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circuit board loop video. novation circuit loops. circuit big loop chaser. circuit bend loop. circuit loop rule. loops circuit definition. circuit super loops avis. circuit loops. brain circuit loops. circuit big loop chaser leclerc. loopback circuit. current loop circuit. circuit breaker loop impedance. circuit analysis loops. circuit big loop. loops circuit diagram. series circuit loops. difference between circuit and loops. circuit board loop. circuit loops steam Crap DO NOT INVEST IN. The developers forgot to ad a B or F note to the frigging timeline so no way can you make any songs.. Completely useless program. Seriously. Isn't even worth $0.99 and I paid $6.99!. The applications does not support the VSTi digital instruments plugin API. Therefore, these are standalone applications that do not integrate with an artists work environment, his DAW. v0.0.11f2 Patch:
v0.0.11f2Units- Fixed Manta UCAV description in mission editorMission Editor- Fixed: "M" key triggered measurement tool (not intended)AI Pilots- Fixed: pilot performing VTOL takeoff wouldn't execute a command given to them while taking off (affected Open Water mission). Dev Report Nov 30, 2018:
First, I'd like to apologise for the lack of announcements here on the Steam page and participation in the Steam discussions forum. You can rest assured that VTOL VR development is still very active! It has been a few months since the last major update (v0.0.10), but since then, I’ve been hard at work adding new features and releasing them in small updates to the public testing branch. Most of the work has been towards updating radar mechanics, adding wingmen voices and voice recognition, and making progress on the map editor. Along side the major changes are the usual general improvements to vehicle cockpits, additional weapons, and optimizations. The new radar system takes into account the radar cross section (RCS) of each aircraft at all view angles, physical effects such as Doppler and ground clutter, and simulates the effects of chaff more realistically. These changes allow you to employ more advanced radar missile/detection and avoidance techniques and make for a more dynamic and engaging combat environment. This feature can be enabled in the game settings menu of the public_testing branch. With the help of many generous volunteers, each wingman can now have one of over 20 unique voices when calling out enemy contacts, missile shots, etc. Voices can be assigned to a specific wingman in the mission editor, or left to be randomly shuffled. On compatible systems (Windows 10), you can also enable voice recognition by switching on the mic on the cockpit’s comms panel. You’ll be able to command wingmen to attack targets, set formations, refuel, etc, with more commands to come. With the new voices and the addition of voice recognition, the battlefield feels much more alive. I bet you’re all getting tired of the standard island map. The map editor will be a crucial tool for creating unique locations to fly different missions and campaigns. You will be able to import heightmaps, modify the terrain using simple tools, easily generate cities, place military bases and other static objects, and place roads, bridges, and highways. You can create maps from as small as 24km by 24km to as large as 196km by 196km, in different biomes such as boreal, arctic, or desert. Like the mission editor, you’ll be able to zip up the generated map files and share them with other players. If you want to try and give feedback on the latest features, you can opt-in to the public testing branch by going into the Betas tab in the game’s properties windows on Steam. Join the discussion and view a complete list of changes in the #public_testing channel on discord: https://discord.gg/u7X72wc. Patch v0.0.10.2: This is another quick patch to fix the Target Practice quick flight for the F/A-26B. The enemy fighters are no longer hostile.
F/A-26B- Fixed hostile fighters in Target Practice quick flight. Update v0.0.12:
The latest alpha update once again brings many additions and improvements. Some highlights include improved performance on custom maps, quick saving, and editor improvements. New missions have also been added to the Operation: Desert Cobra campaign. Performance There was a major issue with trees and cities that caused horrible performance on certain custom maps. In this update, I made changes to the level-of-detail settings and the way colliders are handled so that the framerate doesn't drop in maps with vast, dense forests and cities. Quick Save With addition of large custom maps in the last update, some missions have become quite long, and many players found it frustrating to restart a long mission after a silly mistake. The quick save feature allows you to save in the middle of a mission, and revert to that point at any time, even after you die or eject. Currently, you will not be able to load a quick save after exiting the mission or game. By default you will have unlimited saves and loads, but options are available to mission creators to limit this feature. Editor Features There are many changes to both the mission and map editors, but one notable set of features add randomization to missions. Mission creators will be able to set up alternate spawn versions of units, which will be randomly selected at the beginning of the mission. This means that a particular unit may be in a different location, have a different set of weapons, or even complete a different set of tasks each time a mission is played. A new "chance" conditional node will allow for randomized event actions to occur. These features can boost the replayability of a single mission. Moving Forward As a few have noticed, there is a third vehicle coming to the game. We will begin making it available in the public_testing branch in the coming week. Steam Workshop integration is coming soon as well. You will be able to easily share and play custom missions, campaigns, and maps in-game or through the workshop page. I'll make another announcement about the workshop before it goes live. Full list of changes:
