Simulator Notes

WARNING: The simulator is a work in progress and will be updated in parts.

Simulator Guide

  • Target Parameters: Define parameters via the Setup Panel. For items with variable components, toggle specific components/layers in the item details. e.g. the HMG 450rpm, 600rpm and 750rpm cannot all be active at once so choose the setting you want.
  • Physics Simulation: Utilise Impact Angle and Distance sliders to simulate ballistic fall-off and deflection physics.
  • Payload Type: Ballistic damage is fully simulated. Explosive damage is simulated against a single part. Beam/Arc items currently utilise experimental logic.
  • Overlays: Switch to armour overlay to see the enemy parts shaded by their armour value. Some parts may not shade which means the model likely has extra mesh parts that haven't been linked to the enemy stats database.

Valid Selections

The following enemies have currently got the most complete models, mesh data and enemy stat data links so far if you'd like to try them:

Bile Spewer, Bile Titan, Charger

Want to help?

If you'd like to contribute to the Ministry Of Science the following tasks are available:

  • 3D Asset Creation: Sourcing models, creating mesh parts aligned with the Helldivers Wiki, and exporting to .glb format (animations optional).
  • Enemy Stats Registry: Data entry for the numerical database (HP, Armour, Durability). This is a simple data entry task using information from the wiki.
    Database Editor Preview

    Note: Enemy parts must match mesh designations for successful linking.

  • Mesh Mapping Layer: Maintaining the meshes.json translational file which bridges raw engine node names to logical database part IDs. Ideally this file wouldn't exist but idk how to use blender to edit mesh names so that's that.
    Mesh Mapping Preview

Join the discord or leave a feedback post on the feedback page if you would like to assist! Thanks :)