Arma 3
Blastcore Murr Edition(TT Version)
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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.

Update: 15 Sep @ 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: 9 Sep @ 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: 9 Sep @ 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: 7 Sep @ 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: 6 Sep @ 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: 4 Sep @ 1:53pm
by TT

Added all necessary effects for TT_yamato.

Update: 3 Sep @ 1:11pm
by TT

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.

Update: 2 Sep @ 12:16pm
by TT

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.)*

Update: 1 Sep @ 8:57am
by TT

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.