Arma 3
Blastcore Murr Edition(TT Version)
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Update: 26 Aug @ 1:44pm
by TT

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.

Update: 25 Aug @ 11:06am
by TT

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.

Update: 24 Aug @ 2:02pm
by TT

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.

Update: 18 Aug @ 1:48pm
by TT

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.

Update: 17 Aug @ 7:57am
by TT

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.

Update: 17 Aug @ 7:54am
by TT

Update: 10 Aug @ 11:33am
by TT

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.)

Update: 7 Aug @ 1:11am
by TT

Modify the opacity, lifetime, and animation playback speed of the high-definition single-particle texture sequence used when bullets with a caliber below 12.7mm hit hard surfaces.

Update: 5 Aug @ 8:11pm
by TT

The particle effects for bullets with a caliber of 12.7mm or less hitting soft ground, hard ground, and concrete surfaces have been optimized. Particle generation has been further reduced, and a high-definition single-particle texture sequence is now used to display the main effect (the advantage of this kind of texture is a good animation effect, while the disadvantage is high repeatability). Additionally, with the flying dirt particles, the total number of particles generated can be reduced to less than 5, which improves performance.

Update: 24 Jul @ 11:39pm
by TT

Optimized the explosion effect of the 2000lb bomb — even when there are many units within its blast radius, performance drops are significantly reduced.
Fixed an issue where using setDamage [1, false] to destroy a ship would still trigger an explosion effect.