Thanks for the quick reply ZW.
Yes, I thought it would be a simplified form.
At least by observation it does seem to calculate the actual armor thickness to be penetrated along the projectile path.
This is obviously important for curved / steeply sloped surfaces.
You might consider modifying the armor calculation routine to (if possible): actual = base/((cos(angle))^1.4)
Yep shame the shell doesn't stay alive after entering object but probably helps reduce calcs.
Can't wait for the Campaign although my comp may struggle (Opteron 175, 3 gig ram, ATI 4670, Windows XP).
Keep up the outstanding work
Brian