ArmorSim composite armor relies on published terminal-ballistics physics and real material properties rather than health points or arbitrary damage reduction stats. In the terminal-ballistics sandbox developed by Timerlan Galimov, players design layered defense packages using ceramics, composite laminates, reactive cassettes, and metal backings to stop kinetic long-rod penetrators and shaped-charge warheads.

Impact outcomes depend entirely on the solver selected, the thickness and angles of the chosen plates, and the physical characteristics assigned to each layer.

Composite and Protective Materials in ArmorSim

ArmorSim incorporates a wide selection of materials referenced directly from engineering literature. The game database labels constants as measured, derived, fitted, or assumed, citing the specific research papers behind them.

The simulator features several distinct material classes relevant to composite and layered armor arrays:

Material CategoryAvailable In-Game MaterialsPrimary Defensive Function
Hard CeramicsSilicon Carbide (SiC), Boron Carbide (B₄C), Aluminum Oxide (Al₂O₃), Cemented CarbideBlunts, erodes, and fractures high-hardness kinetic penetrators and disturbs incoming jets.
Structural CompositesTextolite, Fiberglass, KevlarAbsorbs residual energy, prevents petaling, and functions as internal spall lining.
Elastomers & InterlayersPolyurethane, NeopreneServes as non-explosive reactive armor (NERA) sandwich cores and bulging plates.
Structural & Facing MetalsCast armor, Armox 500, Mild steel, Aluminum alloys, TitaniumProvides structural rigidity, outer blast encapsulation, and heavy backing support.
Heavy Penetrator MetalsTungsten alloy, Depleted UraniumModeled primarily as penetrator cores, but usable in experimental barrier layouts.

In the Plane mode proving ground introduced in update 3.0.0, every base material is fully unlocked. Players can also utilize the "Your own steel" editor, which offers a simple five-slider interface or an expert mode where every material constant can be customized.

How the Solvers Calculate Composite Penetration

ArmorSim does not animate hits or roll percentage chances to penetrate. Everything is calculated through three distinct solver options:

  • Normal Solver: Provides split-second analytic solutions. It integrates Alekseevskii–Tate cavitation and erosion equations for rod breakdown, applies Recht–Ipson calculations for residual velocity, uses Rosenberg criteria for ricochet angles, and models Grady fragmentation.
  • Advanced Solver: Uses the same mathematical core as Normal mode but exposes complete per-layer data. It tracks wear fraction, energy loss, and ballistic limits across individual layered plates and spaced arrays, showing precisely where an incoming shot runs out of energy.
  • Ultra Solver: An axisymmetric continuum solver using a Lagrangian mesh. It calculates Johnson–Cook plasticity, Mie-Grüneisen equations of state, and element erosion. Ultra mode simulates head-on deformation over several minutes to generate physically accurate crater geometry and ragged plug ejections.

Because the game enforces solver consistency, the analytic core determines the official penetration outcome, while Ultra mode visualizes the continuum deformation.

Designing Layered Arrays Against Threats

Target construction takes place in a freeform 3D editor or a 2D plane proving ground. Players can add plates, adjust thickness values manually, rotate impact angles, set air gaps, and copy elements using keyboard shortcuts such as Ctrl + Shift + D.

Practical testing reveals distinct interactions depending on threat type:

  • Shaped Charges (RPG-7, PG-7VR, TOW-2A, Javelin, PARS 3 LR): High-explosive anti-tank jets punch deeply through homogeneous steel plates. In gameplay demonstrations, a standard PG-7 projectile penetrated up to seven layers of cast armor before stopping at the eighth, while top-attack systems like the Javelin penetrated through 14 layers. Defeating these requires disruptive front-facing cassettes, such as Kontakt-1 explosive reactive armor or bulging NERA packs with polyurethane/neoprene cores, backed by spaced ceramics and air gaps to dissipate the jet.
  • Kinetic APFSDS Rounds (M774, M829A2, M829A3, DM13, Russian 125 mm series): Modern heavy kinetic rods—especially long-rod depleted uranium penetrators like the M829A3—exhibit massive penetration capability against plain steel stacks, crushing through more than 20 individual plates before eroding completely. Stopping these rods requires high-hardness ceramic strike faces (such as SiC or Al₂O₃) to break the penetrator tip, supported by thick ductile metal backings and composite liners to capture secondary fragments.

Update 3.0.0 resolved critical physics instability on composite layouts, correcting boundary calculations that previously caused sudden energy runaways in NERA cassettes with polyurethane or neoprene and composite spall liners.

Frequently Asked Questions

Does ArmorSim use hit points or durability bars for composite armor?

No. There are no hit points anywhere in the simulation. Every interaction is calculated using terminal-ballistics physics, erosion equations, and laboratory shock data.

Can you build custom composite armor recipes in the game?

Yes. The material tool includes "Your own steel," allowing you to create custom materials using either a five-slider setup or an expert configuration screen where individual parameters can be modified.

What causes simulation slowdowns during heavy composite impact tests?

Simulation speed depends on the active solver and the scene geometry. Advanced multi-plate arrays track per-layer energy accounting across every interface, while Ultra mode uses a CPU-bound continuum solver where solve times scale with processor core count.