Arma 3
365 ratings
Freestyle's Nukes
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
File Size
Posted
Updated
441.329 KB
Feb 19, 2020 @ 6:55am
Aug 12, 2020 @ 8:25am
9 Change Notes ( view )

Subscribe to download
Freestyle's Nukes

Description
Finally my mod version of my Realistic Nuke Script is finished.


!!!ATTENTION!!!
When using automatic AI nuke strikes you may experience lags and/or crashes, to fix this simply disable AI nuke usage in the addon settings! I will try to improve performance and stability in future updates. Thanks to @JustusLM for reporting this bug! This feature should be disabled by default at the moment, it's unstable in some situations (mainly when loading scenarios).


This mods adds five nuclear weapons with different explosive yields, additionally it adds a script to allow the AI to use those weapon son their own. All weapons are compatiple with almost all vanilla bomb and missile pylons. Their yields can be selected mid-flight by switching through the firemodes, current yield will be displayed on your aircraft's HUD. The five weapons are:


B61-12 Nuclear Bomb
a laser-guided bomb, with the selectable yield of 0.3/1.5/10/50 kT of TNT. Currently the only weapons compatible with my AI nuking script, detail further down.


NX-01
a super-sonic missile with laser guidance, it can lock a laser target instantly up to 15 km range. It has a yield of 1/5/15/25 kT of TNT.


NX-02 ALCM
an Air-Launched-Cruise-Missile with 100 kT yield. It can lock on a laser target upto 32 km range (like the vanilla cruise missile) and flies slowly to enable the aircraft to escape the danger zone when firing at shorter ranges. Be advised that targeting range is impacted by your aircrafts sensors, a 32 km lock is not always possible. Also the model looks a bit weird, this might change in the future.


B-83
the big brother of the B-61, yield is selectable to be 50/150/350 kT or 1.2 MT.
At 1.2 MT a crater with a diameter of 400m will be created, everything within 2300m will be destroyed and the nuke will affect objects as far as 12500m away, covering an area of 491 km^2, equivalent to the combined land areas of Altis and 11 times Stratis.
This is a huge explosion which will likely cause lag and take its time! So be careful when using this!


Diamoandback Nuclear Sidewinder
a long-range radar guided air-to-air missile with a 0.75 kT nuclear warhead, capable to strike targets up to 32km away.


AI automatic nuke usage:
!!!This feature is experimental and may cause lags/crashes, disable it in the addon options if you experience problems!!!
The mod now contains a script which allows AI to use nukes on their own. Every 60 seconds it tests wether a plane has a B-61 loaded. If so it will count possible targets in its destructive range and decied, depending on 7 parameters, if it should use a nuke.
Once a target for nuking is selected the AI will send a message to the Side Chat and inform its allies about the position and yield of the strike. It will then fly away from the target, turn around and drop the bomb.
This behaviour can be disabled for all planes using the Addon Settings or for individual planes by using the command:
_unit setVariable ["FSN_No_Auto_Nuking", true];
where _unit is the plane which should not be using AI nukes.

Additionally you can edit the parameters used for choosing targets in the settings too. A short explainations follows:
  • Minimum Enemy in area: how many enemies have to be in the area to allow a nuclear strike, ranges from 1 to 500
  • Maximum Friendly units in area: how much friendly units are allowed within the nukes blast radius, if this number is exceeded the strike is cancelled, ranges from 0 to 500
  • Maximum Civilians in area: same like "Maximum Friendly units in area", but considering civilian units, ranges from 0 to 500
  • Maximum Frienlies per Enemy in area: calculates Frienlies / Enemies, strike is only allowed if the result is lower than this number, ranges from 0 to 50
  • Maximum Civilians per Enemy in area: same as above, but considering civilian units instead, ranges from 0 to 50
  • Maximum Civilians and Frienlies per Enemy in area: same as above, but considering civilian and friendlies, so its (Frienlies + Civilians) / Enemies, ranges from 0 to 100
  • Try yields order: if AI should try using larger or smaller yields first, either "Small to Large" or "Large to Small"

