Arma 3
86 ratings
Iron Front 44 RealPanzer
Data Type: Mod
File Size
844.657 MB
Jan 11, 2017 @ 4:59am
Sep 16 @ 10:24am
68 Change Notes ( view )

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Iron Front 44 RealPanzer

Iron Front 44 RealPanzer

  • Real tank motor idle and movement sounds.
  • Improved and additional tank textures.
  • Improved vehicle movement.
  • German tank turret movement causes the motor to turn on.
  • Tank turrets have their correct powered rotation speed.
  • More historically accurate tank speed and turning.
  • More historically accurate suspension settings.
  • Tank motors operate at optimal revolutions and torque, where possible.
  • Tanks have historically correct transmission ratios and gear ratios and engine and torque curves.
  • Tanks have the historically correct number of forward gears.
  • Realistic fuel level and consumption rates.
  • Gunsights have their correct magnification level and some are full screen instead of a peephole.
  • StugIIIG has scissors periscope for gunner with 10x magnification.
  • Firefly has 2x magnification levels.
  • Sherman tanks have smoke dischargers.
  • German tanks have S-Mine dischargers in the commander position and smoker dischargers in the loader position.
  • Added inventory to all tanks, weapons, flares, tool kits, first kits, ammo like one would find in a tank.
  • Turret turn and gun elevation sounds, electric, hydraulic, manual custom made for all tanks.
  • The M3 Stuart is available to the Russians as a lend lease vehicle.
  • Smoke and S-mine launchers have correct ammo loadout and rate of fire.
  • All tanks have more AP rounds than the standard loadout because they are expecting a tank battle.


  • For more realism and a sense that your tank has been hit turn on cam shake effects in options. It is a standard A3 feature.
  • If you have a better sound that you would like to see used in the mod, please contact me, and I can assess it and see if I can replace the existing one with your new one. The sound must be of good quality with no background noises such as music, a moderator or crowds. If I take the sound up, I can credit you as a mod contributor if you want. Same goes for textures and other things that you might be able to offer and would like to see in the game.
  • When using the excellent ACE mod, tank wrecks emit a shell buzzing sound, this can be fixed by removing the pbo called rp_weapons in the mod Addons folder.
  • I recommend using my adaption of the Smarter Tanks mod as well and the excellent Liberation Real Panzer mod.

    Smarter Tanks mod for Iron Front 44 and Liberation
    Liberation Real Panzer Mod

    The Arma3 Nvidia PhysX sytem has some inbuilt limitations that hinder the making of a perfect tank simulation:
  • One cannot manually shift gears.
  • Only one turret speed so unpowered and powered turret turn cannot be simulated.
  • There is no off-road coefficient for tanks as there are for cars in ARMA3. This means that when a tank goes off-road the speed does not go slower to allow for the vehicle sinking into the softer ground. I have therefore adjusted the tank physx (vehicle handling) so that the tank is able to at least do its top reported off-road speed when off-road, downhill on smooth ground more is possible. This means that on a hard sealed surface such as a highway or runway the tank is unlikely to reach its top reported historical on-road speed. Given that tanks battle mostly off-road I found this is an acceptable compromise until a proper off-road coefficient feature is created by the manufacturer.
  • This mod was made and tested in single player mode and works well in that mode. In MP mode tanks sit too high on their suspension.
  • Since the last big A3 update the following problems are new in tanking: Tanks do a little "Bee dance" when stationary and do not come to rest at a destination, AI gunnery is way off, there are more tank rollovers from collisions even at slow speeds. Rather than pushing through bushes and other obstacles the tanks seem to ride over them sometimes even rolling over onto their sides or upside down.

    The Iron Front 44 Development Team
    For help with the turret turn speeds and general testing and ideas.
    The growing list of users and subscribers that use the mod and especially those that report errors for me to fix and so help in mod development.
    Gunter Severloh
    For his help on the multiplayer tank sound effects, server performance, play testing and design of this website on Steam.
    For answering some of my questions about real tank characteristics.
    Ruediger at Zahnfabrik Friedrichshafen AG
    For providing info on the Panther gearbox.
    Munster Panzer Museum
    For allowing me special access and help to measure tank wheels and answering questions such as how big and heavy the flywheel is on a given tank, the sort of information you can never find in a book or online.
    [tf86]Shadow93, DonBlazer, Artyomka, NoobMunchies, Dr.Rebus, Rowdie, Gunter Serverloh
    For play testing feedback and suggestions.

