ArmorSim custom projectiles allow players to construct modular shaped charges from individual parts or adjust the mechanical properties of kinetic penetrators. Rather than relying on static animations or hit points, ArmorSim calculates the flight, detonation, jet formation, and plate erosion of your custom ammunition through terminal-ballistics physics models.

Developer Timerlan Galimov introduced modular projectile crafting in ArmorSim update 3.3.3, expanding on the preexisting parameter sliders for standard service rounds. Here is how custom projectile creation works, the parts available, and how the simulation resolves them.

Available Projectile Components in ArmorSim

Update 3.3.3 added a dedicated PROJECTILE COMPONENTS subsection inside the main PROJECTILES menu. Players can pick modular elements and place them directly in the sandbox workspace. A part placed in the scene stays active in your cursor, allowing you to place duplicates rapidly until you click the menu row again to put it away.

Component CategoryAvailable Parts and VariantsRole in Custom Assembly
Fuzes & InitiatorsContact fuze, timer fuze (5 µs, 20 µs, 50 µs), fuze with igniter, detonating cordTriggers the high explosive at contact or after a timed delay.
Explosive ChargesHigh Explosive (HE) block, shaped charge block tailored for linersProvides the chemical energy required to collapse the metal liner.
LinersCopper liners (60°, 42°, hemisphere), explosively formed penetrator (EFP) linerTransforms into a high-velocity metal jet or slug when detonated.
Optics & Wave ShapingWave-shaping lensDirects the detonation wave front efficiently toward the liner.
Structural & AerodynamicsStandoff probe, tail stabiliser, ballistic cap, shrapnelEnsures ideal detonation distance, flight orientation, and fragmentation.

Outside of custom shaped charges, the update also cataloged 30 preset small-arms bullets across pistol rounds (such as 9×19mm, 9×18mm, 7.62×25mm, .45 ACP, .44 Magnum, and 5.7×28mm) and rifle rounds (5.45×39mm, 7.62×39mm, 5.56×45mm, 7.62×51mm, 7.62×54R, and 9×39mm), each modeled with an individual jacket, lead sleeve, and core.

How to Build Custom Shaped Charges

Creating an operational custom shaped charge requires adhering to the simulator's physical component logic. A projectile will not produce a penetrating jet if necessary initiation stages are missing.

  1. Select an explosive body: Place an HE block or an explosive block shaped specifically for liners into the testing space.
  2. Attach a liner: Position a copper liner (60-degree, 42-degree, or hemispherical) or an EFP liner against the cavity of the explosive block.
  3. Mount a fuze mechanism: Attach a contact fuze, an igniter fuze, or a microsecond timer fuze (5, 20, or 50 µs) to the assembly. You can add a standoff probe to control the exact distance at which impact triggers the fuze.
  4. Link components to the projectile: Any part that physically touches the primary projectile body binds to it and travels with it when fired. If you assemble the components on their own without a projectile base, the simulator treats the assembly as a stationary mine or a charge placed against a wall.

When fired, the shaped charge jet forms dynamically the moment the detonation front propagates through the explosive and reaches the liner. If you encounter errors in 2D mode regarding missing jet models (such as forum-reported stage errors), ensure that the fuze, explosive block, and liner are properly aligned and touching along the central axis of impact.

Customizing Kinetic Penetrators

In addition to component-based shaped charges, ArmorSim allows you to adjust the baseline specifications of kinetic penetrators (such as AP, APC, and APFSDS rods) from the projectile menu.

When working with kinetic shells from the American, German, or Soviet/Russian catalogs—or testing generic reference rods—the interface provides adjustment sliders for:

  • Caliber: Scale the outer shell diameter up or down.
  • Flight Velocity: Increase or decrease the impact speed (measured in m/s) to test varying propellant loads or engagement ranges.
  • Rod Length: Adjust the physical length of rod penetrators.
  • Core Material: Select between different penetrator cores, including steel, tungsten heavy alloy (WHA), and depleted uranium (DU).

When modified kinetic penetrators strike a target array, the backend evaluates rod erosion and residual velocity using analytical formulations, such as the Alekseevskii-Tate erosion model and Recht-Ipson residual velocity calculations.

Solver Modes and Custom Projectile Performance

The behavior and calculation time of your custom ammunition depend heavily on which solver mode you select in the sandbox:

  • Normal Mode: Delivers split-second results using analytical terminal-ballistics equations (Alekseevskii-Tate, Recht-Ipson, Rosenberg ricochet, and Grady fragmentation). Ideal for testing rapid variations of customized penetrator velocity or plate angles.
  • Advanced Mode: Retains fast analytical solving while outputting detailed per-layer energy accounting. It reports the ballistic limit, wear fraction, and residual velocity for every plate layer the custom shot traverses.
  • ULTRA Mode: ArmorSim's continuum solver utilizes an axisymmetric Lagrangian mesh with Johnson-Cook plasticity, Mie-Grüneisen equations of state, and element erosion. Ultra mode only supports normal-incidence (head-on) impacts and requires substantial CPU compute time to generate deformation meshes.

Player testing notes that complex, multi-layered custom assemblies and heavy spalling simulations can cause performance drops or replay file bloat in Early Access. Saving your scenario layout before running dense simulations is recommended.

Frequently Asked Questions

What happens if I assemble shaped charge parts without a projectile base?

According to the official 3.3.3 update documentation, components placed without a projectile body remain stationary. The simulator treats the unattached assembly as a static demolition charge against a plate or an unguided mine.

Can I adjust the angle of attack for custom rounds in ULTRA mode?

No. ULTRA mode is explicitly restricted to axisymmetric, normal-incidence (head-on) impacts. If your custom projectile setup requires testing angled plates, sloped arrays, or oblique ricochets, use Normal or Advanced mode.

Which materials can I choose for kinetic penetrator rods?

ArmorSim includes four primary penetrator core options in its material database: hardened steel/standard penetrator materials, reference rod cores, tungsten heavy alloy (WHA), and depleted uranium (DU).