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work with it, but only tanks from vanilla, IFA3, IFA3 LIBERATION, GM be modified accordingly.
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'
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.
I guess reverting to vanilla physics would do the job for now, as a quick fix.
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.
Otherwise, excellent mod all around.
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.
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.
Yes it does. It adds armour hit sounds and shell fly sounds.
Thanks for using the mod and commenting.
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.
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!...
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.
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.
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.
All seems to work ok with ACE.
Just have this mod load last in your launcher.
Thanks for commenting and using the mod.
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.
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.
Any chance "Real Panzer Tank A3" and "Real Panzer SFX" are not compatible with ACE?
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.