Generally fix sound fr, you don’t hear the engine before you hear the rattle of the tracks. Not to mention gaijin has 0 sound echo off of dense forests, tree lines, buildings, or any other dynamic sound fr.
Show me 1 example of tank crew taking part in an intense tank battle sound scouting through closed hatches. You’re making stuff up just to make me waste my time.
If there’s no battle going on and hatches are open - sure. But that’s not what’s happening in WT.
IRL in the city sound is also getting reflected, so even if you are able to hear enemy tank because your hatches are open, you won’t be able to tell the distance or direction with any degree of accuracy.
You are the only one wasting time, You are not even stating what you want. You are just spouting random stuff without goal. STATE WHAT YOU WANT FIRST then argue for it.
That much I can deny, because your arguments show that you can not even define what is realistic and what is not. Your arbitray selfimposed beliefe of what is “realism” is not realism it is your believe and nothing else
I want realistic sound. Which means no sound scouting, no ability to be able to tell the location of enemy tank through walls etc. so flanking is actually viable.
If you couldn’t figure it out yourself, I have bad news.
If you think you can sound scout while inside a tnak with closed hatches - I have bad news.
If you can’t tell infantry/tank crews sticking their heads out of hatches outside of active battle from tank crew in the middle of active battle - I have bad news.
This is unrealistic and does not refelct reality whatsoever.
You still have not said what the exact changes to “distance of sound” are you want. If you could not figgure out that I wanted EXACT changes as proposals then that is on you. “I want ralism” is not a proposal that is an opinion based on your definition of realism which is different from anyone elses definition of realism
we already established hatches are open in this game. So go figgure
That sentence makes no sense and literally can not be deciphered. what am i to tell? can`t tell that tank crews sticking their heads out can not get food? air? bonus payments?
Stop posting off-topic please and either provide exact changes to the system of “distance of sound” with a concrete end goal (note once againm: Realism is not a end goal as it is neither defined nor can be programmed) or just stop.
Your view of reality is scewed that much is all that is clear. Stop believing and start actually knowing stuff.
Strong argument from a man who probably never heard gunfire or tank engine in his life. “You are wrong”.
Meanwhile in reality you would be lucky to be able to hear anything if you tried a hatch open experience in a very active battlezone.
I don’t care about distance of sound. Enemy engine should be orders of magnitude quieter than your own engine, muted and the game should not really care about the direction. Firing a gun in open topped vehicle should cut off enemy engine sounds for a solid minute or two. Etc. There’s plenty of solutions to get the correct, realistic result of no sound scouting, as you can’t provide me with a single example of such thing happening during intense tank battle, ever.
All you can do is “if a tank is driving some distance from infantry who are not being engaged, they can hear the tank”. Wow.
We used to have maps where you could take the extra mile or km to - actually - flank, unless someone was really sitting at the edge of the map. Sounds were not that much of an issue back then.
Before we had eardar and you could pinpoint where players where from quite some distance just by sound alone. It made the game feel like Call of Duty where you can unrealistically hear footsteps two stories above you in an insulated building.
You’re in a tank, even if your engine isn’t running you aren’t hearing much unless it’s very close or you’re in an open top vehicle.
That is simply not true, sound is distorted and only directional too 4 points with overlap. Neither distance nor exact location could be heard or an be heard.
And again this post is about the distance at which sounds cut in, not a single other aspect so stay on topic
I don’t see where I’m off topic considering I’m literally talking about the sounds, wind your neck in.
You’re also spouting utter rubbish you can quite clearly hear where enemy tanks are and from too far away, you arguably shouldn’t even be able to hear them until they’re literally right next to you considering you’re sitting inside of a sealed tank. In an open topped vehicle then fair enough but even then with your engine running it’d still be difficult to hear other vehicles.
I’m happy to provide videos where the YouTuber literally states “I can hear a guy over there” while he’s thundering down the road in his own tank.
One thing i just thought of in this debate about sound distance. I have on several occasions while playing other games with friends have situations where some of my friends go “There is an enemy over there, i hear them” and some others (me included) go: “nope, i do not hear them”. So this could very much also depend on the specific settings and headphones/speakers used. I have had situations where my friend hears a vehicle in a game several hundred meters before i do. This of course varies from game to game, but still, could be a factor in this.
DISTANCE OF SOUND.
You are talking about everything but the distance of when sound starts. So yes you are off-topic.
Yes, I am the friend who hears that stuff.
There is a reason why I use a 180€ headset with surround sound software, adjustable up to the sound level at certain distances (as long as the game provides that data, which WT does not).
To give an exact example, In CSGO I can hear if an enemy is carrying a light or heavy weapon from the sound of the footsteps.
This is exactly why the sound in this game ticks me off so much. Because I am used to having accurate and well balanced sound. And this is also the reason why:
I can say that this is not the case as WT provides exactly 4 sound vectors(you can hear the change when an enemy drives around you in a circle, it is a sharp cut-off with one speaker in your headset going entirely quite while another starts blasting. )
Imagine a circle, in normal games this is either seperated into 16, 32 or 64 pieces(not quite how it is, but it helps visualise it), more is possible but gets cumbersome and has diminishing returns. in WT it is 4. By itself that is fine. We do not want absolutely accurate sound it should be mushy and distrorted. But my issue is not that. My issue is that the cut in point of sound is not when engines, as per sound balancing of the game, should be audible, but when the engine sound is at around 50-70%.
That is why this is a topic about that cut in point and not any other behaviour of sound.
I want my sound to be smooth. I even made this handy illustration to visualise the issue: