Increase distance of Sound

215meters is far to little for generating sounds. Tanks literally spawn in at 70% volume with sharp sound borders. You can easily hear vehicles in this game at 1km range (as was the case before the change) now enemies can literally be inaudible at 215.1m.

WThe range needs to be at least 550meters to be useable

3 Likes

The previous theoretical maximum was 400m in ideal conditions where you were standing still, no wind or rain, no one else was making sound and the enemy tank was driving at full RPM.

(Update 2.45.1.50)

For enemy vehicles, not for allied ones.

I clearly remember hearing an allied IS 2 on the B cap on Korea from the C cap. That was around 800m.

And it still does not change the fact that 215m is too low.

2 Likes

that “theoretical” thing seems like absolute bollocks to me, as i was able to identify sound engines from far greater distances than 200 meters. It just seems like an attempt at justifying the de facto nerf with a made up “theoretical” range.

3 Likes

Well:

as well as:

So if you had a light vehicle with the improved optics that extends the distance and scouting the target created a bug that made sounds be heard further away. So both combined could mean that this is what happened to you in that case.

Someone should go stand outside and listen to some of these vehicles at ranges.

1 Like

Some vehicles are ridiculously quiet at even short-medium distances, you can hear children talking in the audience to compare sound levels.
Now also add to that the fact that you yourself is sitting in a tank.

Edit:
But for the sake of the game things can of course still be argued for a change for playability.

That just tells us that the microphone and software worked as designed, nothing else.

To quote the Mighty Jingles on Tankfest: “When editing this video i needed to cut out talking people during the show, we could not hear the people talking over the engines sounds but this bloody camera and microphone I bought for this event is just too good at seperating and balancing the sounds.”

My main issue is that 215m is far too short.
Engine sounds pop in constantly and very noticeably. Its not an issue of “Oh he was just quiet and got louder” no it is “0 DB at 216m” and “90db at 215m” with nothing inbetween.

6 Likes

Well its still a simulator so it should be realistic

2 Likes

Good points :)
Although i have not personally experienced this “pop in” you describe.

I don’t think War Thunder is a simulator, i don’t even think they say they are anywhere?
I would personally say they are VERY close to one in many regards though.

I would like to point out (as a qualified sound engineer) that most videos “normalize” the audio. For this, video is NEVER a good reference to go by.

That said - I have personally been around some of these machines.

In the main site it said “realistic military vehicles online combat game”
In wiki it said its sim too and im pretty sure gaijin said it themselfs

I wish we had SQUAD sound design. You can tell how far away something is up to like 600-800m, and engine sounds are distinct to the point you can pretty much tell whatever it is as well. Not only engines but guns/canons firing.

With maps as small as they are getting maybe having more realistic sound would just create a cacophony of indiscernable noise, which is why its 200m here.

1 Like

the 215m is just pure lazyness.

We could have sound with no distance limit by simply having a proper fading calculation applied.
But the main issue is that gaijin for some reason made their sound system into a slave of other systems instead of a master, as is the usual approach.

Most of the Bugs with the system are almost certainly caused by this design choice.

Instead of the Sound being dependent only on the main servers data and sent to the players from that server the main server has to wait for the players to send data before making any calculations and sending it back. The decision of to whom to send the data is also another calculation dependent on player data.

it is overly complicated and outdated.

Of course just changing the system to a new standard would already be more than what we get in a major update as it requires to essentially rebuild the entire game around the new system by flipping or redirecting dependencies. SO I understand why it is not being done/talked about if it is being developed.

I still believe that we need at least 400m of enemy sound with proper sound balancing, even if it is just a stop-gap measure until a proper remake of the soundsystem can be pushed.

2 Likes

I mean, the vehicles are pretty realistic compared to other games.

Yea but the sound needs to be realistic aswell

1 Like

Sound scouting is unrealistic anyway and removes any chance of flanking a smart camper in a heavy tank. He’ll hear you coming and turn towards you every time. So essentialy, if you have to push and don’t have teammates around, it’s GL HF on city maps, best you can do is drive away as fast and far as you can.
But changing the distance to 215m doesn’t help really, as the problem is being able to hear enemy tanks innan active warzone from inside a tank. You know, rhese are conditions where you are hope to not go permanently deaf during artillery barrage, while in WT you get all the advantage od open hatches with no disadvantage of being unprotected and getting your ears clobbered by gunfire, including your own.

1 Like

sound scouting is literally how tanks got spotted in reality.
I mean that is still the case today as multiple testimonies from russian and ukrainian soldiers show.
The US Abrams was also feared by its opposition because in the bad desert conditions sound was used to detect enemy movemeant ahead of time and the Turbine was simply much quieter at range than any conventional engine due to the pitch of sound not traveling as far as the bass of conventional engines.

True, does not change the fact that in reality tank comanders literally did expose themselves to that for beter visuals and sound perception.

Also this is a game. We can also repair our tanks from devastating damage that would disable any tank in reality, like broken engines, transmissions, guns and breeches and so on. All of these should count as kills and that not being the case is far less realistic than our comander apparently living outside of the tank 24/7 no matter the cire we are under.

1 Like

You completely miss the point. Sound scouting works for infantry that is not currently being engaged.
Nobody is going to hear a tank during artillery barrage.
Nobody is going to hear a tank from inside a tank.
If you were able to hear it, you wouldn’t be able to hear much once guns start firing.
In WT you get the benefit of poking your head outside the hatch with no downsides. You can even control external MG with magical ghost manning it.
That’s absolutely unrealistic.
I’m all for infantry being able to sound-scout tanks.
Too bad there’s none in WT.

Also WT battles are too quiet, really. IRL you’d have MGs firing, grenades exploding, mortars and field guns working. But even if it’s only tanks - GL “sound scouting” after firing a few 76mm shells out of your open topped M10 parked between buildings.