 pm Also, here is an icon for a German captured KV-2 which had been equipped with the new owners with a German commander´s cupola, to improve battlefield awareness...
Here I will add the KV-2
Zolotonosha
T34/40 (KV-2) Tank at Kiev 2, 3

Re: Coming soon --> VolksMod

Posted: Mon Apr 27, 2020 11:08 pm
by lennis29
New Update
T-34/41 - Change in 1944 to FlakPz-T34
First an upgrade to a prototype comes out and then it switches to the Anti-Aircraft unit.
--------
PzIII F and G - Option upgrade to a prototype comes out and then it switches to the StuG IIIF
------------------------------------
New Units Added.
- Pz.7TP / Capture Unit in warsaw
- Kv-2 German. / Capture Unit in Zolotonosha at Kiev 2, 3
- 122mm M1938 / Capture Unit in Demyansk Pocket at Uglovka
- T34/43 / Capture Unit in Factory T-34 Stalingrad Docks

Re: Coming soon --> VolksMod

Posted: Wed Apr 29, 2020 2:28 am
by lennis29
New Update.
-Some minor fixes
New units.
- Pz 38 Flm in 1944
- 37 mm Pak (p) Capture in Warsaw - Later available for purchases.
- -- Stuka Ju 87 B ( Special Unit for the Battle of England ) - -Ground attack mode with MG
Artillery attack mode, the unit is class 4. It has the ability to suppress.

Re: Coming soon --> VolksMod

Posted: Wed Apr 29, 2020 3:50 pm
by lennis29
----- update--------
New units added
- 7.5 cm Pak 40 SE / for Grenadier SE in 1942.
- Karl-Gerät 540 mm / In 1944
- 150mm Gneisenau / in 1940 ---- // reworked // ---- Phcas Pak-Mod.

Re: Coming soon --> VolksMod

Posted: Wed Apr 29, 2020 7:23 pm
by lennis29
Some changes
Available units Ally
For example, Lorraine artillery is only available on West DLCs. and not in Russian.
Units available Russian, as well as PzFlk / T-34 and other units only for Russian DLC.

Re: Coming soon --> VolksMod

Posted: Thu Apr 30, 2020 4:32 am
by lennis29
New unit added
- Fw-200 Condor
- Ju 86E
- Ju 87C