Alpha v0.0.12General- Changed GPS target send from NAV map to use altitude above ground level (so 0 will always be terrain surface)- Target altitude adjustment in NAV map uses nicer numbers when altitude units are set to feet- Fixed temporary freeze when starting a new mp3 stream in the cockpit mp3 radio- Fixed disappearing buildings- Fixed end mission panel not appearing when a required objective is failed- Added coastal map example "costaOeste"- Fixed pixel lighting in terrain shader- Added quicksave menu in GAME MFD page- Ability to scroll through UI menus using thumb stick/pad- Added scrollable list view in mission selection screenF/A-26B- Added missions to Operation: Desert Cobra- Fixed CATO trim sometimes failing to pull up to target pitchEquipment- Added GBU-12 Laser guided bomb and AGM-161 air-to-ground cruise missile- Fixed RWR still playing missile lock sound after missile has stopped locking while other radar is still locking- Fixed TGP display still showing IFF info after target was occluded or destroyed- Changed ARAD to remain functional while the MFD screen is not being displayed- Fixed F/A-26B canopy not inheriting aircraft's velocity when broken- Fixed HUD sometimes disappearing when bomb CCRP target goes out of view- Added MFD button to TGP screen to toggle HMD video in HEAD modeUnits- Fixed some issues with ground unit movement that happens far away from player- Fixed SAAW not maintaining lock on target due to changes to gun turrets using radar- Fixed enemy drone carrier and missile cruiser radars not working properly- Fixed issue caused by SAM unit referencing a radar that was deleted- Fixed enemy aircraft drunken taxi issue- Fixed rear left spawn point on allied carrier (too close to edge for F/A-26B)- Fixed error when AI F/A-26B fires anti-ship missileMission Editor- Added "Linear" mode for Paths- Fixed Select All button on multi-unit selector including units that aren't available to select- Fixed Allied MBT unit preview showing box around unit- Added Unit Group features to mobile ground units- Fixed "cancel" button in multi-unit selection window still applied changes- Added dialogue to remove unit from carrier when attempting to move it- Fixed issues caused by descriptions containing special characters- Added "Any Unit Detected" and "All Units Detected" conditions to unit group and unit list conditional nodes- Added "Chance" conditional node- Added default "radar enabled" option for aircraft with radar- Added "alternate spawns" editor to units- Added "Any near waypoint" property for unit list conditional node- Fixed audio silence after returning to mission editor from flight- Improved memory usage when saving and loading missions/campaigns- Fixed error that prevented saving when a Path had zero points- Fixed typo in unit options for ships- Fixed: able to move camera while carrier editor is open, related issues- Added quicksave options to scenario info window- Fixed certain sub-units not completing Destroy objectives when killed- Fixed: final objective would start / mission would be complete if remaining required objectives have not started yet- Changed map selection on new mission to use same UI as map editor- Allow selecting sub-units as attack targets for air units and groups- Allow selecting sub-units for unit list conditionals- Added airborne conditionals to air unit group conditional nodeMap Editor- Added "Coastal" map border type- Static objects and roads reposition on the surface when terrain height is adjusted- Added automatic bridge supports to road system- Fixed camera drifting- Added map info editor window (name and description)- Updated map preview shaderWingmen- Added "Vyxenah" voice profileComms- "Attack my target" Allow using ARAD MFD page to select target- "Attack my target" Use MFD page that is SOI if targets are selected on multiple MFD screens- Corrected order of to/from callout in ATC commsPerformance- Adjusted tree LOD distances to reduce rendered polys- Optimized city colliders- Reduced framerate dropping with tree colliders enabled. Patch v0.0.10.1:
A quick patch to fix an issue with unit and waypoint icons in the mission editor. I've also included a minimap for the mission editor (View->Minimap or ctrl-M) which will make it easier to navigate large maps. You can double-click on the minimap to teleport the cursor somewhere.
Alpha v0.0.10.1 PatchMission Editor- Added toggleable minimap- Fixed unit and waypoint icons. Hotfix v0.0.7.3:
Here's another small batch of fixes to the editor and new fighter. A lot of people had problems with the game shutting down when HMDs turn off from inactivity. I changed the editor scene so that VR will not be required, and it is safe to let the VR set shutoff or even quit SteamVR while in the editor. The VR system should automatically come back on when exiting the editor or launching the mission. The flight model of the F/A-26B is something I'll continue to experiment with, but since it was very easy to fall into an unrecoverable spin, I made it a bit more stable and adjusted the flight assist to help prevent you from spinning out when rolling at high angle of attack. Please let me know what you think!
