Arma 3
Blastcore Murr Edition(TT Version)
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Update: 9 Oct @ 2:17pm
by 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.

Update: 7 Oct @ 3:48am
by 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.

Update: 6 Oct @ 2:42pm
by 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.

Update: 28 Sep @ 8:19am
by 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.).

Update: 23 Sep @ 8:10am
by 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.

Update: 22 Sep @ 1:08pm
by TT

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

Update: 22 Sep @ 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: 20 Sep @ 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: 19 Sep @ 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: 16 Sep @ 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.