It might be more advantageous to focus on the damage range and hitpoints magnitude in the FX files themselves rather than tweaking the weapon dp's and such.
Small bombs under 250lbs are classed by defo as weapon_type=1 in the MISC_DATA sections of the bomb dp which is linked to the fx_gndexpl_s.fx file on impact. Bombs of 300lbs to 500lbs are generally classed as weapon_type=2, which is linked to the fx_gndexpl_m.fx file. Anything greater than 500lbs are classed as weapon_type=3 and weapon_type=4 and both classes are linked to fx_gndexpl_l.fx. So, if you want to modify the blast effect of a bomb beyond tweaking its damage dice in the dp gunstation section you first change its weapon type class to a higher level to link it to a stronger FX file. If the FX file isn't effective enough to suit your requirements you can modify it by increasing the Hitpoints, Magnitude and Range parameters.
Hitpoints are the total minimums and maximums applied to any object's dp if the object is located within the blast range of the bomb. This range is defined by the numerical code (in feet) of the Range line. The Magnitude code affects the visual appearance (in size) of the blast.
Below are some examples of the headers from my modified FX files. But be advised that any extravagant modifications to bomb FX magnitude and range can sometimes adversely impact subsequent damage effects during the course of the combat action. For example, after a couple of your "big bangs", you may notice that your bullets no longer have any visual or actual damage effect in strafing or air-to-air engagements after the drops, or any further bomb drops might display as wimpy firecracker pops. This is another inherent weakness of the sim engine's outdated FX department. If anything like this should happen, you just have to pack it up and RTB...mission over.
Also, it goes without saying, but any changes made to a ground explosion FX file in behalf of a newly created weapon will also affect any other existing weapon in that same class. When i wrote a new napalm FX package, i linked it to weapon_type=1 and reassigned every existing napalm bomb in my arsenal to this class for the sake of exclusivity to fx_gndexpl_s.fx. I then modified fx_gndexpl_s.fx to generate the new napalm effects alone. I then reassigned all bombs under 250lbs to type 2 to get them out of napalmville and bumped everything between 250 to 500 to type 3...~viola~
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fx_gndexpl_s.fx
[Library Effect]
Lifetime=5
Version=1.00
Damage=1
Hitpoints=3500.00, 5000.00
Magnitude=4500.00, 5500.00
Time=0.30, 0.30
Range=100.00,160.00
Fire=1
Fire Delay=0.00
Sound=5
Sound Param=34
**************
fx_gndexpl_m.fx
[Library Effect]
Lifetime=5
Version=1.00
Damage=1
Hitpoints=5400.00, 5800.00
Magnitude=20000.00, 28000.00
Time=0.30, 0.50
Range=200.00, 300.00
Sound=5
Sound Param=34
Fire=1
Fire Delay=1.00
************
fx_gndexpl_l.fx
[Library Effect]
Lifetime=5
Version=1.00
Damage=1
Hitpoints=6800.00, 7000.00
Magnitude=35000.00, 40000.00
Time=0.50, 0.50
Range=300.00, 500.00
Sound=5
Sound Param=34
Fire=1
Fire Delay=1.00
***********
fx_gndexpl_l--NUKE.fx
[Library Effect]
Lifetime=5
Version=1.00
Damage=1
Hitpoints=70000000.00, 80000000.00
Magnitude=472500000.00, 693000000.00
Time=3240.00, 3960.00
Range=6150.00, 6850.00
Sound=5
Sound Param=37
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