武装突袭3

武装突袭3

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Blastcore Murr Edition(TT Version)
   
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Data Type: Mod
Mod Type: Mechanics
文件大小
发表于
更新日期
396.874 MB
3 月 20 日 上午 10:14
11 月 8 日 上午 10:16
83 项改动说明 ( 查看 )

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Blastcore Murr Edition(TT Version)

描述
The purpose of this MOD is to differentiate the explosion effects for 250lb、500lb、1000lb、2000lb、FAB‑1500、Kh‑22、FAB‑3000、FAB‑5000、FAB‑9000 bombs. Specifically, I have improved 9 explosion effects based on the "Blastcore Murr Edition" MOD, each corresponding to these 9 weight classes of bombs, missiles, and rockets (details of what was modified are explained below).

However, this is not all of the updates made to this mod. As you can see, the mod has gone through more than 70 updates, which have introduced many new effects. For details on what has been added, you need to check the 'Change Notes' on the right side of the page.

List of Bombs Included in the Current Version of the MOD
https://drive.google.com/file/d/1tC2hYR_oWyvBZzu6cv50tFwwnhnkt1iK/view?usp=sharing

⚠️ Important Notice ⚠️
This MOD cannot be used alongside common explosion effect mods like "Blastcore Murr Edition," "Blastcore Edited (standalone version)," "ArmaFXP," or "Aaren's Blast Effects." It must be installed independently.

⚠️ Important Notice ⚠️
This MOD reduces the burning duration of wreckage. If you don't like this change, you can check out my other MOD "Blastcore Murr Edition(TT Version)(Longer wreckage burning duration)".

Changelog

(The changelog was too long and got restricted by the character limit, so I moved the changelog to the "Change Notes" section instead, only keep the latest update information in the main page)

Changelog for v1.9 version

• Underwater Explosion Effects
Added underwater explosion effects for 250lb、500lb、1000lb、2000lb、FAB‑1500、Kh‑22、FAB‑3000、FAB‑5000、FAB‑9000 bombs.
‣ Bombs now use land explosion effects when hitting the ground, and underwater effects when hitting water.

• Rebalanced Bomb Damage
I have redesigned four custom explosion damage scripts specifically for the 250lb、500lb、1000lb、2000lb、FAB‑1500、Kh‑22、FAB‑3000、FAB‑5000、FAB‑9000 bomb categories (yes, I abandoned the default config-based damage system to allow for more flexible damage design). As a result, bombs of the same weight class now use identical explosion damage, regardless of how their damage is configured in their original mods—my damage scripts will override those values. Of course, this only applies to bombs supported by this mod.

Why did I do this? Take the 2000lb bomb from the FIR mod as an example—it can destroy tanks within a 75-meter radius of the explosion, which is insanely powerful. So I reduced the destructive radius against tanks and other vehicles.

In the damage scripts for the 250lb、500lb、1000lb、2000lb、FAB‑1500、Kh‑22、FAB‑3000、FAB‑5000、FAB‑9000 bomb types, vehicle damage has been redesigned to take into account the armor property from the CfgVehicles class. This property is essentially the vehicle’s “hit points,” meaning damage is now calculated relative to each vehicle’s health rather than treating all vehicles as identical.

The new damage falloff uses a mathematically modeled decay function—similar to the power attenuation of a TNT explosion—designed by GPT. This function has the characteristic of an increasingly steep slope, meaning the explosive effect drops off faster with distance, which aligns more closely with real-world blast behavior.

You might feel that the new explosion script seems underpowered. That’s because, in my design, the definition of “vehicle destroyed” means the vehicle is blown apart structurally, rather than the usual understanding of simply being rendered inoperable. For example, if an aircraft was riddled with bomb fragments but its structure remained intact, it loses combat capability, but I don’t consider that “destroyed.” Only when the blast power is strong enough to break the aircraft apart structurally do I consider it destroyed.The advantage of this approach is that it’s more realistic, and since the destruction radius is smaller, fewer particles are generated, which improves performance.

The impulse application function for vehicles has also been redesigned, now factoring in the actual vehicle mass when calculating applied force, instead of assuming all vehicles have the same weight.

This update primarily addresses the unrealistic issue where 250lb、500lb、1000lb、2000lb、FAB‑1500、Kh‑22、FAB‑3000、FAB‑5000、FAB‑9000 bombs could instantly destroy large ships—such as aircraft carriers or battleships in Navel Legend—when hitting their center point.

• Added Mod Compatibility
PLA Armored Vehicles Pack
VME PLA
East Asia War, 1937 – 日中戦争 – 抗日战争
Spearhead 1944 CDLC
USS Iowa BB-61
Naval Legends
IJN Yamato
Flying Legends
Secret Weapons Reloaded


• Ship & Boat Explosion Effects
The vanilla game did not include any explosion effects when boats or ships were destroyed — this mod adds them.

