Arma 3
Blastcore Murr Edition(TT Version)
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Update: Sep 22 @ 1:01pm
by TT

In the latest version, the GBU‑57 has been added. The GBU‑57 is a massive bunker‑buster bomb, but Arma 3 cannot simulate a true underground detonation effect. In reality, if the GBU‑57 were to explode 60 meters below the surface, the blast would cause almost no damage above ground—something that would not match players’ expectations for a bomb of this size. Therefore, for gameplay purposes, we treat the GBU‑57 as a conventional aerial bomb like the FAB‑5000. Since their explosive charges are similar, we use the same explosion effects, damage scripts, and sound effects for both.

Update: Sep 20 @ 9:21am
by TT

New explosion effects have been created for tanks, ammo trucks, and fuel tankers. Explosion effects for helicopters and aircraft have been further optimized to reduce particle usage. The burning smoke and flame effects for all vehicles have been updated to use higher‑resolution particle textures.

Special note on ammo truck explosions: When an ammo truck explodes, a Fab‑1500 bomb is spawned directly at the truck’s position (representing roughly 700 kg TNT). The destructive power of an ammo truck depends on the type of ammunition it carries; here, an average equivalent yield has been used. This means the ammo truck explosion now not only features the Fab‑1500’s visual effects, but also inherits its damage, crater size, and blast radius. Previously, ammo truck explosions had very low destructive power—identical to ordinary vehicle explosions—so this change makes the effect far more realistic.

Update: Sep 19 @ 10:39am
by TT

In the latest version of this mod, the shockwave effects (visual air‑distortion) for the FAB‑9000, FAB‑5000, FAB‑3000, Kh‑22, FAB‑1500, 2000 lb, 1000 lb, 500 lb, and 250 lb bomb types have been redesigned. The size of each shockwave is now scaled according to the explosive yield of the corresponding bomb.

The blast_refract.pbo file has been removed, and all of its configuration entries have been migrated into the WarFXPE.pbo config for easier centralized management.

Additionally, the number of stone‑debris particles generated by explosions has been reduced. While reviewing the retained effects from Blastcore Murr Edition, I found that nearly 90% of explosions had multiple stone‑debris effects (essentially small stones flying outward from the blast center). In my observation, these stones are so small that, for aerial bomb detonations, they are completely obscured by the explosion’s smoke. Given the engine’s hard limit on total particle count, these invisible particles only add unnecessary system load, so they have been removed.

Update: Sep 16 @ 4:33am
by TT

Resolved the white box issue affecting all newly added models from the previous update, and additionally introduced a FAB‑9000‑class explosion along with its model.

Update: Sep 15 @ 12:05pm
by TT

Since the previous set of explosion effects for 2000 lb, 1000 lb, 500 lb, and 250 lb bombs was sufficient for the USAF, but not quite enough for the VKS (Russian Aerospace Forces), this update adds four new explosion effects corresponding to the TNT equivalence of the FAB‑1500, Kh‑22, FAB‑3000, and FAB‑5000 bombs.

As with previous releases, each of these new explosions comes with its own visual effect, sound effect, and damage script. In addition, I’ve created usable ammo models for the FAB‑1500, Kh‑22, FAB‑3000, and FAB‑5000 to make it easier for everyone to test these new explosions.

These four bombs can only be mounted on OPFOR aircraft equipped with 1,200 kg or heavier hardpoints. (All four bombs are set to be compatible with 1,200 kg hardpoints rather than their actual‑weight hardpoints, so that players with only vanilla aircraft can still use them directly.)

Update: Sep 9 @ 10:26am
by TT

The explosion effects for ships over 100 tons have been revised — particle count has been reduced, particle color and size adjusted, and overall visuals enhanced. Additionally, the destruction effects for ships over 20,000 tons no longer include the explosion effects used for ships over 100 tons, further reducing particle generation.

Update: Sep 9 @ 4:25am
by TT

Modify the post-destruction explosion effects for ships:

Ships under 100 tons have no explosion effect.

Ships over 100 tons use the cruise missile explosion effect.

Ships over 20,000 tons use my newly designed explosion effect.

Update: Sep 7 @ 9:24am
by TT

Resolved the issue where the ship's health value in the 'USS Iowa BB-61' mod was not being modified correctly.

Update: Sep 6 @ 2:00am
by TT

support has been added for all bomb types from the Flying Legends mod. The torpedo explosion effects and damage values in the Naval Legends mod have been adjusted to the 1000lb-class level. However, because torpedoes in Naval Legends are script-driven and technically implemented as ship-type vehicles, they are destroyed by an explosion upon impact, and the destruction of the “ship” entity also triggers an additional damaging explosion. As a result, the actual damage output is higher than that of a single 1000lb bomb—roughly equivalent to the combined effect of a 1000lb and a 500lb blast. Furthermore, since the Secret Weapons Reloaded mod exclusively uses ammunition from Flying Legends, this update also indirectly adds compatibility with Secret Weapons Reloaded.

Update: Sep 4 @ 1:53pm
by TT

Added all necessary effects for TT_yamato.