Arma 3
Simple Craters
132 Comments
poomooz Aug 28, 2024 @ 12:13pm 
I love this mod for creating great assaults where the attacking force needs quick trenches to hide in. Works great when paired with Drongo's Artillery, but I would like to submit an issue. When you go down below a certain depth in the craters, you die instantly and without warning. this undermines the usefulness of crater-trenches, as it is nearly impossible to determine if they are safe to enter without insta-death. Another issue, (although I notice this happens when buildings are destroyed in the vanilla system) bodies and weapons float in the air where the original ground level used to be. This decreases the immersion that this mod brings to the table. If you can do anything about that, it might be worth giving a try. I say all this in the heart of suggestion, and the mod is beautifully crafted as it is. Just some user feedback to help you out, should you find yourself bored on a Saturday with nothing to do but tweak your mod(s).
Overlord Zorn Apr 1, 2023 @ 4:55pm 
Hi
Love you mod, like big times!

I have the following question:
We're using an artillery that fires 122mm shells and sadly, they dont leave an crater behind. Is there a way to define custom munitions and the crater size they leave behind?

(D-30 from RHS to be percise)
Warhammer Actual Jan 11, 2023 @ 3:47pm 
Question does this happen (- Aircraft come to a dead stop when they happen to fly over the area where the terrain is being deformed)
with Ai aircraft, player controller, or both?
Predator14 Nov 17, 2022 @ 5:18pm 
Excellent work ! this is a real example of what we need for more credibility in A3 during an explosion! ;)
Havoc  [author] Nov 8, 2022 @ 11:20am 
An "improved" version has been released, which contains a number of fixes and new features that aren't possible as a server side mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2886141254
zay Nov 6, 2022 @ 9:11am 
Huge FPS drop when shooting with M1240 Mk19 or Mi-24P in Antistasi with RHS, mod was installed on server and client (self-hosting); ~20s after explosions, FPS would come back.
_mickey_ Nov 5, 2022 @ 12:01pm 
@GOGURYEO - Quote "@Havoc do not answer to @Mickey "most of arma 3 workshop contents has his comment which he blame authors." - bullshit. Maybe you saw 2-3 of my comments and that's it. Very often I report bugs to mod authors. Very often I thank the authors, sometimes I can criticize. I only express the opinion of one user.
_mickey_ Nov 5, 2022 @ 11:56am 
@Havoc this unique, exellent mod, but negatively affects performance, especially if player will use ACE3 in parallel, where there is explosions fragmentation (CAS /mortars/UGL) and destroyed vehicles cookoff effect. Very often I experience second freezes during each explosion. In general, I don't experience any performance issues with other mods (I use over 70 mods!) @Havoc you can optimize this mod in some way or not?
[EC] HAWK Nov 4, 2022 @ 6:18pm 
I would love to see those scaled textures craters in work - I try it with my script on large scale craters (after nuke with logarithm shapes of crater - crater is done in 1 sec (500m) but scaling crater object (beacouse it is 3d object in fact froze machine for few seconds) https://steamuserimages-a.akamaihd.net/ugc/1878590867749502837/5B94CEC1D3FB8F12FC4475DCB6249EED0FD9161A/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false
so if texture should be used instead of 3d model maybe it will be faster - code is ready but arma not :(
nerexis | nmilsim.wordpress.com Oct 29, 2022 @ 9:23am 
Also would be great if you can add blocklist for areas that can be destroyed, maybe with a global array like say TAG_BLACKLISTED_CRATER_AREAS = []; and element in it like [x,y,z,radius];
nerexis | nmilsim.wordpress.com Oct 29, 2022 @ 8:58am 
Can you please add an option to also scale the after-explosion texture in sync with the scale of crater scale? Also would be nice to have something like Event Handlers. I want to implement it on persistent gameplay which reloads mission data from DB so I would need to store the craters data or history of them to remake if after the server restart in the exactly the same state.
Havoc  [author] Oct 25, 2022 @ 5:22am 
@Raptor, thanks for the report, I've added it to the known issues and will look for an appropriate fix.
