Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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
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
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.
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?
I asked Steam customer support — they must have done something.
https://medal.tv/games/arma-3/clips/kJzCHRDLeaMKwCWrt?invite=cr-MSxmVjUsMjg3NDQyMTAx
I tried GBU-12 Vanilla, Cup, and ACE yet no recreation only when ai bombs
The comments here were missing yesterday (20.07.2025), but now they're back...?
I will try those and let you know
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.
You need to be more specific so I can accurately reproduce the scene
No, this is essential. If you skip the warning messages during game loading, it will cause many effects in the mod to malfunction.
Is it necessary to use JSRS 2025? Or can I use it without JSRS 2025?
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?
Well, since you're so sure, I will.
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.
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?)
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
Would be amazing is there is like a options files to disable it completely
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.
I’ve replaced it with a permanent link — I didn’t even know the previous one would expire.
Of course — join the Discord server and let's talk there.
JSRS is still in Beta testing — it’ll get better. Give it a chance, mate.
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.
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.
"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.
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."
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.
This "A3_Data_F_Decade_Loadorder" is very reliable and safe because it is loaded after all vanilla loads have finished.
@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.
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
The issue was resolved by reintroducing the JSRS dependency.