• High-Quality Video Settings Option
Additionally, several new entries labeled "TT Recommended" have been added to the game's Video Settings menu. These options offer higher values than the vanilla game, pushing close to the engine's limits to achieve enhanced visual effects. Of course, if you feel it's too much for your system, you're free to choose other options.

• Crater Effect
Added enlarged crater textures and actual terrain deformation effects for 1000lb and 2000lb bombs.
The reason crater deformation effects were not added for 250lb and 500lb bombs is because the resulting craters are too small.
The setTerrainHeight function modifies terrain based on the Terrain Grid unit, meaning the smallest editable terrain area is equal to the Terrain Grid size.
For example, on the Stratis map the Terrain Grid is 4 meters, while on Altis it’s 7.5 meters.
Although this size varies by map, to ensure compatibility across all maps, we use the largest Terrain Grid as the base — in this case, 7.5 meters.
Since the craters created by 250lb and 500lb bombs have diameters smaller than 7.5 meters, they cannot be accurately represented.

• Shockwave Effects
The 2000lb, 1000lb, 500lb, and 250lb bombs in this mod now feature explosion shockwave effects. The impact on vehicles and infantry rely on NVIDIA's PhysX interface under the hood.


📢 Join My Discord Server for Bug Reports & Suggestions!
🔗 https://discord.gg/wQunWfChQp
If you encounter any issues or have ideas to improve this mod, please feel free to join the server and participate in the discussion!

💬 Report bugs | Suggest features | Get support | Chat with the dev
395 条留言
Entry-Level Luxury 11 月 25 日 下午 4:40 
its like a remix of a remix
neretropazanchic 11 月 10 日 下午 11:31 
Please add bright tracers for all mags
JokingSteak 11 月 9 日 上午 11:27 
I lowkey kind of miss the old vehicle destruction effects since the quality is a little inconsistent with the rest of blastcore murr, but its your mod. Either way, thanks for your work to the arma workshop!
JokingSteak 11 月 9 日 上午 11:22 
You know what, I really like the new 155mm effects. It looks fairly close to this vid I used as a comparison to other effects mods. - https://www.youtube.com/watch?v=-M2-Yr7iaKI - Pretty cool looking while keeping particles low since the original sags particles when fire support is present. Well done!
TT  [作者] 11 月 9 日 上午 6:09 
@Spooky Hanna <3

Is it possible that the server hasn’t installed the latest version of this mod yet, while you are using the newest version, which causes the issue?
Hanna <3 11 月 9 日 上午 4:45 
Since the update, i've been experiencing a "Verifying PBO failed: @blastcore_murredition/addons/warfxpe.pbo" error upon trying to connect to a server. This has persisted over multiple total re-installs of the addon and attempts to verify integrity aswell as repairing the addon in the launcher.

Skill issue, or could there be something that broke?
cndrabs_ 11 月 8 日 下午 1:09 
Hi TT! as SkepticJoker and Duke84 mentioned, is it possible that we have an option to disable those features from your mod? :steamhappy:
TT  [作者] 11 月 8 日 上午 10:37 
@SkepticJoker

The bomb damage script in this MOD comes with a built-in function to remove various small objects (including trees). However, for trees, it does not replace them with destroyed stumps—it simply deletes the entire tree. (Replacing stumps would require creating different models for each type of tree, and generating a large number of destroyed stumps would cause performance issues, for example when detonating a nuclear bomb in the jungle maps of the Vietnam DLC.)

As for why small craters cannot be generated, the MOD’s introduction page has already explained: other MODs that can generate craters indicate that their diameter is at least greater than 7.5m. This is unrealistic, since an 82mm mortar shell or a 155mm artillery shell could not possibly produce such a large crater.
Duke84 11 月 7 日 下午 10:09 
Would it be possible to have a version that only affects the visuals? (without the damage rework)
SkepticJoker 11 月 7 日 上午 10:45 
@TT

I think it is working, I'm just asking for better compatibility.
How big of a bomb is the CAS bomb strike from the Zeus menu? Because that bomb seems like it should be big enough to make a crater and it doesn't.

Blastcore TT actually doesn't have the features these other mods do... actually.

RMK - explosions fell trees is really good and you should look into doing something similar for Blastcore TT. It makes blasts destroy foliage, and leaves tree stumps behind from destroyed trees.

Improved Crates is great because it has a option for decals to spawn from small explosions (from frags, and 40mm's), and it has a option to add small pebbles to craters/decals, on top of that 82mm and 155mm strikes cause deformation, and the depth and size is configurable. I'm willing to put up with the sharp edges, since it doesn't occur in most instances and the maps are full of sharp terrain edges anyway.