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Posted
19 hours ago, titi69 said:

Try to disable the larger explosion options, but i am getting also error/crash when we get too many explosions, sometimes even without splashdamage

["larger_explosions"] = false, -

 

1st tests seems do not destroy all containers. Should be ok!

Thanks 🫡

  • 1 month later...
  • 1 month later...
Posted (edited)

This is a couple of years ago, but it should still work unless someone changed the inner workings of how Grimm calculated the "scaled power factor".

I reduced it for my personal use and have been happy with it since I made the post above.  Below is the LUA code.

image.png

Edited by Mistermann

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Posted
37 minutes ago, SaitouJaga said:

So I did a little testing. Thanks to Mistermann for the advice. What can you say about this? 🧐

I did similar testing when tinkering with the scaled power factor setting, I just didn't record it to compare like you did - great idea.   There's no wrong answer here, just your personal preference.  What settings did you settle on?

Glad I could lend some assistance. 

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Posted

Splash_Damage_2.0.5b.lua

 

    12 november 2024 (by JGi | Quéton 1-1)
    - Tweak down radius 100>90 (Thanks Arhibeau)
    - Tweak down somes values

    20 january 2024 (by JGi | Quéton 1-1)
    - added missing weapons to explTable
    - Sort weapons in explTable by type
    - added aircraft type in log when missing
All Credits for = Quéton

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Posted
On 11/16/2024 at 12:39 PM, SaitouJaga said:

So I did a little testing. Thanks to Mistermann for the advice. What can you say about this? 🧐

 

this was very helpful thanks much

  • 1 month later...
  • 3 weeks later...
Posted (edited)

    10 Feb 2025 (Stevey666) - 2.07  (okay i planned to get some changes done for next week but exchanged sleep to get things done)
      - Fixed AGM 154/Adjusted a few weapons
      - Added overall damage scaling 
      - Added modifier for shaped charges (i.e. Mavericks), adjusted weapon list accordingly
      - Adjusted blast radius and damage calculations, created option for dynamic blast radius
      - Adjusted cascading explosions, added additional "cascade_scaling" modifier and cascade explode threshold modifier.  Units wont explode on initial impact unless health drops under threshold
      - Added always_cascade_explode option so you can set it to the old ways of making everything in the blast wave go kaboom
      - Added in game radio commands to change the new options ingame without having to reload everything in mission editor to test it out


I meant to modify an incorrect AGM setting but got sidetracked and adjusted the script quite heavily, please have a go and let me know if it's to your liking, any issues with testing etc if you're using it. Without changing values it's less flashy than earlier versions, but there's a bunch of modifiers to ramp things up if you need it.  Please note I'm not an LUA script writer, more of a powershell script writer, so have utilised chatgpt to assist in writing this/troubleshooting.

Also note, edited without permission? Not sure if that is needed or not, this doesn't seem to be getting actively worked on.

    ["overall_scaling"]             = 1,    --overall scaling for explosive power
    
    ["apply_shaped_charge_effects"] = true, --apply reduction in blastwave etc for shaped charge munitions
    ["shaped_charge_multiplier"]    = 0.2,  --multiplier that reduces blast radius and explosion power for shaped charge munitions.
    
    ["use_dynamic_blast_radius"]    = true,   --if true, blast radius is calculated from explosion power; if false, blast_search_radius (90) is used
    ["dynamic_blast_radius_modifier"] = 2.5,  --multiplier for the blast radius
    
    ["cascade_scaling"]             = 5,    --multiplier for secondary (cascade) blast damage, 1 damage fades out too soon, 3 damage seems a good balance
    ["cascade_explode_threshold"]   = 90,   --only trigger cascade explosion if the unit's current health is <= this percent of its maximum, setting can help blow nearby jeeps but not tanks
    ["always_cascade_explode"] = false, --switch if you want everything to explode like with the original script
    
    ["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings



As a note, ["dynamic_blast_radius_modifier"] = 2.5, I think a 3 here would peg a 1000lb JDAM at 93 meters or so. Experimentation needed if you want to dial it.

 

Ingame radio commands:

 

Wlm65E5.jpeg

 

Some comparisons of damage/blast zone differences - mileage varies depending on weapon and things around.  This was a 1000lb JDAM.  Original DCS vs 2.0.5a vs 2.0.7.  Screenshots taken at different times but the old version seems to blow up everything in the blast zone which looks AWESOME so you can still enable that.

r60lyGD.jpeg

 

1000lb JDAM scaled x 500 (for testing purposes you understand)

b1xJSR0.jpeg

--

 

Attached version with game messages and radio enabled, and one without.

 

 

Splash_Damage_2.0.7_radio_messages.lua Splash_Damage_2.0.7.lua

Edited by stevey666
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Posted (edited)

Did a little more testing today, may have cranked the cascade_explode_threshold cascade_scaling a little high at 5 instead of 3 on my release.. oops. 

I was looking at preventing bombs destroying other bombs when dropping lots in the same area, not found a way as in testing it seemed to be tied to:
"["larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable"

which spawns a bigger explosion:

          if splash_damage_options.larger_explosions then
              trigger.action.explosion(impactPoint, explosionPower)
          end
  
If youre dropping a lot of bombs in the same point and they're getting destroyed before exploding properly then you may want to set ["larger_explosions"] = false - You wont get bigger explosions but you will get the splash damage blast wave

 

On 19/01/2025 at 17:21, Alkaline said:

I just downloaded and had a look into the script, but I see like, all weapons are added except rockets from the KA-50... -.-

Run the script with game messages, debug and weapon_missing_message set to true and screenshot what appears on screen when you fire the rockets

Edited by stevey666
Posted

Thanks !

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Posted
Quote
On 2/4/2025 at 5:31 PM, stevey666 said:

Did a little more testing today, may have cranked the cascade_explode_threshold a little high at 5 instead of 3 on my release.. oops. 

 

 

You want to say"cascade_scaling" ?

["cascade_explode_threshold"]   = 90 in your last release

 

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Posted
On 10/02/2025 at 19:29, ETBSmorgan said:

You want to say"cascade_scaling" ?

["cascade_explode_threshold"]   = 90 in your last release

 

Yes, thanks for catching that!

 

 

Posted
27 minutes ago, Alkaline said:

So, is there any version of this script that is like, compiled or whatever in lost of other words? I see alot of guys writing LuA codes in replyes here, but is there an actual release with this updated edits? I would really need something like this when flying SU-25 or KA-50 III

The github is outdated from what I understand, there was a request to update it but it was neither accepted or denied.  You can download Splash_Damage_2.0.7_radio_messages.lua from my previous post and load it into your mission.  Give me the log or screenshots showing what is being fired and I can update any missing weapons and create a new version.  I'm on discord (stevey9062) if you need anything further

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  • 3 weeks later...
Posted

hi guys IDK if I can ask here, but there is an IADS script in Spalsh_script github and it seems that for some reason the SAMs don't fire, don't you know why? or is there anyone here who used it (is using it)

Posted

FYI all, I've release version 3 to a different thread


 

 

On 03/03/2025 at 21:19, Sniex said:

hi guys IDK if I can ask here, but there is an IADS script in Spalsh_script github and it seems that for some reason the SAMs don't fire, don't you know why? or is there anyone here who used it (is using it)

should probably ask in the IADs thread for this one, it probably has a newer script too

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