Arma 3
Real Panzer Tank A3
130 Comments
HBAOplus 11 Dec, 2024 @ 6:56pm 
@ssalic
work with it, but only tanks from vanilla, IFA3, IFA3 LIBERATION, GM be modified accordingly.
ssalic 8 Dec, 2024 @ 4:41am 
does this work with the Leopard 2A6M from the BWmod?
YSG_万联超市 18 Nov, 2024 @ 11:26am 
Launch Smoke is broken!
{RP}Alan  [author] 21 Sep, 2024 @ 11:54pm 
In all factions. Thanks for playing and using the mod.
Jheisingerc 21 Sep, 2024 @ 11:19am 
en que faccion aparecen ?
{RP}Alan  [author] 15 Jun, 2024 @ 4:54pm 
Sorry I do not do discord and do not mod or play this game anymore. There is a ton of help in the forums if you want to learn modding, that is where I learned to do it.
Lester 15 Jun, 2024 @ 1:33pm 
Can you give me your discord please, I want to start creating mods (vehicles), but I don’t even know how to start, I have zero experience, can we chat on discord?
_mickey_ 29 May, 2024 @ 3:45pm 
What about compatibility with "Realistic Driving Terrain" Mod? I think there will be a conflict, because both mods do the same thing. It's a pity that I can't upload this content, the textures look great. But I'm already using "Realistic Driving Terrain"
Solo wing pixy 14 Jan, 2024 @ 3:27am 
is god mod ,i hope this mod can work with tank wreck pack ,vanilla tan if they explode ,the wreck will lost they turret ,and is have a bug about rocket launche sys like vanilla 230,bm-21 and more,they lost blast vfx,and exp somke, pls update
HappyRooster007 16 Sep, 2023 @ 5:36am 
Sorry, but this is not good and real mod. Tanks are too much strong and cant destroy tank after 5 or more hits.
thorsten_s6 17 Feb, 2023 @ 1:00am 
The Enemy AT-Titan dont fire of the Tanks. Launch Smoke is broken!
Zoayang 28 Aug, 2022 @ 10:00am 
why all tanks can't lauch smoke screen?
_mickey_ 17 Jul, 2022 @ 1:36pm 
White smoke, after the explosion of the tank looks bad. Please bring back the vanilla effects so that the player can attach the blastcore mod, whose burning effects replace vanilla burning and look awesome. Even without blastcore, vanilla burning effects will look better than white smoke.
nerexis | nmilsim.wordpress.com 9 May, 2022 @ 12:35pm 
This mod breaks the explosion effects of some ammunition, for example, TOS-1A from POOK Arty mod.
hamburger 25 Dec, 2021 @ 8:26pm 
very nice mod
minhduc-dev 13 Nov, 2021 @ 12:21am 
Can you remove the white smoke that burns the car from the RHS mod? :steamdance:
{RP}Alan  [author] 28 Oct, 2021 @ 3:50am 
Tankers, come and join our War Thunder Realistic Tank Battles Squad. Below are links to the Discord Server and also a set of game files that include a Special RP Player Bonus.



Discord Server



https://discord.gg/tBPj6ETp44“



We play nearly every evening starting at about 10PM Central European time, 9PM UK time. For a few hours.



Link to game files with Special Bonus


'http://warthunder.com/en/registration?r=userinvite_64003633'
Reaper 2 Oct, 2021 @ 7:19am 
The coaxial gun of the Merkava, dont have ammo
{RP}Alan  [author] 28 Jan, 2021 @ 10:47pm 
Beeper the T14 is the one in the main game just with its real name. Thanks for commenting and using the mod.
beeper 28 Jan, 2021 @ 3:03am 
uvz armata t-14 - from which mod is it?
{RP}Alan  [author] 16 Jan, 2021 @ 11:36pm 
Yes I did a little update but did not remove anything. I expect you have to make sure the version on your server is the same as for the client and then it will run again as normal.
Lufian 16 Jan, 2021 @ 8:17am 
Did you remove anything? As my mission isn't working properly on my server now
Thoughtseize 16 Jan, 2021 @ 6:32am 
That is awesome, thank You Alan.
{RP}Alan  [author] 16 Jan, 2021 @ 6:28am 
Hallo,

Just loaded a small update that reverts the tanks to the vanilla physics which are ok and better than when I first did this mod where the tanks went too fast and the AI would often roll the tank over.

Thanks to Thoughtseize/Znicz Vor 57 Minuten for bringing this to my attention as I have not played this game for months and things change and need updating and this was an easy one.

