stevey666 Posted May 30 Author Posted May 30 (edited) Howdy all, Not a full release but I have added a killfeed feature, it'll display as a game message what was killed by DCS and what was killed by the splash script. It does this by checking what was alive in the ordnance area before and after the ordnance hits, if something is dead and DCS has a killed/destroyed event in the chat log then it's a DCS kill, if there isn't an event it's a splash kill. Caveat, if its a tank it may take a min or two to cook off so would have been called a splash kill but actually a dcs kill. Additional caveat, multiple attacks in the same close area may confuse what ordnance killed what. I've also added integration into Lekas Foothold missions (the reason I needed the feed) - it will allow you to get points for splash kills. https://www.digitalcombatsimulator.com/en/files/filter/user-is-lekaa/apply/ ["killfeed_enable"] = true, --Enable killfeed logging and messaging ["killfeed_game_messages"] = true, --Show killfeed ["killfeed_game_message_duration"] = 15, --Duration in seconds for game messages (killfeed and SplashKillFeed) - note the message will be delayed to let DCS catch up as per next option ["killfeed_splashdelay"] = 8, --Duration in seconds delay to allow dcs to see that units are dead before saying the splash damage got them instead of the the players weapon ["killfeed_lekas_foothold_integration"] = true, --Enable Lekas Foothold integration ["killfeed_lekas_contribution_delay"] = 240, -- Delay in seconds before processing splash kills into Lekas contributions (default 240 seconds/4mins) For anyone playing the foothold missions and wanting to use it. This is for foothold missions only as it has killfeed_lekas_foothold_integration set to true https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_3.3.1_lekasfoothold.lua For anyone wanting the killfeed, please take the latest version here and adjust the options as you need (it's defaulted to false) https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua Edited May 30 by stevey666
Gunfreak Posted May 30 Posted May 30 Sorry for basic question, last version i used was 3.1 I just downloaded 3.3 Are improved cluster bomb effects default or do I need to go into the file and adjust? i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.
stevey666 Posted May 30 Author Posted May 30 2 minutes ago, Gunfreak said: Sorry for basic question, last version i used was 3.1 I just downloaded 3.3 Are improved cluster bomb effects default or do I need to go into the file and adjust? You'll need to adjust the file in notepad, it's disabled by default - The cluster feature was only worked on a little before abandoning the idea due to the complexities of it.
stevey666 Posted June 4 Author Posted June 4 Not a proper release but some more additions: Working slowly on a 3.4 at the moment, I aim to bring in a few things in to make it easier for mission creators should they want to utilise some of the effects. I've mostly finished a vehicle IED option, visuals could do with tweaking perhaps if people have feedback but there's a bunch of options with it - Added optional A10 murder mode which adds a configurable explosion to every hit event with the a10 as an initiator - New Feature: IED. If a unit is called VehicleIEDTarget(*) it will explode ---------------------------------------------------------------------- Vehicle IEDs --------------------------------------------------------------------- ["vehicleied_enabled"] = true, ["vehicleied_scaling"] = 1, --For easy changing - scaling of explosion powers, counts, radius ["vehicleied_central_power"] = 600, --Power of central explosion ["vehicleied_explosion_power"] = 400, --Base power for secondary explosions ["vehicleied_explosion_count_min"] = 10, --Min number of secondary explosions ["vehicleied_explosion_count_max"] = 14, --Max number of secondary explosions ["vehicleied_power_variance"] = 0.3, --Power variation for secondary explosions (±30%) ["vehicleied_radius"] = 35, -- Max radius for secondary explosions (meters) ["vehicleied_explosion_delay_max"] = 0.4, -- Max delay multiplier for secondary explosions multiplier ["vehicleied_fueltankspawn"] = true, -- Spawn a fuel tank at the location of the explosion for explosion effect and fire/smoke ["vehicleied_destroy_vehicle"] = true, -- Option to attempt to instantly destroy the vehicle (can sometimes leave a ghost smoke vortex or fire) ["vehicleied_explode_on_hit"] = true, --Will it explode instantly on hit event or only on death/kill/when vehice stops moving and no longer "alive" https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua 3
