Submarines - WT Discussion

I’m not saying they need to emulate the player doing manual TMA or having to sift through tiny sonar contacts ripping their hair out

But things like how the sea floor affects sound. Water temperature and salinity, are mega important in the basics of submarine operation. heck, explosions from bombs or impacts from shells hitting the water heavily affects your ability to hear. Like in the chart above. I don’t trust Gaijin having any ability to add it in a way that would be like how it should be, even tangentially.

With dreadnoughts you can reach out and touch the enemy at 15km+.

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Your Overton Window for what’s considered “basics” is very, very far towards the sim-style side of things.

Considering how in depth the devs have gone with aircraft/SPAA radar functionality I’m sure we’ll see similar things with subs, but calling something like water salinity “the basics” isn’t reasonable.

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If gaijin can do multipath, notching, datalink, clouds messing with ir missiles, forward & rear aspect lock, MAW, and ground interference! They can probably model baffles, thermoclines, ambient noise, and sound reflecting off the sea floor.

Correct me if I’m wrong but you get a strong layer on hot still days and a weak layer on cold stormy nights right?

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They probably can, and I’m not opposed to detail/etc, my point was more so that this level of granularity isn’t necessary. As with air combat, we’ll likely see it slowly implemented over time after introduction.

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It is reasonable, because that affects the thermal layer for submarines, same thing with water temperature. The saltier the water is, the deeper the thermal layer in simplistic terms. It affects the “barrier” or line between the thermocline (thermal layer) and ‘surface’ water.

You have a misunderstanding thinking this minutia is not ‘important’ when without it, you really can’t properly simulate an important aspect of Submarine combat, especially when in more tropical or “Hot” environments the thermocline can be extremely shallow.

I can make the same argument for oxygen saturation in the atmosphere in terms of air combat. “Well, it’s not that important because it’s so granular”

Next thing you know, Yak-3s keep all their horsepower at 7000m. It’s that kind of thing.

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Except that you don’t have to simulate it. There have been submarine games that do not simulate it. There will continue to be submarine games that do not simulate it.

I have to agree with @BleedingUranium here, I’m not opposed to it, but saying that Gaijin shouldn’t bother at all over a system that they absolutely could just skip seems reductive.

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the thermal layer is like clouds for ir missiles with planes. A welcome addition when homing torpedoes are added

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Aircraft radars, which are much more established ingame, do not currently have any difference in signal reflectance on different materials or shapes of ground - it 's not reasonable to believe that sonar will have a greater level of detail at this stage.

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Think the most likely way this’ll happen is just adding a depth at which it’s harder to detect sub’s and vice versa. Kinda like how contrails show up at 5k alt most of the time to show high flying aircraft.

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Unless it’s arctic circle map where they appear at like… 50 meters lol

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Here you go sunshine - you get to expand your universe a bit.

4.54 for rolling the charges in front of him - unfortunately a bit too far away so they only explode under his bow and don’t sink him immediately - but it gets credited to me at 5.41

Unfortunately “copy the replay address” doesn’t seem to work - so you’ll have to look it up manually -

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lol - someone complained about this post??!! wtf - wonder who got upset??🤔

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They have added the HMS M1 with her 305mm cannon to WarThunder Mobile

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Man this thing is on my wish list. The biggest calibre gun on a submarine

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