To make a unit armored, give it a “armor_front” customparam. I recommend setting this to the unit’s armor in mm. You can also optionally specify:
If not specified, they default to the previous value in this list.
To make a weapon AP, give it a “ap_penetration” customparam. I recommend setting this to the weapon’s point-blank penetration in mm. You can optionally specify “ap_dropoff”, which is the dropoff in penetration per 1000 distance (default 0). I recommend setting this to the dropoff in penetration in mm lost per 1000 m traveled.
In the gadget, you can set PENETRATION_BIAS (free bonus penetration for weapons), PENETRATION_QUALITY and ARMOR_QUALITY (I recommend setting these to be the same; the higher the values, the smaller the difference between light/heavy armor and different amounts of penetration), and DAMAGE_MULT (flat damage mult to AP weapons).
In my AP minimod, damage is equal to shell weight in g, and hit points is equal to vehicle weight in kg.
Estimate the cost of a unit as proportional to sqrt(hp * dps * exp(armor / ARMOR_QUALITY / 2) * exp(penetration / PENETRATION_QUALITY / 2)).
Under this system, the optimal weapon to use should be one whose penetration is exactly equal to the target’s armor. Too much and you’re overpaying; too little and your shots just glance off. Thus lower QUALITY (I guess technically it’s more like inverse quality) means harder counters.
Most of the vehicles are now invisible in the AP mod, but I don’t think that has anything to do with the AP system itself.
Currently the directional system is discrete, rather than continuous; armor is divided into arcs, and damage within each arc is the same no matter where the firer is within that arc (a la Warhammer 40K). It would not be difficult to make it continuous but first we’d have to decide which way is better.
Probably add a “ap_vertical_attack” customparam for weapons designed to attack top/bottom armor (e.g. mines, high-trajectory weapons, RPG-43).