ArmorSim custom models allow players to test their own target shapes, aircraft silhouettes, and plate layouts against simulated terminal ballistics and radar detection systems. Developed by solo developer Timerlan Galimov (Galimov Dynamics), ArmorSim has progressively expanded beyond prebuilt ammunition and plate presets into user-supplied 3D assets, custom modular projectile assemblies, and 2D image imports.
Here is an overview of which custom file formats are supported, where custom models can currently be used inside the simulator, and what features remain under development.
Supported Custom Model Formats in ArmorSim
Official patch announcements and system updates confirm that custom model integration varies depending on whether you are running radar simulations, ballistic scene builds, or 2D proving grounds.
| Simulation Mode | Supported Custom Asset Types | Primary Function |
|---|---|---|
| RADARSIM (Physical Map Beta) | OBJ, STL | Geometry-based Radar Cross-Section (RCS) live calculation and flight tracking |
| 2D Plane Mode | PNG, JPG | Custom target silhouettes and plate layouts imported from image files |
| Projectile Builder (3.3.3+) | In-game modular components | Custom shaped charges, copper liners, fuzes, and penetrator assemblies |
| Steam Workshop | Listed feature | Planned community distribution for custom scenarios and user builds |
Using 3D Custom Models in RADARSIM
The developer introduced direct 3D model loading through the Physical Map beta inside RADARSIM. In this mode, radar detection is determined by an aircraft's physical geometry, aspect angle, range, and material coating rather than an arcade stat sheet.
To use custom 3D models in RADARSIM:
- Export your 3D model asset in either OBJ or STL format.
- Load the asset onto the workbench bench inside RADARSIM.
- Assign material properties to the asset geometry.
- Deploy the configured model directly into the tactical map.
Once deployed, the simulation calculates the vehicle's Radar Cross-Section (RCS) in flight. You can toggle between an Atlas calculation or a Live computation using Fast or Multiple Reflections algorithms without relying on precomputed lookup tables.
Custom Images in 2D Plane Mode
For ballistic testing outside the 3D solver, ArmorSim offers a dedicated 2D Plane Mode. Update logs and player testing confirm that players can import custom standard 2D image files (PNG or JPG) into the scene editor.
Once an image is imported:
- The 2D proving ground translates the graphic profile into a working cross-section.
- You can position ballistic components, assign material densities, and fire standard or custom projectiles against the imported structure.
- Players note that 2D mode provides the fastest calculation times compared to the more hardware-intensive 3D continuum solvers.
Building Custom Projectiles and Shaped Charges
In addition to exterior vehicle models, update 3.3.3 added a deep modular assembly system under the Projectiles menu, allowing players to build custom ordnance from raw parts:
- Components include contact fuzes, variable timer fuzes (5, 20, and 50 microseconds), detonating cord, and igniter units.
- Liner options include hemispherical designs, 42-degree, and 60-degree copper cones, alongside explosively formed penetrator (EFP) liners.
- Explosive blocks can be mated with wave-shaping lenses, standoff probes, shrapnel sleeves, and tail stabilizers.
When parts contact one another in the scene editor, ArmorSim binds them into a single active projectile that flies and detonates dynamically upon impact.
Hardware Demands and Model Stability
ArmorSim runs multiple computational engines: the fast analytic Normal mode, the layered Advanced mode, and the CPU-bound Ultra mode, which utilizes continuum Lagrangian mechanics, Johnson-Cook plasticity, and Mie-Grüneisen equations of state.
When importing detailed custom assets or running large custom target scenes, keep the following technical considerations in mind:
- ULTRA calculations rely heavily on physical CPU cores rather than GPU frame generation. Large meshes require substantial time to generate deformation craters.
- Players in community feedback frequently report crashes during heavy custom simulations or unoptimized geometry runs. It is strongly advised to save your scene layout before initiating a firing test.
- Some interface tooltips in newer editor sections remain untranslated from Russian in current Early Access builds, so testing simple geometries first is recommended while learning the workbench controls.
Frequently Asked Questions
Can I import 3D models directly from Blender into ArmorSim?
ArmorSim supports standard OBJ and STL formats for its RADARSIM workbench. If you design models in Blender, export them as OBJ or STL files before attempting to load them into the simulator. Native Blender (.blend) file loading is not directly supported.
Does ArmorSim support Steam Workshop for sharing custom models?
Steam Workshop is listed on the official store page features list by Galimov Dynamics. However, player forum discussions indicate active community sharing through an integrated in-game Workshop browser remains limited or unfinished in early versions, with players actively discussing its ongoing rollout.
Can custom 3D models be shot at in the 3D ballistics mode?
The primary direct 3D model import pipeline (OBJ/STL) was explicitly introduced for RADARSIM geometry and RCS calculations. For 3D kinetic penetration testing, players primarily assemble targets using the in-game scene editor's structural library (such as reinforced concrete, I-beams, armor plates, and ceramic tiles) or import custom profiles via 2D Plane Mode.










