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Comprehensive Guide for getting into Home Recording

I'm going to borrow from a few sources and do my best to make this cohesive, but this question comes up a lot. I thought we had a comprehensive guide, but it doesn't appear so. In the absence of this, I feel that a lot of you could use a simple place to go for some basics on recording. There are a couple of great resources online already on some drumming forums, but I don't think they will be around forever.
Some background on myself - I have been drumming a long time. During that time, home recording has gone from using a cassette deck to having a full blown studio at your finger tips. The technology in the last 15 years has gotten so good it really is incredible. When I was trying to decide what I wanted to do with my life, I decided to go to school for audio engineering in a world-class studio. During this time I had access to the studio and was able to assist with engineering on several projects. This was awesome, and I came out with a working knowledge of SIGNAL CHAIN, how audio works in the digital realm, how microphones work, studio design, etc. Can I answer your questions? Yes.

First up: Signal Chain! This is the basic building block of recording. Ever seen a "I have this plugged in but am getting no sound!" thread? Yeah, signal chain.

A "Signal Chain" is the path your audio follows, from sound source, to the recording device, and back out of your monitors (speakers to you normies).
A typical complete signal chain might go something like this:
1] instrument/sound source 2] Microphone/TransducePickup 3] Cable 4] Mic Preamp/DI Box 5] Analog-to-Digital Converter 6] Digital transmission medium[digital data get recoded for usb or FW transfer] 7] Digital recording Device 8] DSP and Digital summing/playback engine 9] Digital-to-Analog Converter 10] Analog output stage[line outputs and output gain/volume control] 11] Monitors/Playback device[headphones/other transducers]
Important Terms, Definitions, and explanations (this will be where the "core" information is):
1] AD Conversion: the process by which the electrical signal is "converted" to a stream of digital code[binary, 1 and 0]. This is accomplished, basically, by taking digital pictures of the audio...and this is known as the "sampling rate/frequency" The number of "pictures" determines the frequency. So the CD standard of 44.1k is 44,100 "pictures" per second of digital code that represents the electrical "wave" of audio. It should be noted that in order to reproduce a frequency accuratly, the sampling rate must be TWICE that of the desired frequency (See: Nyquist-Shannon Theorem). So, a 44.1 digital audio device can, in fact, only record frequencies as high as 22.05khz, and in the real world, the actual upper frequency limit is lower, because the AD device employs a LOW-PASS filter to protect the circuitry from distortion and digital errors called "ALIASING." Confused yet? Don't worry, there's more... We haven't even talked about Bit depth! There are 2 settings for recording digitally: Sample Rate and Bit Depth. Sample rate, as stated above, determines the frequencies captured, however bit depth is used to get a better picture of the sample. Higher bit depth = more accurate sound wave representation. More on this here. Generally speaking, I record at 92KHz/24 bit depth. This makes huge files, but gets really accurate audio. Why does it make huge files? Well, if you are sampling 92,000 times per second, you are taking each sample and applying 24 bits to that, multiply it out and you get 92,000*24 = 2,208,000 bits per second or roughly 0.26MB per second for ONE TRACK. If that track is 5 minutes long, that is a file that is 78.96MB in size. Now lets say you used 8 inputs on an interface, that is, in total, 631.7MB of data. Wow, that escalates quick, right? There is something else to note as well here: Your CPU has to calculate this. So the amount of calculations it needs to perform for this same scenario is ~17.7 million calculations PER SECOND. This is why CPU speed and RAM is super important when recording digitally.
2] DA conversion: the process by which the digital code (the computer representation of a sound wave) is transformed back into electrcal energy in the proper shape. In a oversimplified explanation, the code is measured and the output of the convertor reflects the value of the code by changing voltage. Think of a sound wave on a grid: Frequency would represent the X axis (the horizontal axis)... but there is a vertical axis too. This is called AMPLITUDE or how much energy the wave is generating. People refer to this as how 'loud' a sound is, but that's not entirely correct. You can have a high amplitude wave that is played at a quiet volume. It's important to distinguish the two. How loud a sound is can be controlled by the volume on a speaker or transducer. But that has no impact on how much amplitude the sound wave has in the digital space or "in the wire" on its way to the transducer. So don't get hung up on how "loud" a waveform is, it is how much amplitude it has when talking about it "in the box" or before it gets to the speakeheadphone/whatever.
