About the Game
Stack the plates. Pick the round. See what actually happens.
ArmorSim is a 3D terminal ballistics simulator built for people who argue about armour for fun. One question drives the whole thing: will it go through?
You build the target — plates, thicknesses, angles, spacing, materials. You build the projectile, or take a real one from the American, Soviet/Russian and German arsenals. Then you fire, and the impact is solved, not animated. The rod grinds itself down. The plate dishes, tears, punches out a plug or opens a ragged hole. Fragments fly with real mass behind them. You orbit the camera around the whole thing in slow motion and look at the damage from any angle you like.
No sparks. No glow. No explosion smoke. Just metal doing what metal does.
Three solvers, one sandbox
NORMAL — the fast one. Analytic terminal ballistics: Alekseevskii–Tate erosion integration, Recht–Ipson residual velocity, a Rosenberg ricochet criterion, Grady fragmentation. Answer in a fraction of a second. Fire, tweak one number, fire again.
ADVANCED — the same core with its guts on the table. Layered and spaced arrays, reactive armour packs, per-layer energy accounting. Ballistic limit, wear fraction and residual velocity reported for every plate the rod passes through, so you can see exactly where the shot ran out of energy.
ULTRA — a genuine continuum solver. An axisymmetric Lagrangian mesh running Johnson–Cook plasticity, a Mie-Grüneisen equation of state, adiabatic shear banding and element erosion. It takes minutes to produce a single impact. The crater shape is not drawn by an artist — it falls out of the physics.
Physics, not hardness points
There is not a single hit point anywhere in ArmorSim. Every outcome comes out of published models driven by real material properties — density, yield strength, shock data from laboratory tests. Rod erosion, ragged hole edges, plug ejection and fragment formation are consequences of those numbers, not animations played back on cue.
It is not a hydrocode, and it does not pretend to be one. An ANSYS-class simulation of this impact runs for hours on a cluster. Here is what ArmorSim does instead of pretending:
Every material constant carries a source. The material table tags each number MEASURED, DERIVED, FITTED or ASSUMED, and names the paper it came from. It is not hidden — you can open it and check.
Absences are documented, not filled in. Where the open literature holds no usable data, the material is not quietly faked with a stand-in. It is marked unsupported, and the reason is spelled out.
ULTRA states its own limits. The continuum mode is axisymmetric. It runs head-on impacts, and it tells you plainly when a scene falls outside what it can honestly solve instead of guessing at it.
The solvers never contradict each other. ULTRA renders the shape of the damage; the analytic core is the only thing permitted to declare an outcome. You will never get two different answers to the same shot.
What you get
Free-build scene editor — add, drag, rotate and re-material plates; spaced and layered stacks
An extensive material database: 14 armour materials and 4 penetrator cores
Kinetic penetrators drawn from American, Soviet/Russian and German service ammunition
Reactive armour, ceramic with backing, composite backing plates
Shaped-charge jets at normal incidence
Slow-motion playback with a free orbit camera
Shareable replay files — a full ULTRA run is a couple of megabytes
Five interface languages: English, Русский, Deutsch, Polski, Татарча
Who this is for
If you have ever paused a documentary to argue about whether that shot should have gone through — this was built for you. No engineering degree required, and no engineering software to learn. Set it up, hit fire, watch it happen.
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
Detailed crew («CREW» section, «DETAILED CREW» subsection)
- «detailed: standing» — a human in section with detailed anatomy: bones, brain, heart, lungs, abdominal organs. Model by
Kachanchyk.
- «detailed: sitting»*- the same figure in a seated pose.
- The standing one is as tall as the standing mannequin; the seated one is at the same scale. The wheel rotates it, Shift +
wheel changes the height (default keys), a click places it, and the crew stays in hand. It is always placed as armour.
- It cannot be dressed: gear and the «CREW IN GEAR» sets are still for the regular mannequins.
**Scene presets**
- «ABRAMS»-first in the gallery, with a picture: an M1 Abrams tank in section, built by a player — hull, turret, engine
and three crew members (regular mannequins, they can be dressed). There is no projectile in the scene: place one from the
«PROJECTILES» section or draw it.
- ABRAMS opens on the «EMPTY RANGE» map, as in the original save: on the «GROUND» map a lot of extra soil appears under the
tank and the computation gets noticeably heavier. You can turn the ground on with Esc → «MAP» — the tank will sit on it
properly.
- The «100 mm PLATE + APFSDS» and «SPACED ARMOUR» presets are removed from the gallery.
Selection (the new «SELECT» tool next to the brush and the eraser)
- Drag the brush over what you want to select — size and shape are the same as for the drawing brush. Holding Alt
(default key) while brushing deselects, a click on empty space clears the whole selection. A mannequin with its gear, a
part, a shaped charge, ammunition, a circuit device, your own projectile and the detailed crew are selected as a whole.
