武装突袭3

武装突袭3

Blastcore Murr Edition(TT Version)
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更新于:10 月 18 日 下午 2:00
作者:TT

Fixed the issue “all the new added munitions create a large black box around the plane in use.”

更新于:10 月 14 日 下午 2:09
作者:TT

In the latest release of this MOD, I finally figured out the complete configuration of aircraft and helicopter explosion effects. (In fact, the explosion effects for aircraft and helicopters are composed of four separate configuration entries from the original Murr version, and since these entries are not located in a single file, I hadn’t fully understood them before.)

The main focus of this update is a full redesign of all aircraft and helicopter explosion effects, with a significant reduction in the number of particles compared to the original Murr version. (Based on my testing, the severe FPS drops that occurred when viewing a single aircraft explosion up close in previous versions have now been resolved.)

I also added a new effect: a fuel-air detonation that occurs when an aircraft collides with the ground. This effect is slightly smaller than the explosion of a fuel truck. The reason for adding this effect is that, after reviewing real aircraft crash footage, I found that bombs carried by aircraft rarely detonate in crashes (since their fuzes are usually not triggered), whereas aviation fuel explosions are far more common.

Additionally, since ordinary vehicles and aircraft share the same ground-impact explosion effect, the particle optimization for aircraft explosions also affects regular vehicles. The upside is that explosions for ordinary vehicles are now smaller, creating a clearer distinction from the larger explosions of tanks, ammo trucks, and fuel trucks. (To be honest, I believe ordinary vehicles shouldn’t have any significant explosion effects at all, since apart from a small amount of fuel, they don’t really contain anything that could cause a major detonation.)

更新于:10 月 13 日 上午 11:31
作者:TT

Redesigned the explosion effects for standard vehicles.Optimized the explosion effects of 30 mm autocannon HE rounds.Redesigned the impact effects of bullets under 12.7 mm caliber on hard ground, concrete surfaces, and soil surfaces.Redesigned the impact effects of 12.7 mm caliber bullets on soil surfaces (essentially an amplified version of the small-caliber bullet soil impact effect).

更新于:10 月 11 日 下午 12:15
作者:TT

Following the previous version, this update adds commonly used bombs, cruise missiles, and air-to-ground missiles for the VVS (Russian Air Force). All of the newly added bomb types can be found on the MOD description page.

更新于:10 月 9 日 下午 2:17
作者:TT

In the latest version of this MOD, I have added most of the bombs, air-to-ground missiles, and cruise missiles from the USAF arsenal, spanning from World War II to the present day (only a limited selection of the more powerful WWII bombs were included).

The reason for this addition is that people often asked whether I would support all the bombs from the USAF MOD. Since the USAF MOD has been discontinued, I do not plan to provide such support. To address this issue, I decided to create my own USAF arsenal. This also resolves the previous problem of this MOD being overly dependent on the “FIR AWS (AirWeaponSystem)” MOD.

Overall, the USAF arsenal I have added contains a wider and more complete range of munitions in the categories of bombs, air-to-ground missiles, and cruise missiles than both the FIR and USAF MODs. Other categories, such as air-to-air missiles, were not included because this MOD does not provide dedicated explosion effects for those smaller missiles.

更新于:10 月 7 日 上午 3:48
作者:TT

I fixed some issues with the blood particles from the last update. For this update, I originally planned to change the way different types of bombs damage buildings—from area-of-effect damage to damage calculated based on the building’s armor value. However, I found that even the official buildings’ armor values don’t fully represent their actual hit points (in fact, some buildings with higher armor values are easier to destroy). Because of this, I’ve decided not to make the change for now.

更新于:10 月 6 日 下午 2:42
作者:TT

In the latest release of this mod, the blood particle effects for bullets of various calibers hitting the human body have been completely redesigned. The original blood particle images have been replaced with higher-resolution textures. Overall, the blood particles have been reduced in size, because through my testing I found that the game cannot implement different blood particle effects for different bullet calibers. Therefore, I had to standardize the blood particle effect to match that of small-caliber rounds (5.56mm), since this type of ammunition is the most commonly used when hitting human targets.

更新于:9 月 28 日 上午 8:19
作者:TT

Resolved an issue where particles generated by different calibers (below 12.7 mm, 12.7 mm, and around 30 mm autocannon rounds) upon impacting surfaces at various angles would always emit in a fixed direction.

After the modification, particle emission directions are now calculated based on the surface normal (90° relative to the impacted surface), with a small degree of random variation applied.

This adjustment applies not only to all of Murr’s original particle effects, but also to the custom particle effects I designed several versions ago for 12.7 mm rounds impacting different surface materials (e.g., smoke, wood splinters, concrete fragments, soil particles, blood, etc.).

更新于:9 月 23 日 上午 8:10
作者:TT

In the latest version:

Geometry LOD mass values for the following bomb models — TT_GBU57, FAB‑9000, FAB‑5000, FAB‑3000, Kh‑22, FAB‑1500, 2000 lb, 1000 lb, 500 lb, and 250 lb — have been updated to match each bomb’s actual weight. This change affects their physical behavior, such as drop speed.

Designed lighting effects for nighttime explosions of the following bomb types: FAB‑9000, FAB‑5000, FAB‑3000, Kh‑22, FAB‑1500, 2000 lb, 1000 lb, 500 lb, and 250 lb (all previously existing lighting effects have been deleted and replaced with newly designed lighting effects). Different bombs will have lighting of different brightness according to their yield, but don’t hold too much hope for this kind of lighting effect, because Arma 3 itself does not support particle dynamic lighting, that is, it is impossible to add lighting to each particle, so I simply placed a point light source at the center of the explosion. Although the visual effect is not that good, it is still better than having no light at all in a nighttime explosion.

更新于:9 月 22 日 下午 1:08
作者:TT

Last time, the uploaded file caused errors. This time, replace it with the corrected version.