I've just released a Ricochet! sandbox simulator focused on the raw physics of tank engagements. If you’ve ever wondered exactly how much bite a high-velocity shell has against angled armor, this is for you.
What makes it different? - Healthbars
Most games treat armor as a simple health bar. In Ricochet!, every shot is a calculation of effective thickness, shell normalization, and random variables that simulate real-world battlefield chaos.
- Advanced Ballistic Outcomes:
- Ricochets (<50% roll): Low-angle or unlucky strikes glance off the hull, leaving the target unscathed.
- Non-Penetrations (50-81%): Direct hits that simply lack the raw kinetic energy to punch through the steel.
- Lucky Shots (82%+): Critical hits on weak points like optics or hatches, bypassing the main armor plate for a knockout.
- Shell Normalization (Shell Bite): Larger guns (>150mm pen) receive an 8.0% bite bonus to "dig in" to sloped armor, while smaller guns receive a 2.0% boost.
- Dynamic Environmental Effects: Simulated environments range from -30°C to 50°C, affecting muzzle velocity and armor resilience.
- Historical and expanding roster: Test these mechanics with legendary tanks from the USA, Germany, USSR, and an extensive UK motor pool featuring the Centurion Mk 3, Churchill, and Conqueror. (Comment for more!)
I have moved beyond static penetration values by introducing a dynamic environment system that affects shell performance in real-time.
- Muzzle Velocity Integration: Every tank in the roster now has a unique historical muzzle velocity assigned to its specific gun and shell type.
- Temperature & Air Density: The environment now directly influences ballistics. Ambient temperature (Standard, Arctic, or Desert) adjusts the air density, which in turn scales the muzzle velocity.
- Real-time Velocity Display: I added a
velocityBoxto the UI to show the final, temperature-adjusted velocity at the moment of firing.