@LordBlueBaron22, I'll be looking into it.
@Uncle Joe, Yes, but due to the low and different terrain resolutions the result can be far from ideal and so the usual physical trenches like GRAD Trenches may work better.
Raptor Oct 25, 2022 @ 5:09am 
There's a bug where aircraft come to a stop midair after dropping a bomb and it lands in their path. The terrain deforming somehow affects aircraft flying above them
GOGURYEO Oct 25, 2022 @ 3:39am 
@Havoc do not answer to @Mickey he wrote a lot of blame to addon authors when he cannot get his wannabe update. most of arma 3 workshop contents has his comment which he blame authors. apart from that, your this mod is so cool. it makes a changes in battlefield by airbomb, artillery shell.. etc.
LordBlueBaron22 Oct 24, 2022 @ 9:57pm 
Ok last update my air vehicle guns do damage to the ground but not rockets or bombs. Anyone know a fix?
Uncle Joe Oct 24, 2022 @ 9:45pm 
Not really a question about this mod, but the mechanics that make it work -- it's awesome though! Is it theoretically possible to use the same or similar mechanics used by Simple Craters but as part of a vehicle? E.g., an engineering vehicle that can be used to dig trenches using terrain deformation.
LordBlueBaron22 Oct 24, 2022 @ 9:32pm 
Ok so it turns out air vehicles don't create creators for me
LordBlueBaron22 Oct 24, 2022 @ 9:24pm 
Hi @Havoc me and a group are testing this mod on a server and it seems everyone else's vehicles are deforming the terrain and Zeus fire support does but my vehicles don't deform the terrain. Anyone got any idea what the matter is?
_mickey_ Oct 24, 2022 @ 11:29am 
@Havoc thanks! But please note that the problem is not that the explosion ground textures disappear! The problem is that the this texture may not match the ground of the current map.Seems to me, you need to create a universal texture, instead of yellow sand, which would be suitable for any map
Havoc  [author] Oct 24, 2022 @ 11:12am 
@Mickey, I'm adding both feature requests to the possible features list. If you encounter any issues with the ground textures in the meantime you can always disable them through the CBA settings, vanilla arma also spawns its own textures and these automatically disappear after a while.
@Jobo, Placeables do work in SP but not in MP because these behave a bit different than other explosions. I'm going to be looking into this and hopefully get placeables working in MP too.
@YoR Bad, I'm keeping this in mind, but I may eventually decide it's outside the scope of this mod.
@Kurni, Adding your request to the list, just gotta look for a good solution.
_mickey_ Oct 22, 2022 @ 5:16pm 
@Havoc Nice mod, but it needs a different texture for the decals for small explosions. Current yellow sand decals look silly on some Arma3 maps. For example, on the red Tanoa ground or in all junglie maps of Prarie Fire DLC or on the winter maps. @Havo please make a more versatile and darker texture for the small explosion decals so that it is visually suitable for all maps - winter, jungle, forest, urban etc
Gamerhell Oct 17, 2022 @ 12:09pm 
Yeah, I second that. That would be nice to have.
Kurnsy The Indonesian Oct 10, 2022 @ 4:43am 
i.e. a button/option to revert every crater and deformation back to original on the go like clean garbage stuff.
Kurnsy The Indonesian Oct 10, 2022 @ 4:42am 
Any chance that the decals can be removed mid mission by zeus or something? So we can play new scenarios in same map without having to reload the mission.
Sushido Oct 9, 2022 @ 9:29pm 
Yo, I just wanna Suggest maybe you can add the Craters when Plane or any aircraft crash on Ground It will Generate a Crater,cause that got Removed from a patch back then maybe you can add it back
Jobo Oct 7, 2022 @ 6:45pm 
Edit: I know in the known issues, it is stated that placeables don't leave craters, but weirdly enough in SP in Eden it does. I forgot to add this below before someone brings up that point. Unless I misunderstand that it does work in SP, but not in MP?
Jobo Oct 7, 2022 @ 6:43pm 
Anyone else having issues getting this working in MP? I've run this just server-side and also having both client and server running it. And it's not working. I only see it working in SP/Editor only. MP just isn't working. I piled 6 satchels in a pile and in the Eden editor it leaves one hell of a crater. But do the same in MP? Just the usual decals.
