Real Armor Mod Wiki


 * see also: w:c:RickAndMorty

Intro
This wiki contains information about the Real Armor Mod ("RAM"): an armored vehicle combat realism mod for the Arma 3 PC game.

You'll find articles related to RAM including how it works and how to implement it for your own Arma 3 content.

There are also some articles about Arma 3 modding in general, with an emphasis on armored vehicles and armor penetration.

Main Pages

 * RAM Explained:A description of how RAM works.


 * Implementing RAM:How to implement the core armor features of RAM. (Additional features will be handled in separate sections).


 * Modding Tutorials:Tutorials on some related areas of modding.


 * Real-World FAQ:Discussion of some real-world issues related to the mod.

General Glossary
(Expand) Arma 3 uses some very confusing and unclear terminology at times. RAM introduces a few terms to (hopefully) reduce this confusion. Here are some global terms you'll find used across this wiki. Specific sections often have their own glossary of both RAM and BI terminology. RAM terms in a glossary are shown in 'single quotes'.
 * EH: Abbreviation for "eventhandler".
 * FG: Abbreviation for "fire geometry" (the LOD/geometry that Arma 3 uses to calculate armor protection).
 * 'hit location': BI calls these "hitpoints" or "weak spots" in a vehicle. The term "hitpoint" is so overloaded that this wiki usually calls them "hit locations" instead. A hit location is a HitPoint class in CfgVehicles, and an associated area of the vehicle model that has its damage state tracked independently of the global vehicle damage. This is what enables you to damage portions of a vehicle (a gun, a wheel) without necessarily destroying the whole vehicle.
 * IRL: Abbreviation for "in real life". We use this as a shorthand for "real world values", "real world reference data", etc.
 * Oxygen:This is the old name for Arma's proprietary modeling app, but we still use it for consistency. (Technically the app is now called "ObjectBuilder").

Credits & License
RAM authors are Bakerman and Olds. The standalone mod is free to use as a prerequisite for 3rd party Arma content. It may not be modified or used commercially without the authors' permission.

Useful Links
(Expand)

General

 * Key Sources for Arma 3 Documentation (such as it is)
 * Configuration File Properties Documentation Mega-List (WIP)
 * Damage & Penetration in Arma 3 Explained

Videos

 * Bullets impacting armor in extreme slow motion (espec. 0:45-0:55, 2:55-4:10; can be considered as fairly analogous to sabot impacting RHA and ceramic respectively)
 * HEAT warhead sim
 * Sabot penetration sim
 * Sabot penetration sim #2
 * Sabot vs composite sim
 * Sabot vs composite sim #2
 * DU sabot sim
 * SAbot near-penetration sim (a good example of near-penetration being as good as non-penetration)
 * Sabot vs simple ERA sim
 * Jacketed sabot sim
 * "Arena" APS in slow motion