In this update6
Full notes
Full Silent Shark update
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What changed
- UI and audio
- Maps
- Performance
- Fixes
Silent Shark changes
Speed of sound
Sound now travels through the world instead of playing instantly. Distant effects now respect the speed of sound, so destroyer deck-gun reports and torpedo impacts reach you after a realistic delay based on their distance. You may see a distant gun flash and get the impact before you hear the shot... speed of sound above water: 343 m/s, below water 1500 m/s.
This means you may see a distant gun flash or torpedo impact before its sound arrives. Long-range combat should now feel more physical, spacious, and authentic.
Combat and Sound
Destroyer deck guns now fire at a more historically accurate cadence, with a slightly slower rate of fire and occasional spotting pauses.
Map Plotting
Hold Shift while drawing or editing a line to lock its angle, allowing you to change only its length.
Hold Alt while clicking a map annotation to duplicate it.
Compass circles now have resize handles in all four directions instead of only on the right.
Performance and Stability
Improved periscope frame rates, particularly while panning with the arrow buttons or keyboard.
Optimized TDC dial interactions to prevent clicks from causing hitches and frame drops.
Completed a large internal refactor targeting memory issues that could cause crashes during longer sessions.
Visual Fixes
Fixed water shimmer effects not turning together with your submarine.
Convoys and Tutorials
Manually disengaging from a visible convoy now prevents it from immediately auto-engaging again. (Playtest only)
Clarified why the Position Keeper is inactive at a range of 9999 in the advanced tutorial.
Source
Changelog.gg summarizes and formats this update. How we read updates.
