Door Kickers 2

Door Kickers 2

183 ratings
Realistic Grenades And Explosives
   
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Content Type: Equipment
File Size
Posted
Updated
1.069 MB
2 May @ 2:08pm
25 May @ 12:09pm
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Realistic Grenades And Explosives

Description
What it does
Overhauls all grenades, rocket- and grenade-launchers, door- and wall-charges and gas tanks to be more realistic.
Blast radius is much bigger, friendly fire is on – they are more devastating, and you have to be very careful how and where you use them.

REQUIRES Project ARES and MARSOC to be enabled first, then this mod afterwards. Will crash or cause error messages without them.
Supports Armadillo Security Services, but does not require it.


Why this mod, and how realistic is it?

Vanilla blast zones are tiny. In reality, a 40mm HE grenade doesn’t even arm before 14–27m and is lethal in a 5m radius – but fragments can take you out of the fight much farther. In vanilla, you can safely shoot it at someone 6m away. That’s a gameplay choice, and I respect it – but I wanted something a bit closer to real life.

This mod keeps things fun, but a bit more grounded. IRL, you wouldn’t fire a 40mm under 15m. In this mod, that’s also the minimum safe distance.

I've spent a lot of time looking into the real world effects of explosive devices over distance, including exhausting my ChatGPT Plus usage across several days. It's a complex topic and there are no simple answers. The game only models "alive" or "dead." That’s why I based the mod on functional incapacitation, not just instant lethality.

After a lot of testing and tuning, it feels right and fun to me - so I'm sharing it for others who want it a bit more realistic, too.




Grenades

  • Frag Grenades: 4m lethal, 8m serious injury + stun, 12m minor injuries + suppression
  • Flashbangs: 6s stun at 1m down to 1s at 8m – affects friendlies!
  • Stingers: 4s stun at 4m, down to 0.25s at 8m.
  • 9 Bangs (Project ARES): Cumulative suppression effect. 2.5m stun, 8m suppression. Your Delta Force Operators can push through the suppression, but avoid stunning them with the initial 2.5m stun radius!




40mm Launchers (M203 / M320 / M79)

Devastating area denial tools for large open spaces. Very risky indoors or on small maps. Accuracy improved due to their danger.
  • HE: 4m lethal, 8m heavy wounds and high kill chance chance, 15m low damage and low kill chance pluis stun/suppression
  • HEDP (Project ARES): Slightly less lethal than HE beyond 4m, but punches small holes in walls.




Rocket Launchers

Much larger blast radius, but no longer create man-sized breaches – only small holes to fire through. Use a wall charge for full entry.
  • Carl Gustaf: 8m lethal, 16m injury, 24m stun/suppression
  • AT4: 8m lethal, 16m injury, 24m suppression
  • RPG-7: 8m lethal, 16m injury + heavy suppression, 24m stun/suppression
  • RPG-26: 8m lethal, 16m injury + suppression, 24m stun/suppression
  • M72 LAW: 8m lethal, 16m injury + suppression, 24m suppression only
  • Zastava M70B Rifle Grenade: 4m lethal, 8m injury/stun




Door- and Wall-Charges

  • Wall Charges: 4m kill, 6m injury
  • Door Charges: 3.5m kill, 7m injury
  • Demo Charges: 2m kill, 5m injury




Gas Tanks

  • Big white 500 gal tanks: 3m total obliteration, 8m lethal, 15m damage
  • Small red 20 lb cylinders: 3m lethal, 8m damage




Grenade Effect Radius Visualization

  • Red: Instant death
  • Yellow: Injury / possible death
  • Blue: Stun – affects your troops, avoid it!
  • White: Suppression – affects your troops, but manageable




Possible Future Updates

  • Balance finetuning
  • Adjustment of S-Vests
28 Comments
Rake5000  [author] 12 Jul @ 4:36am 
@Ghosty yes you can look at the XML files and set friendly fire to 0 for all flashbang variants. It's a lot of instances though because of the way the game handles ammunition. You can find them all pretty easily with notepad++.
Rake5000  [author] 12 Jul @ 4:34am 
@vonmillard I don't play with the USAF mod and haven't added it's weapons to the mod, so if it comes with custom explosives, they will remain untouched. If it uses vanilla explosives, those will be affected.
Regarding artillery, I think it's not really feasible to make it realistic. Realistic danger close strike distances for are much farther than pretty much any map in the game (100-600m for many weapon systems). It's fun to have it in the game the way it is though.
vonmillard 29 Jun @ 10:24pm 
Does this mod have penetration like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3268125226 ? If not, then are they compatible with each other?
vonmillard 29 Jun @ 10:03pm 
Hhmm, what about the artillery and the explosives (M112 or M183) in the United States Armed Forces mod, for example?
Ghosty 24 Jun @ 4:11pm 
i'm not a fan of the flashbang friendly fire, is there a way to turn it off?
Chemical_Reactions 20 Jun @ 8:03am 
@Rake5000 thats totally understandable man, all good. And yeah, that's exactly what i was already doing lol, gotta rp some of the details sometimes.
Rake5000  [author] 31 May @ 5:26am 
@L Thanks for your comment!
1: RPGs and other rockets punch small holes in walls, not man-sized breaches. As you can read in the description, this is intentional and more realistic.
2: They do for vanilla enemies and all listed compatible mods. However, if you have mods that add custom enemies that come with their own custom grenades, those will only be affected if the mod is in the list.
3: They do for all listed compatible mods.
L 31 May @ 1:18am 
Nice mod, but with some issues:
1. After using the mod, the RPG has almost 0 damage to the wall (most important)
2. Enemy grenades don't seem to enjoy mod bonuses
3. GL of other mods does not enjoy bonuses
Rake5000  [author] 25 May @ 12:12am 
@Chemical_Reactions Thank you! Well, I'd love to see that, too. But the door- and wall-charges are hardcoded to 2 zones that face into the breach. All I can change is the width and depth into the room, and bigger zones quickly cause problems like destroying doors and frames entirely.

So... do it like me and stand back even though the game doesn't require it ;)
Chemical_Reactions 24 May @ 3:34pm 
i don't know how possible it is, if at all, but i would love to see the regular slap charges have some damage radius as well, as they're still an explosive charge. From everything i've seen irl, teams seem to always take cover far away from the door (often leaving the room altogether) before the charge detonates, yet in-game you can just shove your face on the door and be completely fine lol.

Rergardless, great mod as always rake :steamthumbsup: