Arma 3
Blastcore Murr Edition(TT Version)
228 Comments
B1acK Wo1F 3 hours ago 
@_mickey_
Dude, there is (Longer wreckage burning duration) Patch and Bulet hit Patch also from the last time im see it so if you have extra fps to lose then just plug it in
he making - improve the Mod on his free time and based on that alone you sure be thankful than just throw bunch of criticism without any construction vocabulary whatsoever. im myself also not want to reduced effect whatsoever but it surely helping esp when now with more FPS you can do more of the bigger scale combat and it did feel smooth without lag spike
_mickey_ 7 hours ago 
@TT I'm so curious, what is your PC configuration? And what particle settings do you use in the game? Please write. I want to understand what makes you endlessly cut your mod.
_mickey_ 7 hours ago 
@TT first you reduced the duration of burning (black smoke) after destroying vehicles, then you reduced the effects when bullets hit, now you reduce dust clouds after bombing. Unfortunately you are not improving but cutting the best mod of visual effects. I have to abandon your mod, with each update it looks worse and worse. I'm really sorry...
_mickey_ 7 hours ago 
"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."

Dude, what are you doing? Once again, you're ruining the best rich effects by reducing the number of particles or duration. This dust should be even longer, but you've reduced it, completely destroying the effect of the bombardment, calling it annoying.

Unfortunately, your Blastcore is becoming less and less recognizable, I don't understand what performance issues you have? Even before the 2.20 update, I didn't encounter any performance issues. The secret is how many particles you use in the settings, don't you know that? If the game is slowing down, make the number of particles in the game settings lower
H3NT41C0M1C5 11 hours ago 
@TT

So I just did it in VR and it works fine so I'm guessing it's only in a server that this issue happens. Retried it in editor and it works. Only server sided it doesn't work which is strange
TT  [author] 23 hours ago 
@Valken

I privately messaged one of the devs, but it's been three days and they haven’t replied.
Maybe you could also try reaching out to a dev — let’s figure this out once and for all.
TT  [author] 23 hours ago 
@H3NT41C0M1C5

So you're saying it's normal when you drop the bomb manually, but the AI still has issues?
Did you use any mod to make the AI drop bombs?
TT  [author] 23 hours ago 
@Mrakos

I asked Steam customer support — they must have done something.
H3NT41C0M1C5 20 Jul @ 10:37pm 
@TT

I tried GBU-12 Vanilla, Cup, and ACE yet no recreation only when ai bombs
Mrakos 20 Jul @ 10:15pm 
@TT
The comments here were missing yesterday (20.07.2025), but now they're back...?
H3NT41C0M1C5 20 Jul @ 10:11pm 
@TT

I will try those and let you know
TT  [author] 20 Jul @ 9:52pm 
@H3NT41C0M1C5

I couldn't really tell from your video — is that the vanilla GBU-12?
Also, try testing with other bombs to see if the issue occurs with them as well.
TT  [author] 20 Jul @ 8:59pm 
@H3NT41C0M1C5

You need to be more specific so I can accurately reproduce the scene
H3NT41C0M1C5 20 Jul @ 11:23am 
The fire support for bombs don't end up causing an explosion, it just leaves a crater.
TT  [author] 20 Jul @ 8:30am 
@HappyRooster007

No, this is essential. If you skip the warning messages during game loading, it will cause many effects in the mod to malfunction.
HappyRooster007 20 Jul @ 4:27am 
@TT

Is it necessary to use JSRS 2025? Or can I use it without JSRS 2025?
TT  [author] 19 Jul @ 11:07am 
@All

I'm not sure what's wrong with my mod — all the links have been blocked, and the comments have disappeared from the main page. Other mods seem to be working fine. Are you all experiencing the same issue?
Valken 19 Jul @ 5:09am 
@TT I WISH we had GPU PhysX in ARMA, but maybe ARMA 4 with a different API so all GPU brands can accelerate it. It would totally be worth it. Something like Havoc PhysX API would be amazing.
TT  [author] 19 Jul @ 1:58am 
@Valken

Well, since you're so sure, I will.
Valken 19 Jul @ 12:40am 
@TT goto Discord and ask the ARMA Developers. There is NO GPU PhysX in ARMA. It is all CPU.
TT  [author] 18 Jul @ 11:47pm 
@Valken

However, the GPU-related API can fall back to CPU execution when a non-NVIDIA graphics card is detected. I just need a page to confirm this — if you know of or have seen one, please send it to m.
Valken 18 Jul @ 11:25pm 
ARMA PhysX is all CPU otherewise it would not run with non Nvidia GPUs.
TT  [author] 18 Jul @ 10:51pm 
@HBAOplus

I've done some basic research: PhysX SDK 3.4 indeed provides two sets of APIs — one for CPU-based computation and another for GPU-based computation.
I noticed that PhysXGpu_64.dll exists in the Arma 3 root directory, which suggests that the GPU-based API is included.
However, I'm not a professional, and it's possible that PhysXGpu_64.dll is simply bundled by default as part of the full PhysX SDK — meaning Arma 3 might include the GPU-related libraries without actually using them.
To be certain, we would need confirmation from the Arma 3 developers.
Do you have an official statement or developer confirmation link? Or how did you come to the conclusion that Arma 3 doesn't utilize the GPU PhysX APIs?
(For example, have you tested GPU usage during heavy physics events, like when using a mod where many units are thrown by an explosion, to see if GPU load increases?)
HBAOplus 18 Jul @ 6:37pm 
The physx in ARMA 3 is forced to be handdled by CPU, even if you got a NV GPU
B1acK Wo1F 17 Jul @ 7:03pm 
@TT

Yes im do read all the note but sadly my rig is AMD for both GPU and CPU and from my research can't really do anything with it :steamsad:
Would be amazing is there is like a options files to disable it completely
TT  [author] 17 Jul @ 10:07am 
@B1acK Wo1F

Yes, the more people there are within a bomb’s blast radius, the more physical simulations are required, which increases the likelihood of lag. Have you tried the graphics card settings method I mentioned in the description? It offloads the physics simulation workload to the GPU instead of the CPU — that should help improve performance.
B1acK Wo1F 17 Jul @ 9:28am 
if there anyway to disable Shockwave Effects? im notice FPS drop from time to time it happend
TT  [author] 17 Jul @ 4:31am 
@Mrakos

I’ve replaced it with a permanent link — I didn’t even know the previous one would expire.
Mrakos 17 Jul @ 4:05am 
@TT - "Invite invalid"...
TT  [author] 17 Jul @ 3:42am 
@Mrakos

Of course — join the Discord server and let's talk there.
TT  [author] 17 Jul @ 3:41am 
@Chaos

JSRS is still in Beta testing — it’ll get better. Give it a chance, mate.
DarkSight007 16 Jul @ 10:52am 
@Chaos I'm in JSRS discord, Dennis K (LJ) says it's compatible and it only adds sounds on top of what he made.
Mrakos 16 Jul @ 6:23am 
@TT - While developing my (as yet unreleased), Arma 3 mod, I have done a comprehensive study on CfgPatches, and would be happy to share the documentation with you...
Chaos 16 Jul @ 6:15am 
@DarkSight007 jsrs is inherently incompatible with dynasound and enhanced soundscape because it does the same things. doesn't matter if it got a patch, its doing the same job, so a dependency for one or the other inherently breaks the one not chosen.
Apricot_ale 15 Jul @ 11:13pm 
It's not nothing, but to be honest the content is outdated or incorrect.
Currently, biki is the only place where you can get the most accurate and complete information about CfgPatches quickly. You could also ask engineers and modders on Discord, but I think almost every user will give you the same answer.

Alternatively, consider using HEMTT on github. It may not be worth the effort, but it will set up a development environment like ace or cba, which will help you find bugs and improve your mod.
https://community.bohemia.net/wiki/Arma_3:_Creating_an_Addon#HEMTT
However, in your case, it may be a struggle to build it, since it starts from modifying an existing mod.
TT  [author] 15 Jul @ 10:41pm 
@Apricot_ale

I’ve already looked through both of those pages — that’s also why I decided to follow your suggestion. Are there any other pages that explain more in detail about the vanilla game's CfgPatches classes? Maybe on forums, or developer replies on Discord? The wiki page seems to only cover these few.
TT  [author] 15 Jul @ 10:34pm 
@_mickey_

"Some bombs" is in response to your first question: "Why modify bomb damage?"
As for your second question, the type of gun doesn't matter — what's important is generating a large number of bullet impacts in a short period of time to produce smoke until it reaches the engine's particle limit and starts disappearing.
Also, I'm using my own customized particle configuration (as described on the mod's description page). This setup delivers the best-looking particle effects and supports the highest number of particles that the engine can handle. I really like it — it gives excellent visual results.
Apricot_ale 15 Jul @ 10:31pm 
About that topic, see bis wiki:
https://community.bistudio.com/wiki/Class_Inheritance#Addon_Loading_Order
and
https://community.bistudio.com/wiki/CfgPatches#Root
this.

BIS said: "A3_Data_F_Decade_Loadorder is the last vanilla CfgPatches entry in Arma 3 as of 2.14, so you can use this to overwrite some vanilla configs."
TT  [author] 15 Jul @ 10:27pm 
@Apricot_ale

Will do. Also, I’m actually not very familiar with which CfgPatches classes exist in the base game. If you know of any websites that provide detailed explanations of all the official Arma 3 CfgPatches and their functions, please be sure to let me know. Thank you.
Apricot_ale 15 Jul @ 6:41pm 
I strongly recommend using "A3_Data_F_Decade_Loadorder" for requiredAddons instead of all other of A3 requirements (i.e. "a3_data_f" or "aow_loadorder" or etc)
This "A3_Data_F_Decade_Loadorder" is very reliable and safe because it is loaded after all vanilla loads have finished.
CommanderCharms 15 Jul @ 5:29pm 
I'm just saying, it's almost like there's a reason you keep particle & effect overhaul mods separate from sound overhaul mods. Shame, this was good while it lasted.
DarkSight007 15 Jul @ 2:58pm 
@TT thank you, although shame that it couldn't be a standalone thing.
_mickey_ 15 Jul @ 2:10pm 
"Optimized the particle effects for bullets of various calibers hitting different surfaces. The visuals might not look as good now, but it definitely saves a lot of FPS."

@TT

Wouldn't it be smarter to create lighter effects for problematic weapons? Instead of lowering the particles for all weapons.
You can create a simplified effect for miniguns etc. While the rest of the weapons have the same effect on hit.
_mickey_ 15 Jul @ 1:55pm 
@TT

I'm not sure I understood you correctly. Let me do the test, just describe it in more detail. First you said about "Some bombs" , then about "miniguns". I didn't understand what weapon exactly to test with?

And one more thing. What number of particles do you use in the game settings? This is also important. For example, I always thought that Blastcore by Murr abuses the number of particles, for this reason I would not recommend using high values in the game settings. The choice of STANDART - looks great. Even with the default amount I see a decent amount of particles and the effects look great
DarkSight007 15 Jul @ 1:27pm 
@Chaos I think enhanced soundscape had an update if I'm not mistaken?
Chaos 15 Jul @ 9:02am 
jsrs dependency breaks enhanced soundscape and dynasound2 afaik.
TT  [author] 15 Jul @ 8:56am 
@DarkSight007

The issue was resolved by reintroducing the JSRS dependency.