- Adjusted F/A-26B aero to increase roll rate and control under high AoA- Fixed: Game crashes when in editor and SteamVR shuts down (now safe to close SteamVR when in editor)- Fixed error causing black screen when save file has invalid data- Fixed missing equipment sometimes when re-arming in custom missions- Fixed issues when launching mission from editor with brand new save file- Fixed weapon configuration not saving when testing mission from editor- Running mission from editor without equip configuration now launches loading scene. v0.0.11f5 Patch:
Patches 3, 4, and 5 for v0.0.11 have been pushed from the test branch to the main branch. Patch 3 in particular brought dramatically improved memory usage when loading and unloading custom maps.
General- Fixed memory not being properly cleaned up after unloading a map- Fixed map loading procedure to remove hiccup after loading map with infinite terrain borders- Fixed "missing map" issue on campaigns and scenarios with packed maps when map is not in custom maps folder- Fixed: Player sometimes falls through terrain when spawning for the first time in a custom mapEquipment- Fixed heat seeking missiles in "trigger uncage" mode not working properly while a target is locked on radarUnits- Added new drop tanks and conformal fuel tanks to AI F/A-26B equipmentAI- Fixed taxiing aircraft not continuing if an aircraft ahead of them in line is destroyed. Update v0.0.9:
Hey everyone! I've been recreating the original "Island" campaign using the built-in editor, playing some of your custom missions and campaigns, and fixing all the bugs I found in doing so (there were quite a few!). So this update is focused on bug fixes, but there some other small changes I think you'll enjoy such as the new pilot model and color customization, and updated explosion effects. Unfortunately, your progress on the Island campaign will be reset, but it's not very long anyway so please let me know if you run into any problems playing through it, since it was rebuilt from scratch. Now that most of the problems are out of the way, it's time for me to start creating new missions for the campaign, start working on the fighter campaign, and adding fun new features! Here's the full list of changes:
Alpha v0.0.9AV-42C- Recreated The Island campaign using VTEditor- Created new QuickFlight campaign to replace old one- Enabled brake lock when starting landed, flight-ready, to prevent rolling off carrier- Improved control using Hover AutopilotF/A-26B- Added some interior engine audio- Added HUD reticle for boresight mode- Radar now remains in boresight mode when unlocking a target previously acquired via boresight- Joystick button now unlocks target acquired in boresight mode and returns to boresight mode- Allowed weapons to be attached on fuel tank pylons- Fuel tank pylons are now displayed in EQUIP MFD page- Fixed: Soft-locks remained when switching radar to boresight mode- Fixed: Joystick button still TWS locked targets when in boresight modeEditor- Added loading scenes- Added invincibility option when testing a scenario from the editor- Added mission availability mode option to campaign editor (Sequential or all available)- Added event action for setting whether air unit or air group should do radio comms- Added "Attack Target" and "Cancel Attack Target" event actions for air units and air groups- Added confirmation dialogue when deleting a trigger event- Added static objects- Added tooltips in the Scenario Info window- Fixed black screen issues when launching custom campaign mission from editor- Fixed incorrect team showing when selecting a formation leader for an air unit group event action- Fixed: Objectives showed incomplete status even though a required unit was selected- Fixed error when deleting a scenario from the Open menu before opening any scenario- Fixed: Enabling a previously disabled trigger event through an event action did not actually enable it- Fixed drop-off objectives on the hospital helipad not working- Fixed trigger event not working if the waypoint is a unit that was not spawned immediately- Fixed mission breaking error caused by having a Fly To objective with no waypoint set- Fixed error when an air group is commanded to take off or land, but one of the pilots is dead- Fixed: Unable to save when an event action targets an objective that has been deleted- Fixed error when loading a scenario that had a reference to a waypoint that was deleted- Fixed: Editing scenario info of campaign training mission set it to non-training- Fixed: Forcing equips that the player hasn't unlocked caused black screen in vehicle config hangar- Set all equips enabled by default on a new campaignUnits- Reduced attack rate of DMS Cruiser- Added vapor effects to enemy fighters- Fixed: Refuel tanker was radio messaging the player when an AI FA-26 was refueling- Fixed render layers of ASF-58 and GAV-25 low-poly LODs- Fixed RWR symbol of drones launched from drone carrier ship- Fixed Manta UCAV ignoring default values set in editorAI- Fixed issue when assigning a target to wingman who is already in combat- Fixed: Enemy fighters won't evade or engage when far away from their orbit waypoint or wing leader- Fixed issue where ships assigned to a looped path sometimes start in the wrong directionWeapons- Increased AIM-9 and IRIS-T resistance to countermeasures- Increased AMRAAM turning capability at higher speeds- Gun director sight will use radar or TGP target data if availableGeneral- Updated explosion particle effects- Updated pilot body and hands models- Added dark background to MFD labels to improve readability- Added some hand gestures- Added pilot color customization- Added different overlay unit icon for allied units so team can be identified in nightvision- Spectator camera settings are now persistent- Increased NVG illumination- Radars no longer detect aircraft that are landed- Fixed: Launching a campaign mission with no vehicle configuration switched to the editor instead- Fixed incorrect custom campaign mission being launched with zero budget under certain circumstances- Fixed rearming panel weapon display on moving carrier. Update v0.0.10:
