Arma 3
Blastcore Murr Edition(TT Version)
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更新:9 月 3 日 @ 下午 1:11
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In the latest version, support has been added for the “USS Iowa BB-61” MOD, the “Naval Legends” MOD, and my other MOD “TT_Yamato.” This update not only replaces all bomb and shell explosion effect damage mechanics in these MODs with the types I previously created for the 2000lb, 1000lb, 500lb, and 250lb bombs, but also adjusts the hit points of most ships in these MODs to match the damage values of my bombs. When you download these MODs and engage in battles using the warships they contain, you should experience a heightened sense of realism in naval combat. The specific rules for modifying the hit points of these warships will be detailed in the MOD description.

更新:9 月 2 日 @ 下午 12:16
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In the latest v4.7 release of this MOD, the mechanism for detecting whether TT_Nuc, TT_GBU43, 2000 lb, 1000 lb, 500 lb, and 250 lb bombs score a direct hit on an object has been changed.
Previously, only the Fire Geometry LOD was checked. Now, detection is performed separately against six LODs: `"FIRE"`, `"VIEW"`, `"GEOM"`, `"IFIRE"`, `"PHYSX"`, and `"ROADWAY"`.

The benefit of this change is that it can now detect models where certain LODs may be missing — an issue most likely to occur in niche MODs.

Secondly, before this update, only a single directly‑hit object could be detected. Now, multiple objects can be detected (for example, if several objects are positioned very close together and a bomb lands exactly between them, it may register as a direct hit on all of them). Each directly‑hit object will receive the maximum damage value preset for that bomb type.

In addition, bombs that land on any object on the sea surface will now trigger the land explosion effect. Previously, the land explosion effect was only applied to vehicles on the sea surface.

Finally, when determining a direct hit, the script will now check whether the object is attached to a parent object. If so, damage will be applied to the parent object instead. This change addresses an issue with some MODs that feature very large models — for example, the “USS Iowa BB‑61” MOD. To work around engine limitations such as the maximum collision volume of a single model being around 100 m, the author split the large model into multiple smaller objects and then used `attachTo` and similar SQF functions to assemble them into one. In the previous damage script, if a bomb directly hit a child object of the USS Iowa, only that child object would take damage, meaning that no matter how many bombs you hit it with, if the parent object was never struck, the ship could not be sunk. This update resolves that problem.

*(Note: To my knowledge, many Sci‑Fi MODs with very large models use a similar assembly approach to the “USS Iowa BB‑61” MOD. In theory, this update should also work for such models, although I have not tested it.)*

更新:9 月 1 日 @ 上午 8:57
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In the blast effect functions for the 2000 lb, 1000 lb, 500 lb, and 250 lb bombs, a new parameter has been added: the cross‑sectional area of the impacted object facing the explosion center. Previously, it was assumed that all objects had an area of 10 m², which was clearly unrealistic. With this update, vehicles whose relevant cross‑sectional area exceeds 10 m² will now receive increased blast force.

In addition, bomb impact detection is now based on the object’s Fire Geometry LOD to determine whether a bomb directly hit a vehicle. If so, that vehicle will receive the maximum damage value preset for that bomb type. Previously, direct‑hit checks were based on the vehicle model’s center point, which could result in no damage being applied when a bomb struck the bow or stern of a battleship or aircraft carrier if the impact point was outside the bomb’s damage radius from the ship’s center. This update resolves that issue.

更新:8 月 26 日 @ 下午 1:44
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Previously, the 2000lb, 1000lb, 500lb, and 250lb bombs used underwater explosion effects when hitting ships or other vehicles on water. With the new damage script, it can now detect whether the bomb has hit a ship or vehicle on water, and if so, it will use the land explosion effect instead.

更新:8 月 25 日 @ 上午 11:06
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The damage scripts for 2000lb, 1000lb, 500lb, and 250lb bombs have been optimized. The fixed absolute damage radius for these bombs has been removed, and the damage radius is now determined entirely by the output of the mathematical damage function introduced in the previous update. This makes the simulation more realistic. Overall, the lethal radius against soft targets has increased for all of these bombs, which has, to some extent, reduced the power gap between the 250lb bomb and the 155 mm artillery shell.

However, the 155 mm shell still has a larger lethal radius against soft targets than the 250lb bomb. I believe BI gave support-class artillery shells such a large lethal radius because they produce more fragments than aerial bombs. In my design, a 250lb bomb can destroy a tank with a direct hit, whereas even multiple direct hits from 155 mm shells cannot destroy a tank. In that sense, you could consider the 250lb bomb more powerful than the 155 mm shell.

In addition, the lethal radius for 2000lb, 1000lb, 500lb, and 250lb bombs in water is set to half of their radius on land. However, the damage at the same distance is identical to that on land. The blast center’s pressure is higher in water due to its greater density compared to air, but when the shockwave travels from water to land, its energy is greatly reduced because of the change in medium — in reality, energy loss can exceed 90%. For gameplay purposes, however, I’ve simply reduced the lethal radius to half of the land value.

更新:8 月 24 日 @ 下午 2:02
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In the damage scripts for the 2000 lb, 1000 lb, 500 lb, and 250 lb 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.

In addition, some particle effects from TT_Yamato have been integrated (with the possibility of more effects being added in future versions).

This update primarily addresses the unrealistic issue where 2000 lb, 1000 lb, 500 lb, and 250 lb bombs could instantly destroy large ships—such as aircraft carriers or battleships in Navel Legend—when hitting their center point.

更新:8 月 18 日 @ 下午 1:48
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optimized the damage scripts for the 2000lb, 1000lb, 500lb, and 250lb bombs. After optimization, these bombs should no longer cause noticeable frame drops during explosions. However, since the optimization method staggers the execution of explosion effects and the damage script by a short delay, the damage effects may appear slightly delayed. The more objects within the damage radius, the more severe this delay may become.

更新:8 月 17 日 @ 上午 7:57
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Redesign the particle effects for 12.7mm rounds hitting wood, concrete, soft soil, and hard ground, making these impact effects noticeably larger than those of bullets under 12.7mm caliber. Increase the blood spray effect when all calibers of bullets and shells hit a human body.

更新:8 月 17 日 @ 上午 7:54
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更新:8 月 10 日 @ 上午 11:33
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Fixed the issue where small UAVs such as the Darter and 40 mm drones had excessively large explosion effects.

(Note: This also slightly reduces the explosion effects for unmanned helicopters like the Falcon and for manned helicopters, but it does not affect the overall visual experience. The main reason is that small UAVs such as the Darter and 40 mm drones use helicopter explosion effects in their configurations, and modifying each small UAV’s configuration individually would be cumbersome. Therefore, a simpler solution was chosen here.)