Arma 3
Blastcore Murr Edition(TT Version)
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Update: 4 Apr @ 9:49am

In the latest v1.8 version of this mod, new features have been added, including a new class called class TT_GBU43 in the CfgAmmo category. The class TT_GBU43 bomb has been enhanced with new explosion effects and sound effects, which are currently exclusive to the class TT_GBU43 bomb.

The class TT_GBU43 ammunition does not conflict with the class USAF_GBU43 bomb from the "USAF Mod - Main." These are two distinct types of ammunition: the class USAF_GBU43 bomb uses its own explosion effects, while the class TT_GBU43 bomb utilizes the explosion effects I designed. Therefore, this mod is compatible with the "USAF Mod - Main" mod and can be used together without any conflicts.

Update: 29 Mar @ 12:24am

By adding a new attribute "skipWhenMissingDependencies = 1" in the CfgPatches subclass, players using Arma 3 version 2.14 or later should no longer see warnings regarding dependency information for this mod.

Update: 28 Mar @ 10:10pm

Resolved the issue of not detecting the existence of "FIR AWS (AirWeaponSystem)" and "JSRS SOUNDMOD 2025 Beta."MOD

Update: 28 Mar @ 10:14am

Fixed the bug:

Whenever I want to start Arma it brings out this error --- "File tt_patch\config.cpp, line 5: Config: End of line encountered after https://" --- hope it helps.

Update: 28 Mar @ 7:11am

In the latest v1.7 version of this mod, new features have been added. In previous versions, 250lb, 500lb, 1000lb, and 2000lb bombs each had unique explosion effects. However, in the original game’s audio and common sound mods (such as the "JSRS SOUNDMOD"), all 250lb, 500lb, 1000lb, and 2000lb bombs share the same sound effect. To address this, the v1.7 version introduces unique explosion sound effects for the 250lb, 500lb, 1000lb, and 2000lb bombs, which apply exclusively to the ammunition mentioned above. All other ammunition will continue to use the original game’s sound effects.

The mod’s sound effects are compatible with the "JSRS SOUNDMOD 2025 Beta - RC2.1" mod (I’ve tested this). I also recommend using it alongside "JSRS SOUNDMOD 2025 Beta - RC2.1" since its sound effects are excellent.

Regarding the newly added sound effects feature in v1.7, there is a known issue: In the FIR mod, there is a bomb called "MK82 GPB w/DSU-33," which is a 500lb airburst bomb. I couldn’t locate it in the subcategories of the cfgammo class because it’s an airburst bomb. In the FIR mod, there are only two cfgammo subclasses related to airburst: FIR_WP_Airburst and FIR_RP_Airburst. I’m not sure which subclass the airburst effect for "MK82 GPB w/DSU-33" uses, but after testing, both of these subclasses generate a C4 explosive entity at the detonation location, which doesn’t actually explode. This explains why the "MK82 GPB w/DSU-33" bomb doesn’t use the explosion sound effect of other MK82 models but instead uses the C4 explosive sound effect. However, I cannot simply change the C4 explosive sound effect to the 500lb explosion sound effect solely for the "MK82 GPB w/DSU-33" bomb, so I’m recording this issue here.

The v1.7 version also introduces a new feature that detects the loading status of the CPU series, RHS series, "FIR AWS (AirWeaponSystem)," and "JSRS SOUNDMOD 2025 Beta" mods, ensuring that this mod loads only after those mods have been loaded. This is primarily to prevent those mods from overwriting this mod’s configurations if they load afterward, which could lead to various bugs. However, there’s no need to worry—even if you don’t load the CPU series, RHS series, "FIR AWS (AirWeaponSystem)," or "JSRS SOUNDMOD 2025 Beta" mods, this mod can still run properly on the vanilla game. The game will simply display a prompt indicating that some dependencies of this mod have not been loaded.

Update: 26 Mar @ 9:50am

In the latest version (v1.6) of this mod, new features have been added to the effects of vehicle engine damage. These include a faint black smoke trail, a small flame on the engine, a one-meter-long puff of white smoke coming out of the engine, and a large number of small sparks rising upwards to the same height as the black smoke. (These engine damage effects are exclusive to ground vehicles in the RHS mod and are not present in vehicles from the game's original version or the CUP mod.)The smoke effect continues indefinitely, even after the vehicle explodes and the wreckage burns out, which significantly impacts game performance when many vehicles are destroyed. Therefore, in version v1.6, the faint black smoke trail effect has been removed from the vehicle engine damage effects. Other effects are retained, as it's still necessary for engine damage to have its own effects. Additionally, the remaining effects generate very few particles, which barely affect game performance.

Update: 26 Mar @ 5:33am

Fixed the explosion effect of the GBU SDB bomb in the game (using the 250lb explosion effect).

Update: 24 Mar @ 11:34pm

This is just a signed version of v1.4 (using my private key). Since some servers enable the 'Check Signatures' option to enforce signature verification for MOD files, I have provided this version. The local version of Arma3 does not check signatures, so if you are only using the local version, you don’t need to worry about signatures.

Update: 24 Mar @ 10:02pm

Fixed the issue where the burning sound persists after the smoke and fire effects of wreckage disappear in version 1.3

Update: 24 Mar @ 8:34am

This is simply a repackaged version. If you download and use it directly, the default version is v1.3 (which reduces the smoke duration of vehicle explosions). However, the downloaded file also includes v1.2 (where the smoke duration of vehicle explosions is the same as the original "Blastcore Murr Edition" MOD).

To use v1.2: First, the file you download should be a folder named "3448431626." Open this folder, and you will find a file named "@Blastcore Murr Edition(TT Version)(v1.2 release).zip." Extract it, and then load this folder as a MOD.

(Note: You cannot load both v1.2 and v1.3 versions at the same time.)