stevey666 Posted June 5 Author Posted June 5 I'd like some feedback for anyone willing to give it here or dm/discord. I've created a Trophy like APS script, I was going to add it to the splash script but I wonder if I've just turned this into a "catchall for features I want" script. Am I overloading this? If I add new stuff that's explosion related but easily disabled/enabled is that fine or is it too much? 1
HawaiianRyan Posted June 5 Posted June 5 14 minutes ago, stevey666 said: I'd like some feedback for anyone willing to give it here or dm/discord. I've created a Trophy like APS script, I was going to add it to the splash script but I wonder if I've just turned this into a "catchall for features I want" script. Am I overloading this? If I add new stuff that's explosion related but easily disabled/enabled is that fine or is it too much? Keep on keepin' on. It's great, plus people can toggle off what they don't want. 1
Kurdes Posted June 5 Posted June 5 Yes, keep going! More optional features are always nice! Ps: the additional weapons from the JF39/JAS39 mod i send you, are not in your lua yet. Pps: it would be nice, if you can integrate the small phosphor flares effect from your initial napalm explosion to the cook off & smoke feature. Big thank you for the script! 1
stevey666 Posted June 5 Author Posted June 5 3 hours ago, Kurdes said: Yes, keep going! More optional features are always nice! Ps: the additional weapons from the JF39/JAS39 mod i send you, are not in your lua yet. Pps: it would be nice, if you can integrate the small phosphor flares effect from your initial napalm explosion to the cook off & smoke feature. Big thank you for the script! Oops, I only added half of your list! I've added the rest to the main lua I added the phosphor flares on the cookoffs in 3.3, set the enable to true if you want to try it out - I'm unsure if I prefer it with or without at this point ["cookoff_flares_enabled"] = false, --Enable/disable flare effects for cook-offs ["cookoff_flare_color"] = 2, ["cookoff_flare_count_modifier"] = 1, --Multiplier for flare count (e.g., 1x, 2x cookOffCount from the vehicle table) ["cookoff_flare_offset"] = 1, --Max offset distance for flares in meters (horizontal) 1
Kurdes Posted June 5 Posted June 5 Yes, but these are way higher in the air in comparison to the phosphor ones, or am i'm wrong? Also the phospor ones are 4 at a time...
stevey666 Posted June 5 Author Posted June 5 33 minutes ago, Kurdes said: Yes, but these are way higher in the air in comparison to the phosphor ones, or am i'm wrong? Also the phospor ones are 4 at a time... They both go from floor level I think, might just seem that way because of the flames of the napalm. The cook offs fire one at a time at random intervals throughout the cookoff. Would the preference be just shooting a few out instantly instead? I didn't find a way of lowering the height of the flares however
Kurdes Posted June 5 Posted June 5 Yes, 4 instantly in opposit direction would be great! Just like in the movies 1
stevey666 Posted June 5 Author Posted June 5 4 hours ago, Kurdes said: Yes, 4 instantly in opposit direction would be great! Just like in the movies Ask and you shall receive. It'll spawn 4 signal flares with some randomisation involved Though right now the flare timing is off if the unit is killed by splash damage as opposed to a direct kill, so it'll shoot flares before cook off explosions. ["cookoff_flares_enabled"] = false, --Enable/disable flare effects for cook-offs ["cookoff_flare_color"] = 2, ["cookoff_flare_instant"] = true, --If true, spawns flares instantly using napalm phosphor style; if false, spawns over time ["cookoff_flare_instant_count"] = 4, --Number of instant flares when cookoff_flare_instant is true ["cookoff_flare_count_modifier"] = 1, --Multiplier for non instant flare count (e.g., 1x, 2x cookOffCount from the vehicle table) ["cookoff_flare_offset"] = 0.5, --Max offset distance for flares in meters (horizontal) https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_main.lua After I'm done with the APS script and integrating that, I'm going to pick apart my cookoff spaghetti and get that straightened out so the timings will be sorted then. Also looks like I need to exclude infantry from the all units cookoff too lol 2
