About This SoftwareFulfill your dream to create electronic music. Circuit Loops is the best option for you! A powerful EDM sequencer that will let you create any genre of electronic music you like using built-in samples and loops. Compose your track today and become the uprising star of the EDM scene! Create Your Track
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circuit bend loop. current loop circuit. difference between circuit and loops. circuit loops. circuit big loop chaser. circuit loop rule. loops circuit definition. loops circuit diagram. circuit super loops avis. loopback circuit. circuit analysis loops. circuit loops steam. brain circuit loops. circuit big loop chaser leclerc. circuit board loop video. series circuit loops. circuit big loop. novation circuit loops. circuit board loop. circuit breaker loop impedance Completely useless program. Seriously. Isn't even worth $0.99 and I paid $6.99!. 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.. Very very bad. I wasted my money on this and it is super bad. it dosnt have fullscreen and not a lot of sound and there is annoying background music.. 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. Patch v0.0.10.2:
F/A-26B- Fixed hostile fighters in Target Practice quick flight. Update v0.0.11:
Over the last few months, a huge number of additions, changes, and fixes have been released on the public_testing branch. We've finally come to a point where it's a good time to push these changes to the default branch. If you haven't been keeping up with the test branch, you're in for a good surprise. Here's a summary of the main changes: Custom Maps The new Map Editor, while a work in progress, enables you to create random or heightmap generated terrains, paint cities, and place objects and roads. Like custom missions, maps can be easily shared. Custom missions built on custom maps will also automatically include those maps when shared. F/A-26B Campaign The first four missions of a new campaign for the fighter jet are now available. These missions are set in large desert maps built in the new map editor. Wingmen Communications With the help of many generous community members, there are now over 20 different voices for the AI pilots who fly with you. You'll hear them warning you of incoming threats, calling out fired missiles, and responding to your commands. With voice recognition (enabled by Windows 10) you can use your voice to command them to attack targets, get in formation, refuel, and more. Improved Radar System The radar system has been overhauled to be more realistic. Different factors such as the Doppler effect, ground clutter, and radar cross-section come into play when you or the enemy are trying to detect and lock targets. You'll also need to consider that your radar emissions can be detected by others much further (via RWR) than your receiver can detect returns. New Anti-Radiation weapons will allow you to target enemy radar signals to keep the sky safe from air defenses. The full list of changes since v0.0.10p2 are below:
Alpha v0.0.11General- Added Map Editor- Added more communications commands in MFD- Added velocity vectors to air unit icons in MFD map- Added fuel/thrust info page to right mini MFD on both vehicles- Added 4K screenshot button to S-Cam (saved in Screenshots folder in game directory)- Added support for Oculus SDK- Added nav map icon for player-launched GPS weapons- Added mic switch to each vehicle's comms panel- Added wingman voice commands- Added illuminated elements to dials and knobs- Added map editor button to VR game menu- Added first pass at ATC communications- Added option to hide helmet in FPV for wide-FOV HMDs- Added grouped unit icons for air units in MFD map- Added "New Objective" notification to HUD- Added BGM Volume setting in game settings menu- Changed MP3 streaming library to NAudio- Changed background music - Changed reply messages for rearming request to make more sense- Modified behavior of twist knobs to appear more natural- Moved intro carrier scene position to indoors- Moved settings window to flat panel display- Optimized airbase taxi lane pathfinding- Restarting a scenario will no longer require reloading the entire map- Fade audio on transitions to prevent harsh sounds when loading into cockpit- Fixed experimental wind affecting vehicle in configuration scene- Fixed missiles' proximity detonation sometimes failing at high relative speed- Fixed joystick behavior when grabbed at odd angles- Fixed MFD map display sometimes having incorrect depth- Fixed briefing audio not playing- Fixed bug in heatseeker code that caused log spam and lag- Fixed cockpit mp3 radio not playing in stereo- Fixed hardware input bindings not loading when launching editor from intro scene- Fixed occasional issues when spawning on a carrier- Fixed: unintended launch warnings when planes drop bombsA/V-42C- Added G-limiter switch- Added MFD Brightness knob- Adjusted aerodynamics- Increased internal fuel capacity by ~14%- Tweaked engine fuel drain (increased)- Fixed hover/altitude autopilot label