## Help with Armor Resistance Equations for WWII War Game Development

Hello,

I'm currently working on coding for a WWII tank game and I need help aligning the games formula to real world formulas concerning effective armor resistance.

Game Formula

T * (1 + ((T/D)*M)*(((T/COS(A))/T) - 1)) = E

T - Thickness armor plate at 0°
D - Diameter of shell in mm
M - Overmatch Damping
A - Compound Angle (Cosine in Degrees)
E - Effective Armor Resistance in mm at 0°

Example values to check formula (T-34 Front Plate)

T = 45
D = 75
M = 2
A = 60
E = 99

The only value I can change in game code is M as it relates to A in this table below.

Table
{A , M}

Example Table
{0 , 0}
{45 , 1}
{60 , 2} -- Compound angle of 60° = Overmatch Damping of 2 (used in example above)
{90 , 4}

What I am trying to do is sync the results (E) of the above formula to the equation below within a reasonable margin for error by altering the variable M in the table.

Real Life Formula

T * F * (T/D)^G = RE

T - Thickness armor plate at 0°
D - Diameter of shell in mm
A - Compound Angles
RE - Real Life Effective Armor Resistance in mm at 0°

Input for F & G when...

Compound Angles 0° to 55°
F = 2.71828^(0.0000408 x A^2.5) G = 0.0101 x 2.71828^(0.1313 x A^0.8)

Compound Angles to 55° to 60°
F = -3.434 + 0.10856 x A G = 0.2174 + 0.00046 x A

Compound Angles to 60° to 70°
F = 0.00000518 x A^3.25 G = 0.00002123 x A^2.295

Compound Angles to 70° to 85°
F = 0.0678 x 1.0634^A G = 0.1017 x 1.0178^A