3] Cables: An often overlooked expense and tool, cables can in fact, make or break your recording. The multitudes of types of cable are determined by the connector, the gauge(thickness), shielding, type of conductor, etc... Just some bullet points on cables:
- Always get the highest quality cabling you can afford. Low quality cables often employ shielding that doesnt efectively protect against AC hums(60 cycle hum), RF interference (causing your cable to act as a gigantic AM/CB radio antenna), or grounding noise introduced by other components in your system. - The way cables are coiled and treated can determine their lifespan and effectiveness. A kinked cable can mean a broken shield, again, causing noise problems. - The standard in the USA for wiring an XLR(standard microphone) cable is: PIN 1= Cold/-, PIN 2= Hot/+, PIN 3=Ground/shield. Pin 3 carries phantom power, so it is important that the shield of your cables be intact and in good condition if you want to use your mic cables without any problems. - Cables for LINE LEVEL and HI-Z(instrument level) gear are not the same! - Line Level Gear, weather professional or consumer, should generally be used with balanced cables (on a 1/4" connector, it will have 3 sections and is commonly known as TRS -or- TipRingSleeve). A balanced 1/4" is essentially the same as a microphone cable, and in fact, most Professional gear with balanced line inputs and outputs will have XLR connectors instead of 1/4" connectors. - Hi-Z cable for instruments (guitars, basses, keyboards, or anything with a pickup) is UNBALANCED, and should be so. The introduction of a balanced cable can cause electricity to be sent backwards into a guitar and shock the guitar player. You may want this to happen, but your gear doesn't. There is some danger here as well, especially on stage, where the voltage CAN BE LETHAL. When running a guitabass/keyboard "Direct" into your interface, soundcard, or recording device, you should ALWAYS use a "DIRECT BOX", which uses a transformer to isolate and balance the the signal or you can use any input on the interface designated as a "Instrument" or "Hi-Z" input. It also changes some electrical properties, resulting in a LINE LEVEL output (it amplifies it from instrument level to line level).
4] Digital Data Transmissions: This includes S/PDIF, AES/EBU, ADAT, MADI. I'm gonna give a brief overview of this stuff, since its unlikely that alot of you will ever really have to think about it: - SDPIF= Sony Phillips Digital Interface Format. using RCA or TOSLINK connectors, this is a digital protocol that carries 3 streams of information. Digital audio Left, Digital Audio Right, and CLOCK. SPDIF generally supports 48khz/20bit information, though some modern devices can support up to 24bits, and up to 88.2khz. SPDIF is the consumer format of AES/EBU - AES/EBU= Audio Engineering Society/European Breadcasters Union Digital protocol uses a special type of cable often terminated with XLR connectors to transmit 2 channels of Digital Audio. AES/EBU is found mostly on expensive professional digital gear. - ADAT= the Alesis Digital Audio Tape was introduced in 1991, and was the first casette based system capable of recording 8 channels of digital audio onto a single cartridge(a SUPER-VHS tape, same one used by high quality VCR's). Enough of the history, its not so important because we are talking about ADAT-LIGHTPIPE Protocol, which is a digital transmission protocol that uses fiberoptic cable and devices to send up to 8 channels of digital audio simultaneously and in sync. ADAT-Lightpipe supports up to 48khz sample rates. This is how people expand the number of inputs by chaining interfaces. - MADI is something you will almost never encounter. It is a protocol that allows up to 64 channels of digital audio to be transmitted over a single cable that is terminated by BNC connectors. Im just telling you it exists so in case you ever encounter a digital snake that doesnt use Gigabit Ethernet, you will know whats going on.
