When you open with a decompiler (Eclipse and DJ Java decompiler are the most commonly used for Il2 modding) the java class of a weapon (such as a bomb) you'll get something like that - here the bomb called 100lbsEe:
package com.maddox.il2.objects.weapons;
import com.maddox.rts.Property;
public class Bomb100lbsEe extends Bomb
{
public Bomb100lbsEe()
{
}
static
{
Class class1 = com.maddox.il2.objects.weapons.Bomb100lbsEe.class;
Property.set(class1, "mesh", "3DO/Arms/100LbsBombEe/mono.sim");
Property.set(class1, "radius", 25F);
Property.set(class1, "power", 25F);
Property.set(class1, "powerType", 0);
Property.set(class1, "kalibr", 0.2F);
Property.set(class1, "massa", 45F);
Property.set(class1, "sound", "weapon.bomb_mid");
}
}
Damage effect depends upon:
1) type of explosive effect: Blast, Frag, Incendiary
2) mass of the explosive inside the bomb ("power" , in kg of explosive)
3) mass of the bomb ("massa" in kg) - or rather the ratio between the weight of explosive content and the overall weight of the bomb
4) radius of destruction - in meters, this is an input data (its historical value depends upon formulas that are different according to the type of explosive, the type of explosive effect and the ratio between explosive content and total mass - the whole subject of terminal ballistics is a true perpetuum mobile, always evolving, in parallel to the development of weapons technologies )
When you have edited these data in the java file of the new bomb you wanted to create, you recompile the file using the same decompiler, and then you has it using the Il2 hasher. You'll put this file in a new folder and this folder inside the mods folder of your game. You must add a "firing the bomb" java file - this would be called here "bombgun100lbsEe.class" and put it in the same folder. Then you need of course to create the mesh, bitmap and material for this bomb, and copy it to the same folder inside a subfolder called (3Do/Arms/100LbsBombEe)
On a finger tip this is what you need to do - how to do it is in the learning curve described in the above posts by Mike and Epervier.