- The selection is outlined with a frame, and with the «MATERIAL» field it is also tinted.
- Moving: press on the selection and drag. The piece moves in grid steps and lands on top of everything else; one «UNDO»
brings the whole move back. Holes made with the eraser travel with the piece and do not cut whatever ends up at the new
place. Wires, toggles and worn gear stay with what was moved.
- Changing the role: with a selection, the «ARMOUR» and «PROJECTILE» buttons change the role of what is selected — a
projectile accidentally drawn as armour is fixed in two clicks. A projectile takes its speed from the speed field; a drawn
shape (a brush stroke, an outline, a rectangle, a circle) becomes the last projectile, and the field then edits it. Crew,
accessories, catalogue shaped charges, ammunition, nuclear charges and locked shapes keep their role.
A piece in hand and inserting a «TO HAND»takes a copy of the selection into your hand: the wheel rotates it, Shift + wheel sets the size from ×0.25 to
×4, a click places a copy, and the piece stays in hand. «CLEAR» in the «SELECT» row (not the canvas «CLEAR») puts the piece
away and clears the selection.
- Esc → «SAVE HELD» saves what you hold as a separate 2D save, under the name in the «save name» field. The button is
shown only while you hold a piece.
- Esc → «LOAD GAME» → «INSERT»: every save in the list now has this button. It does not replace the scene — it takes the
save into your hand, and a click places it wherever you choose. Clicking the row itself still loads the save in place of the
current scene, as before.
Undo with keys
- Ctrl+Z does the same as «UNDO», Ctrl+V the same as «REDO». The game reads key positions, not letters: on a Russian layout
these are the same keys (Ctrl+Я and Ctrl+М), no switching needed. On a German keyboard (QWERTZ) undo is Ctrl+Y, on a French
one (AZERTY) Ctrl+W.
- During a shot the keys do nothing — the game will tell you to press «STOP» first. While a text field (name, speed) is
focused, Ctrl+Z and Ctrl+V leave the drawing alone; Ctrl+V pastes text there.
Fixes
- Drones took far too long to reach the target.** For most drones in the «DRONES» section — the heavy FPV with a mine,
loitering munitions (except the small tube-launched one), long-range kamikaze drones — the fast approach stopped at the
very start of the flight: the drone took its own propellers, motors or turbine for an obstacle, so almost the whole flight
ran at your chosen tempo. This is the same bug missiles had before 6.0.43. Now the approach is fast and slows down just
before contact.
- A drone's fuze going off was hard to see during the fast approach.** For the other drones (FPV with a shaped-charge or
HE warhead, drop drones, the small tube-launched one) the fast approach ended just after the fuze fired, so that moment
could not be seen. Now the approach ends before contact, and the detonation is shown at your chosen tempo.
- APS intercepts were hard to see.** When an APS («COUNTER-DRONE» section) fired at a drone or a missile, the fast
approach skipped the moment of the salvo. Now the fast part ends before the salvo, and the intercept plays at your chosen
tempo. After the salvo the rest of the flight to the target also plays at your chosen tempo (at ×1 this can be about half a
minute); raise the tempo if it drags.
- The impact, detonation and intercept themselves are computed exactly as before — only how fast the approach is shown has
changed.
The Plane (2D) mode no longer requires the DLC — it is open to all. A warning is shown before entering: the mode is unfinished and released for alpha testing.
RADARSIM is free as well: map, target routes and altitudes, ground radars, and a conditional launch against an observed track.
Simulation recordings are much smaller
New tape format with on-the-fly compression. Measured on real recordings: 2.5–6× smaller, up to 11.8× on some scenes. The heaviest recording on disk: 5.1 GB → 969 MB.
Compression is on by default; nothing to configure.
SUPER optimisation
Memory per recorded frame: 356 → 213 MB.
Freeze while recording: 22.5 s → 0.28 s.
The sparse grid is now the default — less video memory for the same scene.
Materials and rounds
Neoprene now has its own material row (Millett, Bourne & Akhavan 2004 Hugoniot) — previously it was treated as polyurethane.
Depleted uranium DU-0.75Ti is simulated in SUPER (Johnson & Cook 1983 flow).
NERA interlayers: polyurethane, neoprene, natural rubber.
Other
Steam Workshop: upload and download armour layouts; a snapshot of the layout is attached to the item.
Reworked controls: wheel, orbit camera, side panel scrolling.
The menu now shows the real build version.
Current Release
Build 26307576
Uploaded Nov 01, 2026
System Requirements
How to Install
ArmorSim.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload ArmorSim for PC with a direct link or via torrent. Get the full version of ArmorSim for free. ArmorSim is a Indie released by Timerlan Galimov.