alignment in HUD- Fixed log error spam caused by certain text elements- Fixed overlapping in mini MFD fuel pageF/A-26B- Added AIM-120 x2 mount for F/A-26B equipment- Added HUD warning for folded wings- Added MFD Brightness knob- Added conformal fuel tanks to F/A-26B equipment- Added first 4 missions to an F/A-26B campaign- Added instrument lighting switch and dimmer knob- Added larger droptank to F/A-26B equipment- Added locked target name in Radar UI- Added material emission to jet nozzles with afterburner- Increased gear suspension spring and damper values- Reversed RWR switch to match orientation of Radar switch- Switched cockpit instrument labels to lit shader- Tweaked engine fuel drain (decreased)- Wings will start folded if spawning on carrier- Fixed issues when turning off radar while targets are locked/trackedEquipment- Added "trigger uncage" mode to heat seeking missiles- Added anti-radiation weapons- Added guidance and range info to HUD for Antiship missile- Added launch zone indicator for IR missiles- Added target lead prediction to HUD CCRP cues for moving targets (bombs)- Improved accuracy and added lead prediction for rocket CCIP when TGP has target data- Increased damage of AIM-9- Show HUD message when AGM selected and no TGP attached- TGP and laser/optically guided weapons will be affected by terrain occlusion- Fixed Antiship missile not starting path at selected GPS waypoint if preceeding path points exist- Fixed aim direction of rocket pods for F/A-26B- Fixed error when switching to AGM with no TGP attached- Fixed explosions not doing damage when they originate inside a hitboxRadar- Added directional indicator on RWR for launch warnings- Implemented advanced radar effects- Improved RWR behavior when detecting missile locks- Fixed issues with missiles magically reacquiring radar locksWingmen- Added radio messages for several more wingman situations- Added RTB and rearm commands for wingmen- Added Radar On/Off commandUnits- Added ASF-30 fighter/attack jet (Enemy)- Added MK-82AIR to AI AV-42C equips- Added allied heavy bomber- Added enemy bunkers- Added enemy heavy bomber- Added exterior lights to AV-42 and FA-26 AI units- Added pilot ejection animations to AV-42 and F/A-26B AI- Added rearming stations to each spawn point on aircraft carrier- Added sea-skimming behavior to ships' anti-ship missiles- Added storage tent building as destructible target- Fixed bug where AV-42C AI wouldn't use AIM-9 x2 and x3 racks- Fixed droptank attachment point location on ASF-58- Fixed enemy ship gun turrets aiming too low.- Fixed ground units stopping short of destination when using "Move To" event action- Fixed landing behavior of ASF-33- Fixed missing hitboxes on enemy carrier's IR missile launchers- Fixed rocket boats still shooting a rocket after being killed- Fixed: Allied carrier was invincible- CIWS and AAA units use now radar to track targets- Disabled AI plane collisions when taxiing- Reduced the accuracy of gun turrets that do not use radar trackingAI- Added rearming/refueling behavior to AI pilots at airbases/carriers- Improved AI pilot air-to-air guns aiming- No longer jettison external tanks while evading missile- AI pilots engage enemies detected via RWR- AI pilots no longer select weapons that are too weak to damage their target- Fixed AI AGM targeting for moving targets- Fixed AI VTOLs attempting to take off vertically when spawned in hangars- Fixed bombing behavior for moving targets- Fixed bug that caused AI pilots to have difficulty firing anti-ship missiles- Fixed bug where AI pilot got stuck if you cut in to refuel right after they disconnect from boom- Fixed issue when pilot that was going to refuel was interrupted by enemy fire- Fixed: AI pilots could see enemy fire from infinite distanceMission Editor- Added "Cancel Objective" event action for objectives.- Added "Platform" static object- Added "Set Invincible" event action for AI units- Added Bases tab and "base editor" to set military base names and teams- Added MP3 support for audio resources audio- Added Radar On/Off event actions for AI pilots- Added ability to move static objects- Added ability to select units by clicking on them in the world- Added conditional mission objective type- Added conditional node editor- Added conditional trigger type- Added default behavior settings for sea units- Added distance/radius measurement tool- Added invincibility field to AI units- Added non-targets list actions for AI pilots- Added priority targets actions for AI pilots- Fixed bug where selecting units in the units tab stops responding sometimes- Fixed: Orbit Waypoint event action on single unit did not apply radius and altitude settings- Fixed: air units could be commanded to land at enemy carriersAkutan (Island map)- Added bridge and another road to airbaseEnvironment- Added shallowness and shore effects to water shader- Added tree collisions (optional). 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. 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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