ArmorSim armor materials do not rely on generic hit points or arbitrary defense ratings. Developed by Timerlan Galimov (Galimov Dynamics) and launched into Steam Early Access in September 2026, the terminal ballistics simulator computes every projectile impact through published physics models, shock data, and mechanical properties.
Whether setting up monolithic steel arrays, reactive cassettes, or ceramic composite sandwiches, the material assigned to each plate dictates rod erosion, plastic deformation, spalling, and residual velocity.
Complete Armor Materials List in ArmorSim
The simulator features a diverse catalog of base armor types, penetrator cores, non-explosive reactive armor (NERA) interlayers, and structural media. Following Updates 2.0 and 3.0.0, the sandbox opened access to metallic alloys, technical ceramics, polymers, and architectural blocks.
| Material Category | Materials Included | Primary Simulation Role |
|---|---|---|
| Armor Steels & Metals | Cast armor steel, Armox 500, mild steel, aluminum alloys, titanium, copper | Base structural plates, vehicle hulls, facing plates, and kinetic backings |
| Heavy Metals | Depleted uranium (DU-0.75Ti), tungsten alloy | High-density penetrator cores and heavy volumetric barriers |
| Technical Ceramics | Silicon carbide (SiC), boron carbide (B₄C), aluminum oxide (Al₂O₃), cemented carbide | Hard-faced disruptor layers designed to shatter or erode kinetic penetrators |
| Composites & Liners | Textolite (composite textolite), Kevlar, fiberglass | Spall liners and intermediate support backing plates |
| Elastomers & Interlayers | Polyurethane, neoprene, natural rubber | Bulging interlayers inside NERA cassettes to disrupt incoming jets and rods |
| Structural & Hazards | Concrete, brick and mortar, high explosive, propellant, fuel | Fortification testing and internal module modeling (fuel can ignite; propellant racks cook off) |
Material Physics and Scientific Modeling
Unlike traditional tank games where penetration is determined by an animation or a simplified armor thickness formula, ArmorSim calculates damage dynamically across three solver tiers.
The Physics Constants and Provenance
Every material constant in the simulation database is explicitly tagged based on its academic or laboratory origin:
- MEASURED: Taken directly from empirical testing and laboratory impact reports.
- DERIVED: Calculated mathematically from established physical relations.
- FITTED: Adjusted to match experimental terminal ballistic curve fits.
- ASSUMED: Clearly identified estimates when open literature lacks precise high-strain-rate data.
If open literature contains no usable data for a material property, the game leaves it unsupported rather than creating fictional values. For example, Update 2.0 implemented a dedicated Hugoniot shock entry for neoprene based on research by Millett, Bourne, and Akhavan (2004), replacing an earlier placeholder that treated neoprene as polyurethane. Similarly, depleted uranium incorporates the Johnson & Cook (1983) flow stress model for its continuum behavior.
Solver Interaction by Mode
ArmorSim handles material interactions through three distinct calculation engines:
- Normal Mode: Fast analytical solver using the Alekseevskii–Tate cavitation and erosion model, Recht–Ipson residual velocity equations, Rosenberg ricochet criteria, and Grady fragmentation models. It calculates outcomes in a fraction of a second.
- Advanced Mode: Breaks down the full kinetic chain across spaced arrays and reactive armor packs. It tracks per-layer energy dissipation, ballistic limits, material wear fraction, and residual penetrator velocity plate by plate.
- ULTRA (Super) Mode: A continuum simulation running an axisymmetric Lagrangian mesh. It models Johnson–Cook plasticity, the Mie–Grüneisen equation of state, adiabatic shear banding, and element erosion. ULTRA simulates normal-incidence (head-on) impacts to calculate physical craters, dishing, and plugging without canned animations.
How to Select and Edit Armor Materials in the Sandbox
Navigating the sandbox interface can be confusing for new players due to specific selection requirements in Early Access.
- Add your desired plate, volumetric block, or preset module into the scene.
- Left-click directly on the specific plate in the graphical workspace to highlight it. The properties panel on the right side remains unresponsive until a part is actively selected.
- Open the material drop-down on the right-hand panel and choose your material (such as Armox 500, SiC ceramic, or cast steel).
- Adjust the plate parameters, including thickness (in millimeters), width, height, and impact angles (Angle X and Angle Y).
- If modeling internal compartments, insert modules such as the engine block (volumetric material with voids) or crew test dummies.
- Orbit the camera using the middle mouse button to align your shot before selecting a projectile from the left panel and firing.
Update 3.0.0 also introduced the "Your Own Steel" material editor. Players can build custom materials using either a simple mode with five basic sliders or an expert mode allowing manual adjustment of every constitutive equation parameter.
Frequently Asked Questions
Why does the right-hand panel not allow changing plate materials?
You must left-click and select the physical plate in the 3D scene before the right-hand inspection panel unlocks. If a cross-section slice view is active, disable it first so you do not accidentally misclick empty space.
What is the difference between Armox 500 and Cast Armor Steel in ArmorSim?
In tests against multi-layer arrays, cast steel yields and plugs more readily when struck by high-velocity APFSDS rounds like the M829 series or German DM rounds.
Can custom materials be created in ArmorSim?
Yes. As of Update 3.0.0, the game includes a custom material creation tool. Players can duplicate, adjust, and save custom materials using either basic physical sliders or full parameter matrices before running ballistics tests.
Does ArmorSim support reactive armor materials?
Yes. The simulator models both Explosive Reactive Armor (such as Kontakt-1 cassettes that throw plates against threats) and Non-Explosive Reactive Armor (NERA) bulging packs that utilize elastomer layers such as neoprene, polyurethane, and natural rubber.











