Features - FreestyleBuild/A3-realistic-nuke GitHub Wiki

Features and Details

In this page you will find a list of the different feature/effects that the script creates as well as some detailed descriptions.

Features list

  • 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.)
  • fallout/radioactivity near the blast area
  • mushroom cloud with condensation rings (depending on weather)
  • other visual effects (fireball, shockwave etc.)
  • fires inside the blast area
  • crater generation
  • air mode (experimental)
  • ACE Medical Compatability

Details

Yield

I used data gathered from https://nuclearsecrecy.com/nukemap/ and some Python script to create model function of the destructive effects of a nuclear explosion with varying yields. Those functions are used within the script to calculate parameters for each effect (blastwaves, radioation etc.) for a given yield. The data samples are for a range from 0.1 kT to 100 MT and show only small errors, due the scale of larger explsoions however the practical in-game yields range from 0.1 kT (lower values possible, but expect a lager error) to 50 kT (you may exceed those values depending on your hardware).

Blastwaves

The blastwave of the detonation is divided into 3 sections: 20 psi, 5 psi and 1 psi. 20 psi is absolutely lethal and will destroy every building and unit in its range. The 5 psi blastwave will detroy buildings closer to the center and heavely damage other, there is a 50% survival probability for units. The 1 psi blastwave will do light damage to buidings and injure bbut not kill any units.

Thermal Radioation

The thermal radioation effect will injure units who have a clear line of sight of the location of the blast. Due to Bohemia Interactive's Line of Sight script function there may be some unexpected results (mainly that units which should be damaged are not). The thermal radioation consist of 2 different severety levels and only affects units.

Nuclear Radioation

The nuclear radioation is implemented in a similar way to the thermal one, only with higher damage and the ability to kill a unit if its to close.

Malfunctioning Avionics

The script does not yet contain any kind of EMP effects, however I have added a small effect which will disturb the effectiveness of avionics (instruments, hud etc.) for some time. While the mushroom cloud expands instruments on vehicles are destroyed, and thereby rendered unusable. After about 50 seconds the instruments will be rapaired to their state prior to the effect (within 25 seconds or less).

Radiactivity and Fallout

The explosion creates a cloud of nuclear dust near the bottom periodically dealing damage to units inside it. You can protect yourself using CBRN siuts and breathing masks. Both combined grant full protection, only one grants partial protection. Using the Contact DLC chemical detector will allow you to see a threat level corrospondenting to the remaining time of the contamination. 10.0 means fallout has just begun, 0.0 is reached once the effect depletes completely.

Mushroomcloud and Condensation Rings

After the initial explosion a mushroomcloud will form. Its size is not realistical, but it still scales with the yield, as a realistic mushroom cloud would be out of the vision range at even low yields ( at 10 kT it would be alreday over 5km high). Additionally condensation rings are createdby the nuclear detonation, if there is sufficient hummidity in the area (determined by the fog and rain). Since Version 0.5.0 there are special low-yield effects for explsions below 2.5 kT, those won't create condensation rings at all and have a more messy smoke pillar instead of a mushroom cloud.

Fireball, Flash and Shockwave visuals

The visual effects of the nuke include a fireball and a flash of bright light, which slowly fades, as well as a visible shockwave. Please note that due to lag the shockwave reach you a second or two before you are damaged by the blastwaves.

Fires

After the detonation some buildings inside the 5 psi blastwave area are set on fire. Fires burn for about 5 minutes and deal damage to the burning buildings and unots who come to close.

Crater

At the center of the explosion a crater is generated. Depending on its size it consists of either s single objects or multiple stone aranged in a circle. Inside the crater is fitted with decals and some debris. Buildings inside the crater a fully hidden.

Air Mode

Controlled via optional 5. parameter when calling iniNuke.sqf, which can be either 0 (force normal mode), 1 (force Air Mode) or 2 (calculate mode using blast radius, this is the default setting). When Air Mode is activated visual effects are changed to immitate a nuclear high-altitude explosion by not creating a mushroomcloud, earthquake nor a crater nor fallout, but still a flash of light, condensations rings and some smoke effects. This mode DOES NOT calculate the effects of an air burst (I have no real idea on how to do this at the moment), it's meant to fix problems with the nuke's effects at high altitudes, to enable, for example, the creation of nuclear air-to-air missiles. This mode is still quite experimental and may change drastically in the future!

ACE Medical Compatability

As of version 0.7.0 the script automatically detects if the ACE Medical Mod is loaded and applies all damaging effects using the according ACE Medical Functions. This ensures compatility with ACE Medical and its features.