stevey666 Posted Wednesday at 04:10 PM Author Posted Wednesday at 04:10 PM (edited) If someone could please give me some feedback here or dm I'd appreciate it. Hi all, a number of new options are available in the upcoming 3.4, right now I'm working on cluster munitions again. I already put in a half baked cluster option before but this one is trying to mimic damage in a cluster area to a greater degree. The new code isn't fully in the github yet but these some details I have about it so far. - New Feature: CBU Bomblet Hit Spread - On a Hit event from a cluster bomb, it will scan the local area for nearby vehicles and trigger an additional explosion - This features aims to help wipe out areas, but it works by scanning 20 meters radius (adjustable) for any vehicles nearby the hit vehicle and then 20m (adjustable) from those vehicles - Max of 1 additional explosion will spawn on the vehicles. Not enabled for CBU_97/CBU_105 due to them already being effective. - The spread mechanic could miss vehicles in the area still if one doesnt get hit, or theyre at opposite sides of the visible area and not within 20m (adjustable) ["CBU_Bomblet_Hit_Explosion"] = true, --Enable/Disable - on a hit even by a bomblet it can do extra damage AND/OR scan around the unit to deal damage with additional explosions of the power set in the cluster table ["CBU_Bomblet_Hit_Explosion_Scaling"] = 1, --Multiplier for the bomblet damage in the explTable ["CBU_Bomblet_Hit_Mimic_Spread"] = true, --Enable/Disable - Mimic spread of clusterbomb warheads by scanning an area around the target that was hit and triggering an explosion against any unit or structure (unitIds can only be hit once by this weaponid) ["CBU_Bomblet_Hit_Spread"] = 20, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_SecondaryScan"] = 20, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_Duration"] = 2, --Schedule additional unit explosions over this many seconds ["CBU_Bomblet_Hit_OriginUnit_Twice"] = false, --Do you want to hit the unit that DCS already hit again with a boosted bomblet explosion? clusterSubMunTable = { ["Mk 118"] = { explosive = 2 }, --Rockeye/CBU99 ["BLU-97B"] = { explosive = 4.3 }, --CBU_87/CBU_103 ["BLU-97/B"] = { explosive = 4.3 }, --AGM 154s -- ["BLU-108"] = { explosive = 9.0 }, --CBU_97/CBU_105 **DISABLED DUE TO BEING AFFECTIVE ALREADY** ["AO-2-5"] = { explosive = 2.5 }, --RBK_500AO ["BLU-3"] = { explosive = 1 }, --Heatblur F4 BLU-3_GROUP ["BLU-3B"] = { explosive = 1 }, --Heatblur F4 ["BLU-4B"] = { explosive = 1 }, --Heatblur F4 ["HEAT"] = { explosive = 1.5 }, --BL_755 ["MJ2"] = { explosive = 1 }, --Mjolnir ["MJ1"] = { explosive = 1 }, --Gripen/DWS Mjolnir etc.. My question is, how much damage would you expect from a decent cluster hit? In real life, in DCS, in DCS w/ script ( which would ideally be what you'd want?) I tried using the JSOW-A which fires over a 100 mixed charges irl - meant to take down infantry and even armour. Placed: 15 x infantry, 5 x t72 and 8 x btr80 Survivors with base DCS - the CBU animation went allll over these units. T72 5/5 with some up to 25% damaged INF 3/15 BTR80 7/8 Survivors with the current CBU_Bomblet_Hit_Explosion implementation with a JSOW-A: 4/5 72s with about 50% health Base cluster - woeful. New cluster - OTT? By how much? Edited Wednesday at 04:17 PM by stevey666 2
Sniex Posted Wednesday at 04:42 PM Posted Wednesday at 04:42 PM 2025-06-11 18-39-18.mp4 little napalm 1
Retnek Posted Wednesday at 06:41 PM Posted Wednesday at 06:41 PM 2 hours ago, stevey666 said: Base cluster - woeful. New cluster - OTT? By how much? Here's an original bomblet-pattern from a BL-755-test to offer some evidence to play with: Roughly simplified there's a rectangle "core-zone" of 100 * 50 m = 5000 sqm. 1/3 of the bomblet outside, duds etc pp there's still 100 bomblets inside, one for every 50 sqm. Each of the bomblets had a forward AT-capability and produced 1400 fragments ... Really bad options for any-one or -thing unprotected or lightly armoured in that zone - something like 90% targets with damage >50% seems reasonable to me. 50 sqm is a 5 * 10 m rectangle - 2 scouts or 2 armoured carriers and maybe 1.5 larger tanks like MBT or SPG. So something like a 25 - 50% chance for a direct hit. "Those who admire me for my 275 kills know nothing about war" Günther Rall
stevey666 Posted Thursday at 07:38 AM Author Posted Thursday at 07:38 AM 14 hours ago, Sniex said: 2025-06-11 18-39-18.mp4 24.37 MB · 0 downloads little napalm this is beautiful! brings a tear to my eye 12 hours ago, Retnek said: Here's an original bomblet-pattern from a BL-755-test to offer some evidence to play with: Roughly simplified there's a rectangle "core-zone" of 100 * 50 m = 5000 sqm. 1/3 of the bomblet outside, duds etc pp there's still 100 bomblets inside, one for every 50 sqm. Each of the bomblets had a forward AT-capability and produced 1400 fragments ... Really bad options for any-one or -thing unprotected or lightly armoured in that zone - something like 90% targets with damage >50% seems reasonable to me. 50 sqm is a 5 * 10 m rectangle - 2 scouts or 2 armoured carriers and maybe 1.5 larger tanks like MBT or SPG. So something like a 25 - 50% chance for a direct hit. Thanks for this! I'm very limited by dcs in what I can do here. I can only think to see if a hit registers from the cbus and then with the script scan the local area for all the units. I'll probably do a percentage chance of it hitting, dependent on unit type and basing it on an estimated submunition load as well. 1
