Door Kickers 2

Door Kickers 2

Realistic Grenades And Explosives
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:
Rake5000  [author] 11 May @ 10:59am 
100% I'd love that. an explosive breach creates a lot of overpressure in the room, it should basically stun everyone in it for a moment. and there's also a safety distance you gotta keep from it. similarly, you really don't want to stand behind a rocket launcher when it's fired. unfortunately, I can't implement any of that in the mod.
dak 🤑 11 May @ 7:04am 
yes - like backblast on the rocket launchers or overpressure on the explosives. idk if the game would even allow you to code it that way but it'd be super cool - make it a real effort to breach something explosively.
KIMURA 11 May @ 6:42am 
it would be great if wall charges had a deadzone, so that players standing too close to the blast radius—especially teammates—would take damage or get injured as well.
Rake5000  [author] 11 May @ 2:12am 
Yes, 40mm have an arming distance of "14-27m" according to US Army manual FM 3-22.31, and I'd love to see that in the game. However, there's no way for me to implement that in the mod.
ChimpskyBRC 10 May @ 11:39am 
I'm interested to try this, thanks. For 40mm and rockets, don't they have a minimum arming distance IRL? Not sure if that can be modeled in this game or with your mod, but it might help reduce the chance of a teamkill on those occasions when my grenadier's aim goes wide
orschild 9 May @ 4:11pm 
Frags exploding on the ground is generally not as efficient as the marketing says, and this game generally does not require you to throw a frag behind a cover a guy is sitting in in order to incap him. So it is a bit too OP for my liking, but I love the way you have handled the different effects at different ranges from the blast and reducing the radius which damages walls from the launchers.

And of course, the use of suppression in addition to the flashbangs.

I love the idea, i will play around with it but might for my own playing reduce the killradius a bit. I did in my own modded game files add frags to all veterans and reduced the range on which the enemy uses frags and rockets and with this mod it will be a nasty party :D
dak 🤑 8 May @ 5:51pm 
fair enough tbh. after playing around with it a bit more i don't mind it as bad - it makes hand grenades more valuable and makes 40MM less of a catch-all solution. base game 40MM and hand grenades are anemic and unrealistic (even if in some ways it plays more "fun" that way) - you're right to point out that people would be severely injured and out of the fight anyway within 5-10m (especially unarmored insurgent types). i'm interested how that tapering damage zone would play but otherwise with some further gameplay i kinda dig this mod tbh!
Rake5000  [author] 8 May @ 1:15pm 
Thanks, dak - I know that manual. But it's basic stuff and doesn't say much about real-world incapacitation (as in: the ability to keep fighting). I've looked into this much more deeply - including exhausting my ChatGPT Plus usage across several days.

The game only models "alive" or "dead." In real life, people might survive within 5-10 m of a 40mm HE blast, but they’re rarely in any shape to return fire. That’s why I based the mod on functional incapacitation, not just instant lethality.

I could taper damage zones like 85% at 5-10 m, but the game only shows inner and outer zones - nothing in between - so I stuck with two. Still testing a version like that though.

Vanilla zones are tiny. A real M406 arms at 14-27m and is lethal at 5m, but in vanilla you can safely fire it at 6m! So I can’t take “vanilla is realistic except AT” seriously.

After lots of testing and tuning, it feels right and fun - so I shared it for others who want it a bit more realistic, too.
dak 🤑 7 May @ 12:47pm 
https://www.bits.de/NRANEU/others/amd-us-archive/FM3-22.31%2803%29.pdf

pages 22-23 list the stats of HE & HEDP rounds :P kill radius 5 meters, casualty / injury of 130 - and we can apply the stats from the M67 frag grenade (https://www.bits.de/NRANEU/others/amd-us-archive/FM3-22.31%2803%29.pdf - page 13). its hard to find these stats tbh but they are there
Rake5000  [author] 6 May @ 11:20pm 
Feel free to share sources
dak 🤑 6 May @ 6:15pm 
vaguely fun in that it changes around the meta but PLS tone down the 40mm. they're somehow more insanely strong than ANY of the rocket launchers even while having significantly less charge (look into it - 40MM grenades have very similar kill radiuses to conventional m67 hand grenades. 5M kill radius & 15M severe injury - up to 130M minor injury). if the 40MM launchers had the same stats as the m67 nades do it'd prob play better but if youre going for realism i suppose i understand :steamsad:
Cato Sicarius 6 May @ 5:23am 
ngl this mod feels like throwing 155mm shells at the enemy
Tackleberry 6 May @ 4:10am 
@Rake5000 so this 15-20 meters explision radius from 40mm launcher is not ridiculous? It's like shooting ~5kg of C4.
Rake5000  [author] 6 May @ 3:59am 
Sure Tackleberry, firing a 40mm at 6m distance in the base game is totally realistic. I'll remove my mod at once.
Tackleberry 6 May @ 3:42am 
Those blast areas are not realistic at all. Vanilla game have pretty much realistic explosives exept AT launchers.
Rake5000  [author] 4 May @ 11:37am 
Thanks a lot for pointing that out, and sorry for the inconvenience. As it turns out, the latest version does require Project ARES. I've updated the description and requirement accordingly.
NoobRack 4 May @ 10:25am 
yeah this seems to just crash the game
Nine_Tailed_Foxes 4 May @ 7:39am 
Unsure why, but the mod seems to crash my game anytime I try and play. I have no other mods on.