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Update 2.13.0.131


OrsonES
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  • A bug has been fixed where hit markers on vehicle armour did not correspond to actual armour penetration and damage caused. 
  • A bug has been fixed where a switch box on the ERA block was not detached when the block was destroyed.
  • A bug has been fixed where the TVD might remain enabled in server replays for third-person view.
  • A bug has been fixed that prevented artillery strikes and vehicle control during a nuclear blast.

Sound

  • Distant sounds of aircraft engines have been changed to more distinctive and less annoying.
  • Sound management system of the engines of ground vehicles has been reworked in order to calculate the priority of engines and tracks sounds based on their actual volume. Previously, the calculation dealt only with distance to the listener.
  • Sound volume of the allied/enemy tank engines is now aligned along the rpm range, i.e. idle and maximum rpm are now close in volume. Previously, idle rpm was several times quieter, making hiding tanks behind obstacles silent. 
  • Sound volume of all ground vehicle engines has been equalized by the distance key points for the whole hearable range of 0-300 meters. 
  • Sound volume in the gaming environment has been reduced to improve the subjective positioning of the engines and tracks. I.e. tank 20m to the left sounds directly from the left, in the left ear
  • The audibility range on player controlled SAMs has been increased to 4 km, but their volume and frequency balance have been changed so that they don’t deafen across the map. Thanks to this, sounds should become more audible to pilots.
  • The management system of the sounds of ground and air cannons has been redesigned. Now the priority will be calculated based on the actual volume of the cannon (previously only the distance to the listener was taken into account). 
  • Hit sounds from 20mm-35mm rapid-fire cannons no longer stutter and disappear. The sounds, as well as the management system have been reworked.
  • Artillery strike sound system has been reworked. Now these sounds don’t stutter or disappear in case of a massive area strike from many players.
  • The volume of sound events such as explosions and shooting now decrease more noticeably with distance. This makes the sound events closest to the player, like enemy engines, explosions and shooting, more noticeable.
  • The sounds of destruction of vehicles and trees have been made less loud and more noticeably diminished over distance.

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

 

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3 hours ago, Harry_El_Hacha said:

Does this mean we can disable WIP in the client and enjoy the new sounds?

 

BTW, the new sounds are a huge improvement.

 

Yes, you can use standard client now.

 

1 hour ago, Rupert64 said:

Are these sound changes related to the sound test announced a few days ago? 

 

Yes.

 

19 minutes ago, LeChance said:

The sound changes read like the "testing" we were doing via the WIP client. I was just wondering if we should turn that off now that it seems those features have been implemented to the live client.

 

As above, you can go back to standard client :goodsnail:

2 hours ago, ScarletDevill said:

What happened to ground sim? Why is the old system back?

The test was scheduled from 11:00 GMT on the 17th of February until 11:00 GMT on the 21st of February.

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Thank you Gaijin to finally looking up to the sound issues that has been issue for a long time. 

You have added some great sounds but it lacked in balance. 

 

I have played a match and I can finally hear from rear and sides sounds. Howerver I have a feeling that sounds of engines in front of me are not that noticable.

For example like this aircraft that flew above me and within 100m I could not hear his engine. 

 

It is very necessary to also hear the sound after it passes for example like here. I think these sounds of propellers tend to get quiet rather quickly than gradually.

Yes I can confirm that issue is with props being quiet rather than being louder. Their rear engine sound is not that loud and if prop. plane passes by from rear to my front I am not able to hear him going away since it gets really quiet. Its guns are louder. 

 

This is definitely a room for improvement to make props louder and louder once they are very close.

 

I havent heard helicopters yet but they need improvements too.

 

Also I want to notice that this update fixed an microfreezing and stuttering issue. It seems that some old sounds were probably heavy on load and caused game to freeze where lot of explosions were about to happen from planes. 

 

Big thank you Gaijin devs. Looking forward to some more tweaks, this is step to right direction. :good:

 

Here is Spitfire doing low passes exactly like I happen to have in my play. Notice how you can always hear the engine but in my case it is only true when that is on sides or rear not in front.

 

 

Edited by Major_Shaker
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Very disappointed by this... there are some aspects that I'm happy about, such as engine noise tweaks to help better assess where a vehicle is, but the noise diminishing over distance is a horrendous change. War is not quiet, and yet all the explosions and such that aren't in your immediate vicinity are nigh silent now. Stop trying to turn everything into a CQB twitch shooter. Let the natural sounds of the battlefield come out, and while you're at it stop people from being able to make their own engine noise basically silent whilst having every other engine noise at max volume.

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After playing many games I must change my opinion about the changes.

 

I still think this is better than before but it has some flaws that needs to be tweaked a little bit

 

  1. Planes, Jets, Helicopters needs to be louder while approaching and leaving position of player, the loudest they should be within radius of 400m? If somebody has some metrics it would he helpful to have that breakpoint implemented.
  2. Explosions from bombs, artillery shells and tank explosion from ammo rack need to be lot louder
  3. The sound of RWR definitely need to be heard in 3rd person over engines. 
  4. The beeping sound of missile detection needs to be loudest.
  5. Ability to tweak engine volume of others players and clients one need to be removed from the audio option.
  6. Distant sounds shouldnt be that quiet. Little bit louder pls. 

 

I hope the major update will have more improvements on the way and in the right direction.

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Guns and MG sound bugged distorted into Battlemenue after end of the game,as i wrote last weekend on the Sound tests !!

Nuklear Bomb Sound i can hear too in the Garage after Battle !!

Edited by wintah
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They completely screwed up, big time.

I don't care how the sounds actually sound, if the engine is a chicken sound or the explosions are cows moowing. I really care about the sound distance being correct, the sound positioning being correct and the aircraft pitch/doppler effect being correct. And I know that writing this sound algorthims on whatever ain't hard, heck, some are even pre-made and available for free in a lot of places, believe me when I say that I know.

Now, more than five times after the update I've been ambushed by tanks at the rear of my field of view, at less then 50 meters range, and they didn't made a sound, completely silence ambush, like if they had no engine or tracks making sound or whatever. It's a really big screw up for me. Also I've seen people complaining about the very same thing on the game chat.

I'm wondering if this is intentional or a mistake. If some developer thought "hey, let's make vehicles outside the field of view at very close range make no sound whatsoever". I hope it's a mistake. If is intentional, really, it's the biggest bad decision developers made in 2022 so far.

 

- - - -

 

Also, the prop-engine aircraft flyby sounds in general are really bad sounding, sounding more like World-War one airplane flying by at 100km/h than a 600+HP aircraft flying by at 500km/h, which also makes me wonder if whoever developed this sounds had any real-life experience in aircraft events or something... Which I believe it hasn't.

And the doppler effect algorithm of aircraft flyby sounds are also ridiculous (or non-existent).

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After playing this for a while, the new sounds are worse. Esp. the aircraft engines now sound like dinky Rotax engines from Light Sport Aircraft or Lycomings from a GA aircraft like a Piper or Cessna, not like 20-30 or more Liter displacement warbird engines. Plus, no difference whether it is a radial or inline.

Additionally, it's not common, but every now and then it sounds like a sound skips or makes a weird volume change (though could be something with my soundcard).

Finally, even though some found the sounds before too loud, they were good overall and didn't need such an extreme change into the other, quieter direction again. Middle would've been fine.

 

Best regards,

Phil

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