_mickey_ Oct 4, 2022 @ 3:03pm 
@Havoc also It would be nice to get a player setting for the maximal number of decals in the scene, Sometimes I saw, how they did (after being covered with a mortar) disappear very quickly. And thank you for this awesome mod!
_mickey_ Oct 4, 2022 @ 2:59pm 
@Havoc Hello. I have a question - Is it possible to replace the texture that appears after the explosion of 40mm grenades, (UGL, Static GL, etc)? This texture does not look good, as if yellow sand was simply poured on top. Such a texture of the ground around the player at every turn, for this reason it cannot highlight the place of the explosion. It would be better to use a vanilla black texture that appears after the explosions or add a new texture with a dark tint, so that it differs from the surrounding ground
Havoc  [author] Oct 4, 2022 @ 7:17am 
The latest update has caused issues regarding decals due to the scaling of the decals. I have reverted the latest update.
SuqFuqMaNeets Oct 3, 2022 @ 7:40pm 
update pls
Goran™ Oct 3, 2022 @ 3:09am 
Hello, I would like to ask if there is a chance to set the explosion texture to not disappear when we enter it?
Russische Partizanen Sep 30, 2022 @ 12:51am 
No. forgot to tell my friend yesterday to unload this mod and nothing bad happened. We head same craters and same sizes
Newton Sep 20, 2022 @ 5:08pm 
Is there an issue if this mod is installed on client + server?
Truth Officer Sep 18, 2022 @ 1:17pm 
For some reason if the crater size exceeds 2.5 in the CBA settings, I get stuck falling inside the crater. Unsure if this could be a co-mod problem. Does anyone else have this problem?
Ben Dover Sep 17, 2022 @ 4:05am 
Amazing mod, THANKS!!!
nerexis | nmilsim.wordpress.com Sep 17, 2022 @ 2:33am 
Please add a feature that allows whitelisting a location from being destroyed.
❤☣☠☢REAPER☢☠☣❤ Sep 16, 2022 @ 12:25pm 
Any other steps than just putting this mod as a servermod? Put it on a dedicated server and added as a servermod. Thus far it never seems to work?
Kazuma-San Sep 15, 2022 @ 3:02pm 
i have found a bug:
When flying a plane, if you drop a bomb, and it creates a crater in the path of the plane, the aircraft will get a sudden stop.
[ACPL] Jon Sep 15, 2022 @ 3:05am 
@LordBlueBaron22 via CBA Settings
SuqFuqMaNeets Sep 14, 2022 @ 10:28pm 
any way to increase the texture size for large explosions?
LordBlueBaron22 Sep 14, 2022 @ 7:51pm 
@Jon how do you scale craters?
Blazej Sep 14, 2022 @ 1:34am 
do it for sog that would be nice but i thinki can be hard to do
[ACPL] Jon Sep 13, 2022 @ 3:18am 
It might be a bomb issue, BlueBaron. With crater scaling 3-4 you can easily punch similiar or even bigger holes in the terrain (with artillery, for example), up to the point when in lower areas of Tanoa I've managed to punch through to the water level.
aaaaaa Sep 12, 2022 @ 3:19pm 
I notice HE tank rounds don't leave craters at all. Any chance that could be changed?
Gazzer Sep 11, 2022 @ 8:50am 
for some reason helicopter crashes seem to not create craters in every other map but virtual reality
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Sep 7, 2022 @ 9:30pm 
Thanks for update. Unsure about full compatibility with CVL_Craters mod but it does seem to work well. :steamthumbsup::jake:
SuqFuqMaNeets Sep 7, 2022 @ 8:39pm 
im really glad to see the texture bug has been fixed, however id like to ask for larger textures for large artillery for 80mm to 155mm etc while the small texures can seem underwhelming on massive hits
Raptor Sep 7, 2022 @ 12:30am 
The crater textures disappear when you approach them and they also appear blurry. Craters are working great though, no more steep or sharp craters