About This Software Fulfill 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 10 pre-recorded beats; 10 applicable instruments. Built-in effects and recorder Circuit Loops is an easy start for your music producing career b4d347fde0 Title: Circuit LoopsGenre: Audio Production, UtilitiesDeveloper:Music BreathPublisher:Music BreathRelease Date: 20 Apr, 2018 Circuit Loops Download Lite loop circuit vent. circuit loop in. loop circuit def. loops circuit diagram. loop circuit generator. loop circuit power. circuit with 3 loops. lighting circuit loop switch. loop circuit light switch. open circuit loop gain. circuit loop mesh. loop circuit define. circuit and loop difference. circuit exost loop. circuit board loop video. short circuit loop impedance. circuit feedback loop purpose. zandvoort circuit loop 2019. circuit loop hike. circuit loops steam. short circuit loop impedance meter. circuit exost loop jouet club. circuit exost loop leclerc. circuit analysis loops. series circuit loops. signal circuit loop open. loop circuit design. lighting circuit loop in method. ring circuit loop impedance. circuit loop tutorial 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.While the application is useful to some, I miss many features and wonder why some work the way they do. There is a beat you can add to your song, but these are merely samples and never get adjusted in speed when you choose to do so. In other words, if you would use a beat, they are on a fixed BPM. I vote down, as this is not for me... but it can surely be fun for the price it is available at, but just not for me.. 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.. 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. Update - v0.0.3: Update v0.0.3 is now live.tldr: You need to enable HMCS power and lower the helmet visor to use the head-mounted targeting display, and you must enable SOI (top right button) on the TGT or NAV display to control them with your thumbstick. Night time flying is available in quick-flight. More details below.The main focus of this update was to set up systems that will support future features, improve performance, and fix some of the issues reported since the last update.There's a new helmet with improved functionality such as a projected targeting display (no more one-eye display), a simplified HUD that's projected to the visor when the cockpit HUD is not in view, and a nightvision mode. The HMCS power switch, located under the HUD power switch, must be turned on to access the in-helmet display features.Another system that will support future features is the MFD Sensor of Interest, or SOI. On MFD screens that support hand-on-stick inputs, there will be an SOI button that lets you designate it to be controlled by your thumbstick or touchpad. For now, these include the TGT screen, which has the same controls as before, and the NAV screen, which will now allow you to scroll around the map. In the future, the NAV screen will allow you to set up custom waypoints and GPS targets for weapons.The beginnings of the night-time environment are available to try out in the Quick Flight missions. There are still a number of things that need to be implemented to fully support night-time flying such as adjustble HUD brightness, switchable dashboard label illumination, the effects of reduced visibility to AI, etc.There are no new missions or tutorials yet since those that are planned will rely on features that are still being implemented or changed.Part of the performance issues in the last update were caused by changes in the HUD, and those have been addressed. There are also a few optimizations in other areas which should help too. Mission 4, while better than last time, continues to have some performance issues, but I'll keep hunting down the causes and will solve them in time.Thanks again to everyone who joined the VTOL VR community for early access!Please continue to report issues and make suggestions on the Steam discussion page and discord server. Your input is invaluable!Here is a full list of changes in v0.0.3:Improvements. 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). Public Test Branch v0.0.10p1: Hi everyone. Currently, I release public updates about once a month, and try to minimize the number of bugs in each update. There is a small group of volunteers who help test new features and track down bugs between public updates, but since the game is becoming more complex with the mission editor and upcoming map editor, a few hard to find but crucial issues still slip by. I would like to maintain or improve the quality of each update, but I would also like to get builds out into the public more often. So...I've decided to open a public test branch, where I will be pushing development builds much more frequently. For those who wish to opt in and get more involved in the development process, you'll have access to the latest build and be able to try out new features, make suggestions, and find and report bugs. These development builds may not be entirely stable or polished since I will most likely be pushing updates as soon as something new to try is available. Also, not all experimental features in the test builds may make it to the final, stable update.If you would like to opt-in to the public test branch, right click the game in Steam, go to properties, then Betas, then select public_testing. I also highly recommend that you join the public_testing discussion on discord: https://discord.gg/u7X72wcThe first public test build is available now. It includes the initial stage of the map editor. You can access the map editor from a button on your 2D monitor when you launch the game. You will be able to generate a new procedural map, place airbases in the map, save, and load. You will also be able to access the map when creating a new mission from the mission editor.The main focus for testing is performance when flying missions in a custom-generated map. The generated maps are much larger than the original island (196km x 196km) In order to reduce loading time and memory usage, there's a few processes that carry on in the first minute or so of flight (generating/baking the terrain colliders), and some processes that continue throughout the flight (such as generating trees in the area around the player). The status for these processes are displayed in text on your monitor, if you're curious. I'd like to know how these affect performance on your computer's specs, so please leave a message on the discord chat. Thanks everyone!v0.0.10p1Map Editor- Added initial stage of map generator/editorMission Editor- Fixed: tutorial objects were visible in static objects selectorUnits- Fixed: Enemy artillery could still move and shoot after being destroyedEquipment- Fixed errors when activating an AGM when no TGP is attachedGeneral- Added trees- Adjusted island terrain colors/textures- Fixed cockpit button and pilot position issues when spawning far from the center of a map. Update v0.0.5: Hi everyone! This is update is mostly a set of fixes to common issues that were preventing people from playing and causing some existing features to not work properly. Here are the main ones:- Pilot creation keyboard- Rudder input binding- Black screen when returning from mission- Anti-ship missile guidance failure with only one waypointAlso, there was a problem with the update process that cause some players' pilot save file to be overwritten. Sorry about that! That should no longer be an issue.As I mentioned in the recent dev log, a lot of work is going into the mission editor and flyable fighter vehicle, so it will still be a little while before tangible new features make their way into updates. Please continue to let me know if you have any issues with the current version. Thank you all so much!Here is a full list of changes:Alpha v0.0.5Improvements- Added built-in keyboard for Pilot creation. Removed dependency on SteamVR keyboardChanges- Changed nav map to create map texture dynamically to support future procedural terrains (WIP)- Adjusted fog falloff rate to improve visibility- Reduced AoA induced drag on AI planes- Adjusted colors of morning sky- Changed island terrain textures- Lowered anti-ship sea-skimming altitudeFixes- Fixed inability to read axis input from particular device if several are present- Fixed AI Fighters had no extra drag with airbrakes deployed- Fixed throttle trigger not affecting wheel brakes sometimes- Fixed HMCS display elements visible from certain spectator camera position- Fixed screen potentially staying blacked out when returning to menu from a mission- Fixed aircraft seeming to teleport for a frame on origin shifts- Fixed floating origin taking several frames to reset when camera moves a long distance- Fixed weapons shifting back after being jettisoned- Fixed anti-ship guidance with only one waypoint- Fixed anti-ship missile crashing before hitting target in direct mode- Fixed seams between terrain chunks on the island- Corrected runway markings on the island airbase- Fixed some jerkiness issues with chase spectator cam. 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. 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. Oculus Touch Thumbstick Mode: For those of you using the Oculus Touch controllers, you may want to enable "Thumbstick Mode" in the main menu settings. This will make it so you don't have to press down on the thumbstick button to rotate the engines or slew the targeting pod.. 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
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Circuit Loops Download Lite
Updated: Mar 18, 2020
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