Ceramic armor in ArmorSim functions as a dedicated strike-face material designed to erode incoming kinetic penetrators and disrupt shaped-charge jets through analytical and continuum ballistics models. Developed by Timerlan Galimov, the technical terminal-ballistics sandbox does not use arbitrary hit-point pools or pre-baked destruction animations. Instead, ceramics interact with projectiles using physical equations of state, erosion models, and laboratory-tested material properties.

Official patch data and developer documentation confirm three explicit ceramic formulations in the game's material roster: Silicon Carbide (SiC), Boron Carbide (B₄C), and Aluminum Oxide (Al₂O₃). To stop threats effectively, these hard, brittle layers must be paired with ductile backing materials inside the target editor.

Ceramic Material Options in ArmorSim

According to official Steam updates and patch logs (including Update 3.0.0), ArmorSim features an extensive catalog of 14 armor materials alongside four penetrator cores. Within this database, players can select from three specific ceramics:

  • Silicon Carbide (SiC): A high-hardness ceramic frequently selected for modern multi-layered vehicle arrays and plate inserts.
  • Boron Carbide (B₄C): A lightweight, extremely rigid ceramic compound offering high erosion potential against high-velocity kinetic rods.
  • Aluminum Oxide (Al₂O₃): Often referred to as alumina, this represents a standard, accessible technical ceramic utilized in both vehicle packages and composite paneling.

In Update 3.3.3, the developer expanded construction options by adding a standalone ceramic armor panel preset alongside structural components like steel trusses.

Material TypeIn-Game IdentificationCommon Role in Sandbox TestingCompatible Backing Materials
Silicon CarbideSiCHigh-threat frontal strike faceKevlar, Textolite, Mild Steel, Armox 500
Boron CarbideB₄CWeight-conscious kinetic rod disruptionAluminum alloys, Fiberglass, Polyurethane
Aluminum OxideAl₂O₃Baseline composite ceramic testingCast armor, Mild steel, Spall liners

Every entry in ArmorSim's material database is tied to published scientific literature. The game's internal data tables tag each constant as MEASURED, DERIVED, FITTED, or ASSUMED, naming the exact research paper from which the numbers were taken. If open scientific literature lacks usable data for a parameter, the simulator explicitly labels it as unsupported rather than substituting an arbitrary placeholder value.

How Solvers Calculate Ceramic Penetration

ArmorSim models the destruction of ceramic tiles and the erosion of incoming projectiles using three distinct mathematical solvers. Each solver approaches material failure differently depending on whether you prioritize quick iteration or dense continuum physics.

Normal Solver

The Normal solver computes solutions in fractions of a second using classical analytical terminal-ballistics models:

  • Alekseevskii–Tate Cavitation and Erosion Integration: Models the simultaneous hydrodynamic erosion of the penetrator rod and target resistance.
  • Recht–Ipson Residual Velocity Formulation: Calculates the projectile's remaining speed after defeating target limits.
  • Rosenberg Ricochet Criterion: Evaluates critical impact angles to determine if a penetrator deflects off the strike face.
  • Grady Fragmentation: Governs the mass and spread of residual fragments generated during the breach.

Advanced Solver

The Advanced mode runs the same analytical foundation as the Normal solver but exposes layer-by-layer accounting for spaced and composite arrays. When a shot strikes a ceramic stack, the solver outputs:

  • The exact energy consumed across each consecutive plate.
  • The ballistic limit and wear fraction of the ceramic strike face.
  • The residual velocity of the penetrator core as it transitions from the ceramic face into the backing structure.

Ultra Solver

Ultra mode is an axisymmetric Lagrangian continuum solver that computes deformation and erosion across a dense mesh. Rather than calculating results in split seconds, Ultra can take minutes per shot. It evaluates:

  • Johnson–Cook plasticity models.
  • Mie–Grüneisen equations of state to determine shock compression.
  • Adiabatic shear banding and dynamic element erosion.

Because Ultra mode is an axisymmetric simulation, it is restricted to normal (perpendicular) impacts and head-on shots. The developer notes that the analytic core remains the sole authority declaring penetration outcomes, ensuring solvers never contradict each other regarding whether a round defeated an array.

Structuring Ceramic Armor Configurations

Ceramics in ArmorSim exhibit high compressive strength but lack the tensile ductility required to survive structural flexing on their own. As indicated in official game descriptions, ceramics are intended to be deployed as "ceramic with backing" arrays.

  1. Deploy Active or Outer Protection: Place an explosive reactive armor cassette (such as Kontakt-1) or a sacrificial spaced cover plate at the front to disrupt incoming projectile geometry or trigger shaped-charge standoff early.
  2. Assign the Ceramic Strike Face: Place a tile of SiC, B₄C, or Al₂O₃ behind the outer spacing. When a kinetic penetrator or shaped-charge jet contacts this face, the high hardness grinds down the tip of the rod or disrupts the jet tip.
  3. Attach a Structural Backing Plate: Directly behind the ceramic, add a ductile metal layer such as Armox 500, cast steel, or high-strength aluminum alloy. The backing plate supports the ceramic tile under compression, preventing premature tensile fracture.
  4. Install Spall Liners and Module Buffers: Behind the structural plate, add composite textolite, Kevlar, or fiberglass. In sandbox tests demonstrated by players, adding internal spall barriers and volumetric modules (such as engine blocks or fuel cells) catches residual core fragments before they enter crew compartments.

In community sandbox testing, standalone homogeneous steel plates struggle against tandem warheads and modern anti-tank guided missiles. For example, in tests conducted against multi-layer steel targets, high-penetration munitions such as Javelin charges and tandem PG-7VR warheads penetrated over a dozen consecutive layers of cast steel. Integrating high-hardness ceramics with composite backing redistributes impact energy, stripping velocity from kinetic rounds and attenuating shaped-charge jets far more efficiently than uniform steel alone.

Custom Ceramic Materials

If the base SiC, B₄C, and Al₂O₃ presets do not fit a specific test scenario, ArmorSim includes a material creation tool introduced in Update 3.0.0. Players can configure custom materials through two distinct interfaces:

  • Simple Mode: Offers five clear sliders adjusting basic performance variables.
  • Expert Mode: Exposes every individual material parameter, including density, yield constants, and equation-of-state variables.

Every custom material is verified by the game before firing and is tagged with a distinct player-material label in test logs.

Frequently Asked Questions

What ceramic types are built into ArmorSim?

ArmorSim includes Silicon Carbide (SiC), Boron Carbide (B₄C), and Aluminum Oxide (Al₂O₃). A dedicated ceramic armor panel building asset was also added in Update 3.3.3.

Does ceramic armor need a backing plate in the editor?

Yes. Official descriptions and terminal ballistics models treat ceramics as brittle strike faces. Without a ductile metal or composite backing plate (such as steel, aluminum, Kevlar, or fiberglass) to absorb shock and prevent plate flex, ceramic layers fail rapidly under projectile impact.

How does ArmorSim simulate projectile erosion against ceramics?

ArmorSim calculates erosion analytically using the Alekseevskii–Tate cavitation and rod erosion model in Normal and Advanced modes. In Ultra mode, erosion is solved via a continuum Lagrangian mesh with Johnson–Cook plasticity, Mie–Grüneisen shock data, and element erosion.

Can you test custom ceramic composites?

Yes. Update 3.0.0 introduced a material editor featuring a Simple mode (five sliders) and an Expert mode that allows players to input custom physical constants and equations of state before running ballistics tests.