Arma 3
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Blastcore Murr Edition(TT Version)
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
304.372 MB
20 Mar @ 10:14am
9 Oct @ 2:17pm
72 Change Notes ( view )

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Blastcore Murr Edition(TT Version)

Description
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).

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)".

⚠️ Important Notice ⚠️
This mod also modifies the original Murr bullet impact particle effects for various surface types to improve performance. If you prefer the original effects, please check out my other mod: "Blastcore Murr Edition (TT Version) – Original Murr Bullet Impact Effects Patch".


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
345 Comments
CallMeD 18 hours ago 
Yeah I'm all for the idea of using the effect from MoH, it's definitely subtle and that game can do little wrong.
Sir Knight 10 Oct @ 2:38am 
@TT Yes i use Recolor mod. Even if i remove effect will still be exaggerated.

Your blastcore edition is perfect as is, performance and looking wise, without this blood effect.

I suggest you make optional blood impact mod and remove it from this main version. (Or just update impact version patch for us)
TT  [author] 10 Oct @ 2:15am 
@Sir Knight, @CallMeD

Anyway, I’m considering using the bullet hit effect from the Medal of Honor trilogy — specifically the white smoke effect. By ‘Medal of Honor trilogy,’ I mean the PC titles Medal of Honor: Allied Assault (2002) and its two expansions, Spearhead (2002) and Breakthrough (2003). Although these are old games, this is the closest effect I can think of to a realistic impact. You can check out some videos for reference. If you have better suggestions, such as hit effects from other games, please share the videos with me.
TT  [author] 10 Oct @ 2:08am 
@Sir Knight

It seems that your video has a filter applied. When I tested it, I would not describe the blood as superbright.

https://postimg.cc/3y3JYsdb
Sir Knight 9 Oct @ 11:20pm 
@TT

It should be subtle, and yet it screams ''blood'' on every hit

I did show i to my friends, and they laughed at how bad it looks, like superbright red smoke.

Look

https://streamable.com/5h8mpi
CallMeD 9 Oct @ 4:10pm 
I was thinking along the lines of the white effect you mentioned for body impacts. Something that leans closer to "reality" that you think would look good.
TT  [author] 9 Oct @ 2:44pm 
@Sir Knight

I respect your choice, but I would like to know what kind of realistic human hit effect you want?
TT  [author] 9 Oct @ 2:42pm 
@CallMeD

Which white smoke are you talking about?
the_green_one009 9 Oct @ 9:13am 
as per your intended update for buildings.
thats how hardness works, diamonds shatter really easy despite being the hardest single object.
the steel hammer would barely be scuffed despite being chinesium
CallMeD 8 Oct @ 6:45pm 
Could there be the implementation of a subtle, white smoke patch in the future that's barely noticeable? As opposed to what's currently used