This settings are applied only if you set "AI Nuke Usage Template" to "Custom". You can also choose one of the following tamplates:
  • Standard: at least 25 enemies, only low civilian and friendly casulties allowed
  • Aggresive Use: only 20 enemies required, higher loses and colleteral acceptable
  • Destruction: 20 enemies and even higher acceptles loses/casulties, using the largest yield possible
  • Reckless: use the largest yield available, only 10 enemies required, loses/casulties are ignored
  • Sacrifice: similar to Standard, but allied loses are more acceptable
  • Acceptable Casualties: similar to Standard, but most civilian casulties are acceptable
  • No Casualties: At least 25 enemies, no loses/casulties at all
  • An Eye for an Eye: absolute number of loses/casulties is irrelevant, at least as much enemies are killed
  • Triggerhappy: only 10 enemies required, similar to Aggresive, but less friendly loses allowed
  • Overkill: like Triggerhappy, but large yields are preffered


Planned features:
  • compatability with other modded planes
  • other nuclear weaponary
  • updates to the script


Compatability:
  • FIR AWS: Now compatible with FIR AWS and its aircrafts
  • RHS: Compatible with RHS:USAF and RHS:AFRF planes
  • USAF (2019): Compatilble with all planes of the fighter pack
  • TIOW 5.1: Compatible with the new Thunderbolt aircraft
  • ACE Medical: Detects ACE Medical and applies damage using ACE functions accordingly


About the script:
I tried to create a nuke script which is more realistic then existing ones, by using data gathered from https://nuclearsecrecy.com/nukemap/ (made by Alex Wellerstein) and modelling functions to calculate the damage for a given explosive yield.
A test mission is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1935007566
Additionall information can be found here https://github.com/FreestyleBuild/A3-realistic-nuke/wiki

Features:
  • selectable yield
  • 20 psi, 5 psi and 1 psi blastwaves (heavy, medium and light damage)
  • thermal and nuclear radioation (only direct effects, no fallout yet)
  • temporary malfunction of aviation instruments (radar, hud etc.)
  • mushroom cloud with condensation rings (depending on weather)
  • other effects (fireball, shockwave etc.)
  • simple fallout/radioactivity at the origin of the blast, you can protect yourself usign CBRN suits
  • simple fire mechanic which burns some houses down after the detonation
  • crater generation which destroys buildings inside it and creates a blockade
  • Air Mode to enable usage of high-altitude explosions (NOT air burst)

Known Issues:
  • extreme lag on hosted multiplayer sessions (not tested on dedicated yet)
  • effects start to glitch at large or very small yields (e.g when below 0.3 kT)
  • bug when position argument is called for the postion of a map marker (like "getPos Marker01"), use other objects instead

Feel free to use the script/mod for your missions/mods, but please credit me (e.g. link to this post) and send me a link to your creation, I would love to try it out.



Thanks to everyone who helped me develop the script by giving me suggestions and tips on how to improve my script.


Some of the bomb/missile functionality was inspired by Aristine's Advanced Ordnance Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1377685826


License

This work is licensed under the Public License Share Alike:

https://www.bohemia.net/community/licenses/arma-public-license-share-alike
466 Comments
[GER] Capt.-Unicorn Jan 7 @ 7:06pm 
I cant Disable the crater, if i drop the B-83 it will alway create a crater server and Mission settings have it turned off
DoXXXy Habitz Jan 3 @ 3:13pm 
I have been struggling to get this to work. If you can give some pointers that would be great.
histpreservation Dec 18, 2023 @ 1:05pm 
what is cwr
histpreservation Dec 18, 2023 @ 1:04pm 
what is cwr
nrxst Oct 26, 2023 @ 12:59pm 
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░
░░░░░▐▌░░░░░░░░░
BALLIN Oct 11, 2023 @ 5:20pm 
explain how use thy mod plaes, you are not clear enough.
musaa01 Aug 27, 2023 @ 1:02am 
If you're having an issue in which your bombs will not explode and instead just turns to a small, white dust cloud, it is most likely due to a conflict with the air weapons in the CWR mod. Unload the mod or just remove the cwr air weapons pbo and your bombs should work.
locknload339 May 31, 2023 @ 5:01pm 
just here to tell everyone that if you want ai to use this but not have lag use simplex support work wonderfully
Dopegamer May 26, 2023 @ 7:43pm 
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░
░░░░░▐▌░░░░░░░░░
NonArte Mar 17, 2023 @ 12:52pm 
Very realistic mod, huge explosions and might crash arma and steam. 10/10