Why the Best Tank Sims Still Run on Engines You've Never Heard Of
1. The Session
I just played Tank Squad and Call to Arms: Panzer Elite back-to-back.
Tank Squad: The tank has weight and feel, but it is clunky to get the best from it. Controls are a mess of buttons. Not intuitive.
Call to Arms: Panzer Elite: Nicer to play, but enemies see through trees. Optics do not work as expected, some thing is off with ballistics.
I play both without HUD. Neither game is designed for that. It feels awkward.
I went back to the original Panzer Elite to see if it was my memory. It just works.
2. Why the OGs Work: The Physics
Panzer Elite (1999), T34vs Tiger, Steel Fury: Kharkov 1942, Steel Armor: Blaze of War, Steel Beasts Pro PE.
They share one thing: bespoke engines.
Not Unity. Not Unreal. Code written for one purpose: simulate a tank.
Lookup Tables vs. Real-Time Calculation
Generic engines (Unity/Unreal):
- Calculate ballistics in real-time using floating-point mathematics.
- Single-precision (
float) loses accuracy as values grow. At 1000m+, coordinate jitter breaks collision detection. - To compensate: hitscan, range clamping, simplified penetration formulas.
- Result: shells that feel inconsistent. Trajectories that drift. Penetration that seems random.
Bespoke engines:
- Use lookup tables for ballistics, penetration, trajectory.
- Data is pre-calculated: muzzle velocity, drag coefficient, armor penetration values per shell type, per angle, per range.
- Finite maths: fixed-point arithmetic or integer-based calculations. Deterministic. Repeatable.
- A shot at 1500m uses the same table entry every time. No drift. No approximation.
The Developer Explanation
This is not theory. It is described by developers working in these engines today.
From the Tank Squad developer ([DeGenerals]Trebor), Steam Forum, 23 Feb:
"Our issues are very simple but very hard to fix, let me explain:
1. In Unity (and other engines too) if something happens or is calculated very far from center of the world (that is 0,0,0) it starts to get rounded up or down. This starts after 1000m from center, the further the worse it gets.
2. When a projectile hits a mudguard of a tiger - let's use it as example as I've had that situation few days ago - it checks if it penetrated that mudguard, if so - the system moves the projectile forward by 1mm and again checks if next armor on the projectile path is penetrated - and so on.
3. On very big distances, like 3-4 kms from center this 1mm movement can be rounded up to 2-3 or larger, totally missing collision/contact with main armor.
4. I did not yet find a solution to this but I need to."
The Implication
- The engine breaks at distance (>1000m).
- Collision logic fails due to floating-point rounding.
- The developer describes the issue and is working toward a solution.
This is the structural limit of using a generic engine for a tank sim.
The Result
In OG Panzer Elite, you feel the tank because the math serves the fantasy.
In modern titles, you fight the engine because the fantasy serves the math.
3. The Foundation
In essence, any game built on a pre-built engine is not a game in the truest sense. It is a mod of that engine.
Unity. Unreal. Godot.
When you start with someone else's foundation, you are not building from zero. You are configuring. You are extending.
You inherit the engine's assumptions: physics model, rendering pipeline, networking layer. You work within its constraints.
For most genres, this is fine. A platformer does not need bespoke collision. A visual novel does not need deterministic ballistics.
For a tank sim, it is fatal.
Panzer Elite. Steel Fury. Steel Armor. Steel Beasts.
These were not mods. They were games.
The engine was written for the simulation. Not the other way around.
Every system — ballistics, vision, physics, audio — served one goal: make you feel like you are in the tank.
When the foundation is purpose-built, the result is cohesive.
When the foundation is generic, the result is configured.
Cohesive is not the same as configured.
4. The Verdict
This is not about nostalgia. It is about engineering priorities.
The Industry Incentive
Generic engines exist to reduce cost and time.
- Asset stores replace custom models.
- Pre-built physics replace bespoke calculation.
- Cross-platform deployment replaces targeted optimization.
For a tank sim, this is fatal.
The Cost of Depth
Bespoke engines require upfront investment.
- Profile every gun.
- Build every lookup table.
- Test every armor angle.
There is no shortcut. There is no asset pack for "authentic tank warfare."
Modern devs choose the shortcut. The result is visually competent, mechanically hollow.
The Player's Choice
Until the incentive structure changes, the best tank sims will remain the ones built when depth mattered more than deployment speed.
Panzer Elite. Steel Fury. Steel Armor. Steel Beasts.
They are not perfect. They are old. But they are honest.
The code serves the simulation.
That is the standard. Anything less is a compromise.
The Antisocial Gamer