Hello! It's time for an update to the main branch of VTOL VR. Most of the changes in this update are small fixes and improvements for issues brought up in the public_testing branch. There are also several new units and weapons available in existing missions and the mission editor. The map editor isn't ready for general use yet, so it will remain available only on the opt-in public_testing branch, however I've included one of the test maps which can be flown in a custom mission for the AV-42C. You can also create custom missions of your own in this map using either vehicle in the mission editor. While my main targets for the update haven't been reached yet, I wanted to push a main branch update so at least everyone will benefit from the numerous fixes and improvements. Here are the highlights:
The full list of changes:
Alpha v0.0.10AV-42C- Added HUD declutter switch- Adjusted sizes and positions of HUD elements- Switched fonts to non-dynamic (improve performance)- Fixed HUD brake indicator overlapping HUD messages- Changed "Labels" light switches to "INST" (instrument)- Fixed instrument light switch tooltip- Added mission 7 to The Island campaignF/A-26B- Updated gun audio and visual effects- Fixed wing fold audio issues- Fixed weapon launch indicator light not attached to canopy frame- Replaced old quick-flight missions with custom quick-flight campaignMission Editor- Fixed: tutorial objects were visible in static objects selector- Fixed: Flight scene sometimes failed to load after reverting to editor then testing again- Fixed launching mission with custom map and 'optional environment' enabled- Added forced fuel setting when equipment is not configurable- Prevent duplicating player spawn- Raised default mission budget- Added event action to send a GPS target to the player- Added event action to send a GPS path to the player- Added select 'all' button in unit multi-selector window- Added command for landing AI VTOLs at a waypoint- Switched toolbar fonts to non-dynamic to fix occasional jumbled text/improve performance- Fixed error when attempting to save with a path that has no points- Fixed units sometimes displaying out of order in unit listsUnits- Fixed: Enemy artillery could still move and shoot after being destroyed- Fixed ASF-58 equipment configuration- Added static enemy AAA turret (Z20x2)- Added static enemy long range detection/acquisition radar- Added standard bombs for GAV-25 Bullshark- Added MK-82AIR to F/A-26B AI equipment- Fixed issue preventing AWACS and tanker from using countermeasures- Added enemy aircraft carrier- Set up enemy ASF-33 for carrier operations- Added allied and enemy MANPADS units- Added allied main battle tank unit- Fixed broken machine gun turrets on tanks- Fixed broken rail path behavior for ground units- Added death animations to infantry soldiers- Added rocket launcher variant of enemy drone gunboat unit- Added LOD for allied carrier unitEquipment- Fixed errors when activating an AGM when no TGP is attached- Added Hydra-70 launchers to F/A-26B- Adjusted Hydra-70 rockets and launchers to be correct diameter and length- Added MK-82AIR high drag bombs- Added Hydra-70 x19 pod for AV-42C- Added Mk-83 1000lb bomb for F/A-26B player and AI- Added bomb release safety: bombs won't release with negative G's- Fixed CCRP Auto issue with CBU-97- Added salvo option for rocket launchersAI- Allied AI planes will (optionally) automatically find a tanker to refuel when low on fuel- Fixed: AI pilot using rockets didn't lead moving targets- Fixed: AI pilot sometimes launched AGM from outside max range- Allowed AI pilot to release multiple bombs when targets are clustered together- Improved and added variation to AI pilot bombing- Improved AI pilot collision avoidance with terrain- Improved AI take-off traffic management on carriers - Fixed VTOL AI issues when landing while yawing- Fixed IR SAM launchers leading target incorrectlyGeneral- Added trees- Adjusted island terrain colors/textures- Fixed cockpit button and pilot position issues when spawning far from the center of a map- Fixed bullet tracer width sometimes glitching on first frame- Fixed refuel tanker guidelights error when target is destroyed- Added heat to missiles so they can be targeted by IR based counter-missile systems- Fixed performance issues caused by ship wakes- Fixed performance issue caused by city blocks- Added jet wash effects when over water- Added visor and NVG toggle buttons for both vehicles- Fixed errors when launching game with multiple custom missions with same ID- Custom missions with duplicate IDs will be renamed on launch- Custom missions installed incorrectly (incorrect filepath) will be repaired- Updated environments- Fixed lighting glitches on ship wakes- Fixed death caused by body physics shaking when framerate is low- Minor optimizations to scriptsAkutan (island map)- Lowered city seawalls- Fixed city LOD- Fixed graphical glitches when rearming at airbase
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