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
113.420 MB
20 Mar @ 10:14am
11 Jul @ 2:07am
24 Change Notes ( view )

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Blastcore Murr Edition(TT Version)

Description
⚠️ 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)".


As I understand it, common explosion effect mods like "Blastcore Murr Edition," "Blastcore Edited (standalone version)," or even the game's original explosion effects often use the same explosion effect for 250lb, 500lb, 1000lb bombs, and 230mm rockets, and then use another explosion effect for 2000lb bombs or larger munitions. This approach feels awkward for a game like Arma 3, which is renowned for its realism.

So,

The purpose of this MOD is to differentiate the explosion effects for 250lb、500lb、1000lb、2000lb bombs. Specifically, I have improved 4 explosion effects based on the "Blastcore Murr Edition" MOD, each corresponding to these four weight classes of bombs, missiles, and rockets (details of what was modified are explained below).

No other mods are needed, as this MOD is fully compatible with CUP, RHS, and FIR AWS (AirWeaponSystem) (I have specifically adapted it for these mods).



⚠️ 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.


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

• Optimized Explosion Effects
Optimized all explosion effects by reducing unnecessary particles.

• Underwater Explosion Effects
Added underwater explosion effects for 250lb, 500lb, 1000lb, and 2000lb 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, and 2000lb 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 to 30 meters. Even though that might still be a bit too powerful, I had to make this adjustment to match the visual scale of the explosion effect. Similar changes have been made for bombs of other weight classes as well.

• MOAB Removed
Removed the MOAB, as mounting it on the A-10 was considered too unrealistic.

• Added Mod Compatibility
PLA Armored Vehicles Pack
VME PLA
East Asia War, 1937 – 日中戦争 – 抗日战争

• 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 Particle Settings Option
As far as we know, the current configuration offers four particle quality settings: Low, Medium, High, and Very High. This mod specifically adjusts the parameters for the "High" setting. Under this configuration, particles will no longer be scaled by distance (i.e., they won’t appear larger when farther away or smaller when closer), particle generation won’t be reduced based on distance (which is usually done for performance reasons), and the particle count limit has been raised to 20,000 (the actual engine limit is slightly below 20,000, but essentially, it’s set to the maximum possible).

So, my recommendation is: if you’re aiming to create cinematic scenes or simply enjoy beautiful particle effects, choose the “High” particle setting. If you're pursuing maximum performance, go with one of the other settings. As for me, I love great-looking particles, so I always set mine to “High.”

• 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.


• Issues caused by the removal of the dependency on the JSRS mod.
Due to pressure from the comment section, I removed the dependency on the JSRS mod.
However, this may cause some issues, as explained below:

Adding JSRS MOD as a dependency is not completely useless.
In previous versions, I specifically designed different sound effects for the 250lb, 500lb, 1000lb, and 2000lb bombs. These sounds do not require any sound mod to function.

However, if I remove the dependency on JSRS MOD, there's no way to ensure that the sound configuration part of this mod will load after JSRS MOD is loaded. At that point, the mod loading order depends entirely on how Arma 3's mod loader handles it — and its behavior is not predictable.

This means JSRS MOD (or any other sound mod) could be loaded before or after the sound portion of this mod. If JSRS MOD (or any other sound mod) loads after my mod’s sound definitions, their config may override mine, causing some sound effects to no longer match what I intended.

By requiring JSRS MOD as a dependency, I can at least ensure players won’t load other sound mods, and my dependency entry helps prevent these conflicts.
If I remove this dependency, the issue becomes possible again — and I’m very conflicted about whether I should do that.

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170 Comments
0-0 20 hours ago 
ZETA X ZONE

I have already downloaded the previous version, which was before the update) I will use it)

And so, I did not have problems with the frame rate from the effects of bullets hitting) The frames drop from explosions of armored vehicles, but not from bullets hitting)
ZETA X ZONE 20 hours ago 
Thank you for your work TT, ur amazing:steamhappy:
ZETA X ZONE 20 hours ago 
@0-0 it is better now, however obviously in-order to have something run more performance friendly there has to be a sacrifice. If you look up bullet hit and get the original version that may help your case but this has saved a lot of issues performance wise. :steamthumbsup:
aleshaliyan 11 Jul @ 4:54am 
i love your work
0-0 11 Jul @ 4:34am 
@TT


It's so bad now...
I understand that you like aviation and bomb explosions... but for example I used the mod precisely because of the bullet hits. And now they look very bad.
Please, can you give a link to the previous version of the mod?
Or maybe you will release them as an additional mod, similar to the long smoke?
TT  [author] 11 Jul @ 2:13am 
@ZETA X ZONE

I’ve noticed this issue as well and have made optimizations accordingly.
ZETA X ZONE 10 Jul @ 3:50pm 
Hey please add a option to adjust the "Bullet Hit" Effect, it causes lots of frame drops during gun fights.
Octopuss 10 Jul @ 8:10am 
same issue with Valken
Valken 10 Jul @ 2:35am 
When running this mod on the YAAB mission with only Vanilla or DLC/cDLC, I sometimes get this error "cannot open object ca\misc\fuelcan.p3d". It only happens when this mod is loaded.
TT  [author] 8 Jul @ 10:32pm 
@Mrakos

It's already implemented — the shockwave effect. But for small bombs, it's not very noticeable. Try testing it with a 2000lb bomb. (The effect on infantry isn't great — they just get pushed back a little, then die.)