Arma 3
Blastcore Murr Edition(TT Version)
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Update: 21 Jul @ 8:29am

Fully optimized the explosion effects for all vehicles. This ensures that no matter which vehicle you’re near, as long as you’re within a 10-meter radius of the explosion (the zone where the most particles are visible), the framerate drop will not exceed 20 FPS.

Also, do you remember the thick, long-lasting yellowish dust clouds that appear near the epicenter of various shell or bomb explosions? They used to linger for several minutes and were quite annoying. Now, I’ve reduced their lifetime to just 10 seconds.

Update: 20 Jul @ 1:33am

Update: 20 Jul @ 1:23am

Update: 19 Jul @ 10:55am

The particle effects generated when vehicles — especially tanks, APCs, fuel trucks, and ammo trucks — explode have been reduced to help alleviate lag during explosions. The intensity of the flash lighting during nighttime explosions of tanks, APCs, fuel trucks, and ammo trucks has also been lowered. Previously, the instantaneous brightness resembled a nuclear blast, which was uncomfortably glaring and unrealistic. The PhysX shockwave effects from bomb explosions on infantry have been optimized, resulting in less lag. Additionally, an issue where the craters from 2000lb and 1000lb bombs sometimes failed to scale properly has been fixed.

Update: 19 Jul @ 10:51am

Update: 18 Jul @ 1:00am

Add support for various munitions in the Spearhead 1944 CDLC.

Update: 17 Jul @ 3:24am

the effective distance of all custom light sources has been increased to 4000 meters, and their attenuation rate over distance has been reduced to provide smoother falloff. 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.

Update: 17 Jul @ 3:21am

Update: 17 Jul @ 3:11am

Update: 16 Jul @ 12:03pm

The damage values in the config files for the 2000lb, 1000lb, 500lb, and 250lb bombs have been set to 0 (previously, they were set to very low values, but for the 250lb bomb, this could still cause damage beyond the intended range controlled by the script). This prevents unintended damage outside of the scripted logic—excess damage could lead to unintended deaths, and since the addForce function sometimes fails to affect dead units, this would cause issues where those killed wouldn’t be launched by the blast wave.

The execution code of the blast wave script has also been updated. Now, as soon as the explosion occurs, units are almost instantly launched by the shockwave, with virtually no visible delay.