Arma 3
hauser May 18, 2019 @ 10:16am
Mods that add shrapnel to grenades?
I was wondering if there is a mod that adds shrapnel to grenades, to make them less of a joke. I am aware of ACE3 adding that as a feature, and I do not care about that mod unless there is a way to disable literally everything from it that isn't the shrapnel feature. Thanks in advance.
Originally posted by El Berl:
Originally posted by hauser:
I was wondering if there is a mod that adds shrapnel to grenades, to make them less of a joke. I am aware of ACE3 adding that as a feature, and I do not care about that mod unless there is a way to disable literally everything from it that isn't the shrapnel feature. Thanks in advance.

I saw Sgt. Smash put my name on this thread, so I guess if he wants me to show then I'll oblige him. The big problem I have with ACE Fragmentation is that it's computationally expensive for little gain, and intentionally serves more as a visual effect than a lethality-enhancer like what you want, as evidenced by you wanting to make the grenades "less of a joke". They have specifically engineered it so fragments fly towards the player who threw the grenade to make it "look cool", which ends up reducing the lethality of the grenade at other angles. Furthermore, some actual grenades can have upwards of 1,000 to 1,100 fragments. ACE Fragmentation does not simulate that many because that would be equivalent to simulating over a thousand bullets. Way too expensive for the server.

My personal, upcoming solution is instead a simulation of lethal overpressure, where a fraction of the grenade's indirect "splash" radius will be an automatic "hard kill" against infantry. The indirect damage will then be boosted to represent the 100% probability wounding radius of the grenade's fragmentation, serving to represent the fragmentation without the computational price. The overpressure will act to make the grenade more consistently lethal in closer quarters. Furthermore, in this upcoming mod I've dubbed "Payload", I will be depicting grenades more potent than the ones existing in most other mods. Of course, this won't be out for a while but once it is, it should suit your requirements better than ACE3's laggy and FX-focused fragmentation model.
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Showing 1-10 of 10 comments
Sgt Smash May 18, 2019 @ 11:41am 
Explain what you mean by adds shrapnel! Something you can see, have a effect or other?
Last edited by Sgt Smash; May 18, 2019 @ 11:42am
hauser May 18, 2019 @ 11:50am 
Originally posted by Sgt Smash:
Explain what you mean by adds shrapnel! Something you can see, have a effect or other?
I don't know if you are aware of it, but all explosions in the base game do not have shrapnel. I mean it literally: when an explosion happens, as long as you are outside of the designated explosion radius, you are fine. There is no randomly-dispersed shrapnel that flies out of the explosion and hits you like a bullet, at a distance that's otherwise outside of the blast radius. Does that clarify it?
Last edited by hauser; May 18, 2019 @ 11:50am
Sgt Smash May 18, 2019 @ 11:53am 
Originally posted by hauser:
Originally posted by Sgt Smash:
Explain what you mean by adds shrapnel! Something you can see, have a effect or other?
I don't know if you are aware of it, but all explosions in the base game do not have shrapnel. I mean it literally: when an explosion happens, as long as you are outside of the designated explosion radius, you are fine. There is no randomly-dispersed shrapnel that flies out of the explosion and hits you like a bullet, at a distance that's otherwise outside of the blast radius. Does that clarify it?
Ah ok well blashcore might help on the FX side of things, but not sure the human eye would see shrapnel from a nade tho, but i could be wrong.

Try this out
https://steamcommunity.com/sharedfiles/filedetails/?id=767380317&searchtext=blastcore
Last edited by Sgt Smash; May 18, 2019 @ 11:53am
hauser May 18, 2019 @ 11:55am 
Originally posted by Sgt Smash:
Originally posted by hauser:
I don't know if you are aware of it, but all explosions in the base game do not have shrapnel. I mean it literally: when an explosion happens, as long as you are outside of the designated explosion radius, you are fine. There is no randomly-dispersed shrapnel that flies out of the explosion and hits you like a bullet, at a distance that's otherwise outside of the blast radius. Does that clarify it?
Ah ok well blashcore might help on the FX side of things, ut not sure the human eye would see shrapnel from a nade tho, but i could be wrong.

Try this out
https://steamcommunity.com/sharedfiles/filedetails/?id=767380317&searchtext=blastcore

Sorry, but you did not understand me. I am not asking about visual effects, I know about those already. I mean actual shrapnel that hurts the player character.
Sgt Smash May 18, 2019 @ 12:00pm 
Originally posted by hauser:
Originally posted by Sgt Smash:
Ah ok well blashcore might help on the FX side of things, ut not sure the human eye would see shrapnel from a nade tho, but i could be wrong.