Mikeros tools was able to compile the code too and that includes a syntax check as well. Two wins in one day!

Thanks.
Thoughtseize 16 Jan, 2021 @ 5:27am 
Alan, thanks for a quick response.
I guess reverting to vanilla physics would do the job for now, as a quick fix.
{RP}Alan  [author] 16 Jan, 2021 @ 2:10am 
Hallo Thoughtseize/Znicz

I think the last A3 general update caused that as the tanks were all good at one time and more real.

Yes I can fix that and will have a go. Last time I made a change tho I found that my code would not compile in Mikeros tools but would in the Arma3 tool but only because the A3 addon builder does not do a syntax check.

I think that the recent A3 update invalidated my code a little bit and it would take me hours to find the cause and fix it. I will have a go the simple way and see how it goes. Might simply revert the tanks to stock vehicle physics and just go with the custom sounds and skins.

Thanks for commenting and using the mod.
Thoughtseize 15 Jan, 2021 @ 4:01am 
I really like this mod and would like to use it. However there is one drawback that sadly discards it for me. With modified engine power and speed tanks seems to be no longer able to reasonably climb any hill. For example, I tried climbing with Merkava on Altis, east of Telos and even on such shallow climb I was doing 2-5km/h. Alan, Do you think you could somehow increase the inclination angle or ability to climb hills?
Yo Gabba Gabba! 20 Nov, 2020 @ 10:08am 
Just a minor quibble, but the skins for the mod override Vanilla skins, making for odd campaigns and scenarios. Perhaps check to make sure that the vanilla olive and khaki NATO tanks use the same names and are considered the default in the appropriate scenarios.

Otherwise, excellent mod all around.
Cyphid01 7 Oct, 2020 @ 1:38pm 
Thanks for replying; can you please check this video even the Armata has a visible recoil effect. If you can implement it that would be fabulous
{RP}Alan  [author] 7 Oct, 2020 @ 1:28pm 
Hello Cyphid01 Vor 19 Stunden

The recoil is an animation tho I can change the strength of the recoil effect. What did you want to see or feel?

If you want the AI to fight better try the VCOM AI mod that is the one I use and then at least the tanks face you to shoot and track and look for targets.

Thanks for using the mod and commenting.
Cyphid01 6 Oct, 2020 @ 6:14pm 
Can the recoil be improved? Arma will never reach one fifth of the sophistication of SBPe but at least its more accessible. I wish the AI can learn hull-down, and for the turrets to actually cause the whole tank to shudder (hydraulic rotation simulation is out of the question)
{RP}Alan  [author] 24 Sep, 2020 @ 12:55am 
Hello,

I just uploaded this update:

RPA3 RealPanzerchangelog
* Adjusted muzzle energy of tank shells downwards a bit. This caters for the next change point.
* Added HE fragment subammunition effect to AP tank shells.
{RP}Alan  [author] 6 Sep, 2020 @ 11:47am 
Hallo apisorn18 Vor 10 Stunden

Yes it does. It adds armour hit sounds and shell fly sounds.

Thanks for using the mod and commenting.
HazmatGamer 6 Sep, 2020 @ 1:24am 
Is this mod has effect on CUP?
{RP}Alan  [author] 8 Aug, 2020 @ 3:32am 
Hallo Valken 4. Aug. um 9:47 Uhr

One thing that is happenig is that the T72 it taking damage and is stuffed and if you got in it all the parts are black or dark red but it has not blown up as I have made it that tanks do not always blow up or they blow up with a long delay. This adds some realism and variation to the game. That might be what is going on.

I know what you mean with Blastcore I have seen that myself. To be honest I do not know how to fix it or change it without taking out my own burn effects.

Thanks for commenting, following up and using the mod.
Valken 4 Aug, 2020 @ 12:47am 
Hello Alan, this is the campaign I am playing, mission 23 Killdozer: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=756113314

If I use only this mod with or without AAPM, UAS or TVO, it makes it very hard for M1 Abram to shootout T72b. Screenshots showing it is working:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187055293
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187055271
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187055244

It takes a shot to the back engine or tracks to disable, but around 5-8 shots on the front, gun lid and side armors to disable. It takes forever to "blow" it up.

I split the comment due to size!...
Valken 4 Aug, 2020 @ 12:47am 
Are the T72B that HARD?! Wow...

But If I add ACE + AAPM, UAS, TVO and this mod, it works!

1 or 2 shots and it will blow the lid off the tank!