Wikkus Posted Thursday at 01:04 PM Posted Thursday at 01:04 PM This morning, I have mostly been making things explode Set up a stationary truck convoy and then sent a pair of Snakeye-laden F-4Es at them. Nice firework show! An observation: I've not altered the script in any way, but I noticed that these Mk-82 Snakeye seemed to explode in an airburst fashion, which was unexpected. Have not yet tried delivery from a different platform. Cheers, Rik
Hiob Posted Thursday at 01:25 PM Posted Thursday at 01:25 PM 19 minutes ago, Wikkus said: This morning, I have mostly been making things explode Set up a stationary truck convoy and then sent a pair of Snakeye-laden F-4Es at them. Nice firework show! An observation: I've not altered the script in any way, but I noticed that these Mk-82 Snakeye seemed to explode in an airburst fashion, which was unexpected. Have not yet tried delivery from a different platform. Cheers, Rik Looks like the splash damage from the first impact triggers the other bombs in a chain reaction...... Maybe droppped ordanance shut be exampted from the script (as affected I mean) 1 "Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"
LittleNose Posted Thursday at 03:53 PM Posted Thursday at 03:53 PM I agree with Hiob, probably the first snakeye setting the others off. I tried one of the original splash damage scripts, but found it did this domino effect on AKPWS and Maverick's, so stopped using it.
HawaiianRyan Posted Thursday at 04:06 PM Posted Thursday at 04:06 PM Did you set the appropriate booleans? ["ordnance_protection"] = true, --Toggle ordinance protection features ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs ["detect_ordnance_destruction"] = true, --Toggle detection of ordnance destroyed by large explosions
stevey666 Posted Thursday at 04:36 PM Author Posted Thursday at 04:36 PM (edited) The core of the script is adding a triggered explosion onto bombs, I've tried to mitigate it with ordnance protection with mixed results, it should hopefully snap an explosion to the ground if it has been destroyed by your own bombs. You can mess with the distance settings on the ordnance config section to try and bump it a bit, to prevent the large explosion from happening. You'd either have to disable larger explosions (which defeats part of the idea of making things punchier) or try not to drop bombs too close to eachother outside of that I think Edited Thursday at 05:08 PM by stevey666
stevey666 Posted Thursday at 09:54 PM Author Posted Thursday at 09:54 PM 8 hours ago, Wikkus said: This morning, I have mostly been making things explode Set up a stationary truck convoy and then sent a pair of Snakeye-laden F-4Es at them. Nice firework show! An observation: I've not altered the script in any way, but I noticed that these Mk-82 Snakeye seemed to explode in an airburst fashion, which was unexpected. Have not yet tried delivery from a different platform. Cheers, Rik Just got home and watched the video, love a nice bit of destruction! I can see the snap feature worked: ["snap_to_ground_if_destroyed_by_large_explosion"] = true, --If the ordnance protection fails or is disabled we can snap larger_explosions to the ground (if enabled - power as set in weapon list) - so an explosion still does hit the ground This is the one you might want to bump up ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs , 10 is pretty low to be honest - I never dialed this in during testing. You could also set this to false: "larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable or reduce the large explosion size of the weapon you're going to be spammin' ["MK_82SNAKEYE"] = { explosive = 100, shaped_charge = false }, to ["MK_82SNAKEYE"] = { explosive = 20, shaped_charge = false }, (assuming that's the right table entry!) 3
stevey666 Posted 9 hours ago Author Posted 9 hours ago (edited) @Kurdes I was a little dubious about your all vehicles cookoff request when you first asked for its inclusion, but after playing with it on - it's damn fun. FYI 3.4 will have adjustable % chance options for all vehicle cookoffs ["allunits_damage_threshold"] = 10, --Health % below which cargo/smoke attempts to trigger ["allunits_cookoff_chance"] = 0.6, --Chance of cookoff effects occurring for all vehicles. 0.6 = 60%, 1 = 100% ["allunits_smokewithcookoff"] = true, --Automatically smoke along with cookoff, or leave it to chance ["allunits_smoke_chance"] = 1, --Chance of smoke effect, 1 = 100%, 0.5 = 50% ["allunits_explode_on_smoke_only"] = true, --If its a smoke only one, add an explosion to finish the vehicle off Edited 9 hours ago by stevey666 2 1
Kurdes Posted 1 hour ago Posted 1 hour ago Great idea with the adjustable % chance option! Yes, coming from GHPC and ARMA i was spoiled with effects 1
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