ArmorSim advanced mode is the technical sandbox solver that exposes the full mathematical breakdown of terminal ballistics across spaced and composite targets. Instead of simply returning an instant binary penetration result, it calculates and displays per-layer energy loss, rod erosion, residual velocity, spalling, and petaling as a projectile traverses each plate in an array.
Developed by Timerlan Galimov (Galimov Dynamics), ArmorSim relies on published terminal-ballistics models rather than hit points or scripted animations. Advanced mode acts as the primary analytical workspace for players testing complex armor configurations against kinetic penetrators and shaped charges.
How Advanced Mode Differs from Normal and ULTRA
ArmorSim provides three primary solver modes to calculate projectile impacts. Advanced mode sits between the instantaneous estimates of Normal mode and the heavy computational load of ULTRA mode.
| Feature | Normal Mode | Advanced Mode | ULTRA / Super Simulation |
|---|---|---|---|
| Primary Focus | Rapid testing and variable tweaking | In-depth ballistic analysis across multi-layer targets | Continuum physical deformation modeling |
| Calculation Method | Analytic models (Alekseevskii–Tate, Recht–Ipson) | Analytic models with per-plate chain tracking | Axisymmetric Lagrangian mesh (Johnson–Cook, Mie-Grüneisen) |
| Solve Time | Fraction of a second | Real-time to split-seconds (minor lag under heavy spalling) | Minutes per shot; heavily CPU-bound |
| Layer Accounting | Overall penetration outcome | Ballistic limit, wear fraction, and residual velocity per layer | Finite element erosion and crater mesh rendering |
| Impact Angles | Oblique and angled impacts supported | Oblique, angled, and layered slope calculations | Limited to normal-incidence (head-on) impacts |
Normal mode provides quick answers when tweaking single variables, while ULTRA solves continuum plasticity at the cost of long solve times and large disk usage. Advanced mode delivers immediate feedback while keeping the complete chain of physical calculations visible.
Core Mechanics and Physics Calculations
Official Steam documentation and developer notes define Advanced mode as the core analytical engine with its underlying data fully exposed. When a projectile strikes an array in Advanced mode, the simulation solves a sequence of physical interactions:
- Per-Layer Energy Accounting: The solver tracks energy consumption through each consecutive plate, recording the ballistic limit, projectile wear fraction, and exit velocity for every barrier it breaches. This allows players to identify the exact plate where a penetrator exhausted its kinetic energy.
- Rod Erosion and Deformation: Kinetic penetrators (such as tungsten or depleted uranium long-rod penetrators) erode based on Alekseevskii–Tate cavitation expansion rather than fixed durability values.
- Angle and Ricochet Criteria: The solver accounts for plate slope and deflection using physical ricochet criteria (including Rosenberg formulations and plastic hinge criteria).
- Secondary Damage Effects: Spalling, petaling, plug ejection, and fragment generation are derived from material properties and impact forces rather than preset visual effects.
- Multi-Layer Cascades: The simulation handles complex spaced armor setups, calculating how disturbed projectile fragments or deformed rods interact with subsequent plates, air gaps, and backing materials.
Supported Armor Types and Projectiles
Advanced mode supports the full range of materials, modules, and munitions available in ArmorSim's free-build editor.
Armor Materials and Modular Targets
Players can assemble targets with customizable thickness, width, height, spacing, and compound angles. Supported armor elements include:
- Standard and Heavy Metals: Cast steel, rolled homogeneous armor (RHA), aluminum alloys, titanium, tungsten, and depleted uranium.
- Composites and Ceramics: Ceramic plates (such as aluminum oxide and carbide), composite textolite, and fiberglass backing layers.
- Reactive and Bulging Armor: Explosive Reactive Armor (ERA, such as Kontakt-1) and non-explosive reactive armor (NERA / bulging armor packs).
- Internal Compartments and Targets: Engine bays (modeled as volumetric materials with voids and density adjustments) and crew mannequins with toggleable internal organ damage tracking.
Projectiles and Munitions
Testing in Advanced mode covers historical and modern service ammunition across three primary nations, alongside customizable benchmark rounds:
- United States: M774 (105mm), M833, M829, M829A1, M829A2, and M829A3 (120mm depleted uranium).
- Germany: DM13 (120mm), DM23, DM33, DM43, and DM53 (tungsten alloy).
- Soviet Union / Russia: 3BM22, 3BM32, 3BM42, 3BM46, and 3BM60.
- Guided Missiles and Anti-Tank Weapons: FGM-148 Javelin, BGM-71E TOW-2A, PARS 3 LR, and RPG-7 variants (PG-7V and PG-7VR tandem charges).
- Configurable Rounds: Generic armor-piercing (AP), AP capped, hard-core rounds, tungsten heavy alloy (WHA) rods, and depleted uranium (DU) reference penetrators with adjustable caliber, velocity, and rod dimensions.
2D Advanced vs. 3D Advanced
Following post-launch updates, including the ArmorSim 4.0.0 release, the simulation modes were organized into distinct 2D and 3D categories:
- 3D Advanced Mode: The standard spatial testing ground featuring full orbit-camera control, 3D target stacks, internal module positioning, and angled oblique impacts.
- 2D Advanced Mode: Located under the Plane / 2D menu group alongside the lighter 2D Playground. 2D Advanced runs full physical detail on a flat plane, making it faster to set up and less demanding on hardware when running large scene tests or custom image-based target arrays.
Performance Notes and Known Issues
While Advanced mode runs far faster and more reliably than the resource-heavy ULTRA mode, several technical factors should be kept in mind during gameplay:
- System Demands: Advanced mode is driven primarily by analytical formulas, avoiding the massive 20GB+ replay files generated by ULTRA continuum runs. However, high-density projectile fragmentation or scenes featuring multiple multi-layered targets can cause temporary framerate drops during impact resolution.
- Crashes with Explosive Munitions: Player troubleshooting discussions on Steam report occasional game crashes when firing certain explosive munitions, shaped charges, or tracer rounds within 2D mode, while standard large APFSDS kinetic rods simulate without issue.
- Target Saving: Steam player reviews recommend saving custom armor layouts before hitting the fire button, as complex multi-element targets combined with early-access stability updates can lead to intermittent crashes.
- Interface Localization: Some projectile tooltips, menus, and advanced settings may still display in Russian depending on the current client patch, though core simulation parameters remain fully functional.
Frequently Asked Questions
What is the main difference between Normal and Advanced mode in ArmorSim?
Normal mode delivers a rapid analytical answer in split-seconds to confirm whether a round penetrates. Advanced mode uses the same mathematical core but unpacks per-layer data, detailing the ballistic limit, rod wear fraction, and exit velocity for every individual plate in the target stack.
Does Advanced mode use hit points to calculate penetration?
No. ArmorSim does not use armor points or health bars in any simulation mode. Penetration is calculated using published terminal-ballistics models and material constants (such as yield strength and density) tagged by their scientific source.
Can Advanced mode calculate angled and sloped armor hits?
Yes. Unlike ULTRA mode, which is limited in early access to head-on, normal-incidence impacts, Advanced mode fully supports oblique angles, slope deflections, and ricochet mechanics derived from impact physics.
Why does the simulation lag during some Advanced mode shots?
Lag in Advanced mode typically occurs when an impact creates a dense cascade of spall particles and fragments across multiple spaced layers, or when calculating complex volumetric modules like engine compartments with internal voids.