Try this out
https://steamcommunity.com/sharedfiles/filedetails/?id=767380317&searchtext=blastcore

Sorry, but you did not understand me. I am not asking about visual effects, I know about those already. I mean actual shrapnel that hurts the player character.
My bad sorry

i remember watching a military test video that showed you could be standing just over 5m from a 40mm nade and it would no longer be fatal. not sure about normal nades tho
Last edited by Sgt Smash; May 18, 2019 @ 12:00pm
hauser May 18, 2019 @ 12:02pm 
Originally posted by Sgt Smash:
Originally posted by hauser:

Sorry, but you did not understand me. I am not asking about visual effects, I know about those already. I mean actual shrapnel that hurts the player character.
My bad sorry

i remember watching a military test video that showed you could be standing just over 5m from a 40mm nade and it would no longer be fatal. not sure about normal nades tho
No problem. Also, yeah, it's not like shrapnel is supposed to kill with just one or two pieces of shrapnel, it's still significant if it hits you in an exposed part of your body. That's really missing from ArmA 3 to make close quarters combat more lethal. As I mentioned in my original post, it is in ACE3, but the mod is so bloated with crap I don't care about that I am never going to use it, unless there is some way to isolate its frag component from everything else.
Last edited by hauser; May 18, 2019 @ 12:03pm
Sgt Smash May 18, 2019 @ 12:09pm 
Originally posted by hauser:
Originally posted by Sgt Smash:
My bad sorry

i remember watching a military test video that showed you could be standing just over 5m from a 40mm nade and it would no longer be fatal. not sure about normal nades tho
No problem. Also, yeah, it's not like shrapnel is supposed to kill with just one or two pieces of shrapnel, it's still significant if it hits you in an exposed part of your body. That's really missing from ArmA 3 to make close quarters combat more lethal. As I mentioned in my original post, it is in ACE3, but the mod is so bloated with crap I don't care about that I am never going to use it, unless there is some way to isolate its frag component from everything else.
Yeah would be cool, i've not seen a independent mod for this either, tho might be one out there somewhere lol

If not V. Berlioz might be the man to make something like this as he is good at making ballistic related mods
Last edited by Sgt Smash; May 18, 2019 @ 12:10pm
The author of this thread has indicated that this post answers the original topic.
El Berl May 19, 2019 @ 12:22pm 
Originally posted by hauser:
I was wondering if there is a mod that adds shrapnel to grenades, to make them less of a joke. I am aware of ACE3 adding that as a feature, and I do not care about that mod unless there is a way to disable literally everything from it that isn't the shrapnel feature. Thanks in advance.

I saw Sgt. Smash put my name on this thread, so I guess if he wants me to show then I'll oblige him. The big problem I have with ACE Fragmentation is that it's computationally expensive for little gain, and intentionally serves more as a visual effect than a lethality-enhancer like what you want, as evidenced by you wanting to make the grenades "less of a joke". They have specifically engineered it so fragments fly towards the player who threw the grenade to make it "look cool", which ends up reducing the lethality of the grenade at other angles. Furthermore, some actual grenades can have upwards of 1,000 to 1,100 fragments. ACE Fragmentation does not simulate that many because that would be equivalent to simulating over a thousand bullets. Way too expensive for the server.

My personal, upcoming solution is instead a simulation of lethal overpressure, where a fraction of the grenade's indirect "splash" radius will be an automatic "hard kill" against infantry. The indirect damage will then be boosted to represent the 100% probability wounding radius of the grenade's fragmentation, serving to represent the fragmentation without the computational price. The overpressure will act to make the grenade more consistently lethal in closer quarters. Furthermore, in this upcoming mod I've dubbed "Payload", I will be depicting grenades more potent than the ones existing in most other mods. Of course, this won't be out for a while but once it is, it should suit your requirements better than ACE3's laggy and FX-focused fragmentation model.
Last edited by El Berl; May 19, 2019 @ 12:23pm
hauser May 19, 2019 @ 12:41pm 
Wow, thank you for that response. Very cool. Yeah, simulating 1000 shrapnel pieces is of course not exactly what I had in mind, as I know myself how computationally insane that would be. Your current outlined pseudo-code seems a lot more reasonable and in a way better than how ACE3 seems to do it (according to your description of it, I have no clue how exactly it works other than that it exists). Looking forward to your work. Cheers, fam.
Last edited by hauser; May 19, 2019 @ 12:41pm
El Berl May 19, 2019 @ 12:42pm 
Originally posted by hauser:
Wow, thank you for that response. Very cool. Yeah, simulating 1000 shrapnel pieces is of course not exactly what I had in mind, as I know myself how computationally insane that would be. Your current outlined pseudo-code seems a lot more reasonable and in a way better than how ACE3 seems to do it (according to your description of it, I have no clue how exactly it works other than that it exists). Looking forward to that. Cheers, fam.

No problem. I look forward to getting "Payload" out so grenade realism can be experienced in the same way that my mod AAPM has brought body armor realism to the game.
Last edited by El Berl; May 19, 2019 @ 12:44pm
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Date Posted: May 18, 2019 @ 10:16am
Posts: 10