    Hope you like it.

    Here is my tip jar:
    Place Bitcoins here 35fzccTottsbetg8ogZakAaJaG5CSnqiZf


Popular Discussions View All (1)
Aug 3, 2017 @ 6:17am
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Dr.Rebus Sep 9 @ 4:03pm 
Coooool! Can't wait for future camos update! New tricolors camos is top update!
fycj Sep 5 @ 8:22pm 
thanks for the update here too :steamhappy:
{RP}Alan  [author] Sep 2 @ 1:45am 
Hallo Dr.Rebus 21 hours ago

No not really, working on catching up with the recent main mod update that altered some of the 3d models and has thrown the physics settings out so some of the tanks do not drive prooperly anymore.

What I have done tho are some physics improvements for more realistic driving and some improved sounds.

Will get into more camos in the winter when it is too cold to go outside. I want to do a series of green camos for all German tanks like the green dapped StuGIIIG camo and then have all the tanks looking the same as tho they are in the same unit. Then brown, then 3 stripe camo etc etc. All ambush is another theme. With unit markings and military symbols like the 21Pz Div sdkfz 251 camo I did a while back.
Dr.Rebus Sep 1 @ 4:03am 
Hi Alan, have new incoming camos for panzers?
{RP}Alan  [author] Jul 15 @ 10:42am 
Hello Pied Piper, no there is onlz this Steam version. Not sure that it would make a difference if it were Steam or not as the files would be the same. Never tried so do not know.

Are you referring to the shell flying sound that keeps playing along with 3 tanks shells that hang in the air when using ACE?

If you remove the rp_weapons pbo that will make that problem go away.

Another solution might be to use the IF44 ACE compatibility mod, search for it on Steam by name.

Pied Piper Jul 14 @ 11:46am 
Hey there, I was wondering if there was a raw download version avaliable. Our group is currently using this mod but with ace and ripping the file out to fix the sounds causes the mod to be read as "false" with many of the weapon sounds either too quite or not playing at all.
{RP}Alan  [author] Jun 23 @ 12:15pm 
Hello Mr. Mackey, nothing to do with this mod, more to do with the original game. This mod does NOT change the armour penetration system. Try the mod without lots of other mods loaded and also try making the IF44 mod the last one to load in the mod loadup sequence. Could be there is another mod running that interfers with the standard armour penetration system. Keep it simple. Best for frame rates too.
{RP}Alan  [author] Jun 14 @ 1:17am 
Hello Cpt Bartels,

I will keep going for as long as my interest holds or a better game comes along. I once modded Darkest Hour and Red Orchestra tanking and ran a server. when no one played anymore I switched to ARMA as the AI was reasonable even if the tanking system was and still is a bit dodgy.

I am hoping the new Post Scriptum game might be a new way to go as ARMA tanking has its problems and can be very frustrating. And the 3D physics is not right no matter what they say about improvements. Looks good tho.

In summer I tend not to do a lot of modding as it is nicer outside.

So far the mod still works and the main game and mod have not made it not work anymore even with little attention. The main game release has been a long time coming that it for sure.
Cpt. Bartels Jun 11 @ 5:30am 
Thank you for your response! Do you intend to keep the mod alive/update when there's changes to the base mods etc? Or will you phase out your modding activities?
{RP}Alan  [author] Jun 10 @ 12:10pm 
Hello All, I have been away from gaming a bit so I have not looked at this mod for a while or done any updates etc.

Hello Shadow93, will have to do my own mg sound if the main game keeps making errors. That will solve the problem.

Cpt Bartels, it would be a lot of work and something that I would not use myself. I see your point tho. I only do these mods for my own use and then share them because Steam makes that possible, but for that I would be the only person that ever saw them.