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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. 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. 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 v0.0.12:
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. Update v0.0.8:
Hello! It's time for another update. This update includes a bunch of improvements and fixes to the editor, units, wingmen, and equipment. You can now make a whole custom campaign with a series of missions, budget, unlocking weapons, etc. Just like the original 'The Island' campaign. There are a couple new enemy air units which can be placed in custom missions - a stealthy high speed fighter, and a VTOL/STOVL attack plane. Triggers in the editor now work, which lets you fire events based on whether the player or a unit enters or exits a certain area. Ships can now be commanded to move through event actions in the editor! Landing on a moving carrier can be quite a challenge. The player spawn can now be assigned to an air group, which is how you designate which planes are the player's wingman. When you have wingmen, they communicate threats and their attacks with you, and can be ordered to attack your specific target through the communications MFD page. There's also now a settings option to display the spectator cam (when you've turned it on through the MFD) on an external monitor. There's alot more changes so be sure to check the full change log below! Now that the editor has most of the features I needed, I'll move towards converting the original Island campaign to use it, and create more missions for it. If you have created custom scenarios, please share them on the Steam forum under the proper sub-forum, or post them on the discord! Happy flying! Here's an album of screenshots from the update: https://imgur.com/a/iNH18
AV-42C- Set new lit shader to the rest of the cockpit labelsF/A-26B- Fixed tooltips for light switches- Fixed hand pose bounds for light switches- Added softlock track icons to HUDEditor- Added Campaign Editor- Added "Protect Unit" objective- Added Trigger events- Added aicraft group option to Player Spawn to allow receiving radio messages from wingmen in custom scenarios- Added message in objective editor showing if certain required fields have not been configured- Added ability to target/reference sub-units for certain actions- Added TWR info when editing aircraft unit equipment- Added sea unit groups- Allow selecting a unit as a waypoint for triggers and certain mission objectives- Missions set as training mission now appear in training tab in-game- Added aicraft group option to Player Spawn to allow receiving radio messages from wingmen in custom scenarios- Added message in objective editor showing if certain required fields have not been configured- Fixed issues caused by deleting a unit that was in a unit group- Fixed issue caused by deleting a unit attached to a carrier- Fixed issue caused by deleting a carrier that was referenced by a landing event- Fixed issue when attempting to Save As with scenario that uses Editor Resources- Fixed broken Refuel objective typeUnits- Added ASF-58 fighter to enemy team- Added GAV-25 attack vtol to enemy team- Added AWACS to allied team- Added ability for ships to move- Added countermeasures to fuel tanker and AWACS- Added Anti-Ship missile to allied AI planes- Added anti-ship missiles to allied and enemy cruiser ships- Removed annoying sound when F/A-26 wingman is turning on/off afterburners- Updated Allied Carrier model- Improved AI VTOL handling- Fixed: Enemy infantry soldier unit jumping around map- Fixed AV-42C taxi collision avoidance and steeringEquipment- Improved AGM-89 maneuverability- Adjusted anti-ship guidance to eliminate crashing when turning sharp corners and sea-skimming- Anti-ship guidance in evasive mode can now detect incoming missiles with radar and react- Fixed issue where AGM would auto-lock even when set to manual uncage on first shotAI- Improved landing procedures to be able to land on moving carriers (both arrested and VTOL)- Fixed: AI sometimes attempt to take off before taxiing to a runwayGeneral- Added scrollable list view for campaign selector- Added button to reset progress on a campaign in campaign selector- Added variations for wingman radio comms- Added more wingman radio messages- Added "Attack Target" command in MFD comms page- Added experimental wind option in game settings- Added radio comms volume knob to both vehicles- Added second-monitor option for spectator camera- Fixed issues with HUD brightness control on elements that show and hide- Fixed: Autopilot would sometimes disable unintentionally- Fixed planes sometimes getting stuck at the end of a catapult launch- Updated some of the custom missions to use the new features. v0.0.11f2 Patch:
A quick patch for some small issues reported since yesterday's major update. One issue prevented mission 4 in the AV-42C "The Island" campaign from progressing unless the player happened to fly through an unmarked waypoint. All objectives in that mission should trigger as expected now.
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)
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