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
167.547 MB
20 Mar @ 10:14am
24 Jul @ 11:39pm
44 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)".

⚠️ Important Notice ⚠️
This mod also modifies the original Murr bullet impact particle effects for various surface types to improve performance. If you prefer the original effects, please check out my other mod: "Blastcore Murr Edition (TT Version) – Original Murr Bullet Impact Effects Patch".


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.

Optimized the explosion effects of cluster bombs — now the explosions of low-yield cluster bombs can be fully rendered without causing particle disappearance.

• 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.

Current Bomb Damage Radii:
2000lb Bomb

Personnel: 100m (Primary) + 50m (Secondary)

Vehicles: 30m (Primary) + 15m (Secondary)

1000lb Bomb

Personnel: 60m (Primary) + 30m (Secondary)

Vehicles: 15m (Primary) + 7.5m (Secondary)

500lb Bomb

Personnel: 30m (Primary) + 15m (Secondary)

Vehicles: 7.5m (Primary) + 3.75m (Secondary)

250lb Bomb

Personnel: 15m (Primary) + 7.5m (Secondary)

Vehicles: 3.75m (Primary) + 1.875m (Secondary)

Note:

Primary radius: Units are naturally killed or fatally injured by the explosion.

Secondary radius: Damage and shockwave effects decrease linearly with distance.


• 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
Spearhead 1944 CDLC

• 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 Video Settings Option
Additionally, several new entries labeled "TT Recommended" have been added to the game's Video Settings menu. These options offer higher values than the vanilla game, pushing close to the engine's limits to achieve enhanced visual effects. Of course, if you feel it's too much for your system, you're free to choose other options.

• 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.


• Shockwave Effects
The 2000lb, 1000lb, 500lb, and 250lb bombs in this mod now feature explosion shockwave effects. The impact on vehicles and infantry rely on NVIDIA's PhysX interface under the hood.
If you're using an NVIDIA graphics card, you can go into the NVIDIA Control Panel and set PhysX processing to always use the GPU instead of the CPU. Enabling this setting can significantly improve performance (FPS) in scenarios with large-scale bomb detonations.


⚠️Removing the JSRS dependency has caused many users to experience missing sounds for the 250lb, 500lb, 1000lb, and 2000lb bombs. I'm unable to solve this issue without the dependency, so I've decided to reintroduce the JSRS requirement. Sorry — can't please everyone.⚠️



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249 Comments
lordgriffin2025 3 Aug @ 8:33am 
TT it doesn't create a 155mm/122mm rockets instead it still creates a 227mm explosion
Anatoly Ilyushin 2 Aug @ 10:51am 
My explosion works correctly, but my allies don't have any explosion effects.
Anatoly Ilyushin 2 Aug @ 10:51am 
The same situation applies to Haimars from RHSUSAF.
Anatoly Ilyushin 1 Aug @ 5:11pm 
Dear author, I hope I’m not bothering you. While using your modification, we encountered the following issue. When our pilots use the Soviet Kh-29 missiles, the explosion effect does not work correctly in multiplayer mode. When a player launches the missile, the explosion effect triggers correctly only on their end, while for others only a crater appears, with no explosion effect. Please help us resolve this issue, or at least take a look at it. We thank you in advance.
H3NT41C0M1C5 31 Jul @ 11:41pm 
@TT


Will the JSRS beta stuff going to be fixed?
TT  [author] 29 Jul @ 6:14am 
@lordgriffin2025

The 122mm rocket and the 155mm howitzer shell have similar explosive charges, so you can just use the explosion effect from one of them — no need to make a new one.
TT  [author] 29 Jul @ 6:12am 
@NeonViking [Tyr]

Yes, except for the explosion sounds of the 250lb, 500lb, 1000lb, and 2000lb bombs.
NeonViking [Tyr] 28 Jul @ 10:43am 
Does this use the new JSRS Beta?
lordgriffin2025 26 Jul @ 8:00am 
can you make a 122mm rocket explosion for rhs, cup and vme pla.
B1acK Wo1F 24 Jul @ 9:01pm 
@_mickey_

Well, im also have a powerful moderm PC with RX6950 XT , newer ryzen 7 9800x3d + 64 GB DDR5 Memory and do play 99% of the time on large battle unit count pretty much just like u apart from particles being set to TT so im can say we being on the same side tho
and im still happy with the Mod after effect Cut from Update as it do make the gameplay much more smooth with less FPS lag spike

im guess maybe TT can making a Extreme version that do not contain update that reduce the effect side of thing that much but still ... that would need more time to make both version being up to date in turn will also lead to slowly update being release so yaaaaa ...