Also, the smoke and fire for a BLOWN tank is not compatible with Blastcore? It does not use the Blastcore full explosion. It just shows white smoke. I hope you can adjust Real Panzer Effects to allow Blastcore explosions.
{RP}Alan  [author] 3 Aug, 2020 @ 11:37pm 
Hello Valken Vor 7 Stunden

It might be a question of what other mods you are running.

I use the RHS mod and it performs the same with or without this mod.

I have never used the other mod you mention such as the AAPM mod. Will have to look it up.

Best thing to do is play the same mission over with less mods running. For instance when I play RHS Abrams v T14, 90s etc I use this mod, CBA and the RHS mods and Vcom AI mod and that is all. Try to keep it as clean and simple as possible.

Normally in tank combat it is a first shot first kill situation especially with modern tanks no matter how much armour they have. So if that is not happening then there must be a mod making problems somewhere.

Thanks for commenting and using the mod.
Valken 3 Aug, 2020 @ 4:08pm 
So I am playing Cold War Crisis remake with this, UAS, TVO and AAPM. During mission 23 with tank battles between M1 Abrams vs T80 RHS tanks, it takes FOREVER to take down the T80. I see hotspots on tracks, engines and gun barrels to target but the tanks are TOUGH. Super hard to blow them up. Is there a conflict with AAPM buffing up the tank armor too much?

Also, the Russians with the RHS AAPM inserts takes like over 50 rounds from the tank commander's madball or gunner's 7.68 rounds to take them down. Is this accurate? I can upload my save file for testing...

I also posted this question in AAPM mod to see if there was anything in terms of ammo ballistics being affected.
{RP}Alan  [author] 6 Jul, 2020 @ 1:02pm 
Hello TribalWarriors Vor 1 Stunde

All seems to work ok with ACE.

Just have this mod load last in your launcher.

Thanks for commenting and using the mod.
DarkMessiah 6 Jul, 2020 @ 11:57am 
Thanks for the reply! I did a little test myself with no other mods installed and I still found that whilst not every shot is a killer, it takes no more than 2. I also found that NATO had a slight edge over the CSAT tanks for some reason. Perhaps adjustment is needed or maybe I need to get used to the fact that one shot can actually take out a tank! Thanks, love it regardless!
Atworld 6 Jul, 2020 @ 11:54am 
Does this work with ace or do I need to disable ace features that effect the tanks?
{RP}Alan  [author] 6 Jul, 2020 @ 8:29am 
Hello Mufusa Vor 55 Minuten

Thanks for reporting in.

Try running the mod clean of other mods and see if that changes things.

I have recently introduced some new damage features such as spall and thermobaric damage from penetrating shells, could be that is making the tanks more vulnerable.

One shot one kill just like in real life.

I have done a lot of play testing myself, including on a shooting range at different distances and not all shots were killers.

Could be tho that adjustment is required.

Thanks for commenting and using the mod.
DarkMessiah 6 Jul, 2020 @ 7:30am 
For some reason, tanks are being blown up in one shot, every single time? No matter which side of the tank I hit..
AlphaZNovember 15 Jun, 2020 @ 5:10am 
@{RP}Alan Thank you for the solid response, I suppose I'll try more mod combinations then...
{RP}Alan  [author] 14 Jun, 2020 @ 4:33am 
Hello AlphaZNovember 15 hours ago

I find it all works together ok which is more accident than planning. I warrant only that these mods work fine by themselves as there are thousands of mods and I cannot check them all for compatibility and also do not use most of them.

Trouble normally crops up with scripts and that is why I made Real Panzer SFX a separate addon, in case there were script related problems.

Best thing to do to see is to play the same mission over a few times and see if it is different with the different addsons on and off.

Thanks for commenting and using the mod.
AlphaZNovember 13 Jun, 2020 @ 12:28pm 
Little question here, if I load this mod plus the "Real Panzer SFX" in an ACE preset are the cookoff's going to conflict/mix with one another?
Any chance "Real Panzer Tank A3" and "Real Panzer SFX" are not compatible with ACE?
Chuck Jiggles 24 May, 2020 @ 6:35am 
Okay, thanks for the info and effort. It indeed is a great and well made skin, but it just aesthetically sticks out in default and downloaded missions when rest of the AAF equipment is in its' default camo.
{RP}Alan  [author] 24 May, 2020 @ 6:13am 
Chuck Jiggles 1 hour ago

Thanks for commenting and using the mod.

In the next update I will make a placeable leo that has the AAF camo.

I like the Leo in BW camo and the Merkava with woodland camo and so made them the default.