digital transmission specs: SPDIF -> clock->2Ch->RCA cable(consumer) ADAT-Lightpipe->clock->8Ch->Toslink(semi-pro) SPDIF-OPTICAL->clock->2Ch->Toslink(consumer) AES/EBU->clock->2Ch->XLR(Pro) TDIF->clock->8Ch->DSub(Semi-Pro) ______________ MADI->no clock->64Ch->BNC{rare except in large scale pofessional apps} SDIF-II->no clock->24Ch->DSub{rare!} AES/EBU-13->no clock->24Ch->DSub
5] MICROPHONES: There are many types of microphones, and several names for each type. The type of microphone doesn't equate to the polar pattern of the microphone. There are a few common polar patterns in microphones, but there are also several more that are less common. These are the main types- Omni-Directional, Figure 8 (bi-directional), Cardioid, Super Cardioid, Hyper Cardioid, Shotgun. Some light reading.... Now for the types of microphones: - Dynamic Microphones utilize polarized magnets to convert acoustical energy into electrical energy. there are 2 types of dynamic microphones: 1) Moving Coil microphones are the most common type of microphone made. They are also durable, and capable of handling VERY HIGH SPL (sound pressure levels). 2) Ribbon microphones are rare except in professional recording studios. Ribbon microphones are also incredibly fragile. NEVER EVER USE PHANTOM POWER WITH A RIBBON MICROPHONE, IT WILL DIE (unless it specifically requires it, but I've only ever seen this on one Ribbon microphone ever). Sometimes it might even smoke or shoot out a few sparks; applying phantom power to a Ribbon Microphone will literally cause the ribbon, which is normally made from Aluminum, to MELT. Also, windblasts and plosives can rip the ribbon, so these microphones are not suitible for things like horns, woodwinds, vocals, kick drums, or anything that "pushes air." There have been some advances in Ribbon microphones and they are getting to be more common, but they are still super fragile and you have to READ THE MANUAL CAREFULLY to avoid a $1k+ mistake. - CondenseCapacitor Microphones use an electrostatic charge to convert acoustical energy into electrical energy. The movement of the diaphragm(often metal coated mylar) toward a ceramic "backplate" causes a fluctuation in the charge, which is then amplified inside the microphone and output as an electrical signal. Condenser microphones usually use phantom power to charge the capacitors' and backplate in order to maintain the electrostatic charge. There are several types of condenser microphones: 1) Tube Condenser Microphones: historically, this type of microphone has been used in studios since the 1940s, and has been refined and redesigned hundreds, if not thousands of times. Some of the "best sounding" and most desired microphones EVER MADE are Tube Condenser microphones from the 50's and 60's. These vintage microphones, in good condition, with the original TUBES can sell for hundreds of thousands of dollars. Tube mics are known for sounding "full", "warm", and having a particular character, depending on the exact microphone. No 2 tubes mics, even of the same model, will sound the same. Similar, but not the same. Tube mics have their own power supplies, which are not interchangeable to different models. Each tube mic is a different design, and therefore, has different power requirements. 2) FET Condenser microphones: FET stands for "Field Effect Transistor" and the technology allowed condenser microphones to be miniturized. Take for example, the SHURE beta98s/d, which is a minicondenser microphone. FET technology is generally more transparant than tube technology, but can sometimes sound "harsh" or "sterile". 3) Electret Condenser Microphones are a condenser microphone that has a permanent charge, and therefore, does not require phantom power; however, the charge is not truly permanent, and these mics often use AA or 9V batteries, either inside the mic, or on a beltpack. These are less common.
Other important things to know about microphones:
- Pads, Rolloffs, etc: Some mics have switches or rotating collars that notate certain things. Most commonly, high pass filters/lowcut filters, or attenuation pads. 1) A HP/LC Filter does exactly what you might think: Removes low frequency content from the signal at a set frequency and slope. Some microphones allow you to switch the rolloff frequency. Common rolloff frequencies are 75hz, 80hz, 100hz, 120hz, 125hz, and 250hz. 2) A pad in this example is a switch that lowers the output of the microphone directly after the capsule to prevent overloading the input of a microphone preamplifier. You might be asking: How is that possible? Some microphones put out a VERY HIGH SIGNAL LEVEL, sometimes about line level(-10/+4dbu), mic level is generally accepted to start at -75dbu and continues increasing until it becomes line level in voltage. It should be noted that linel level signals are normally of a different impedance than mic level signals, which is determined by the gear. An example for this would be: I mic the top of a snare drum with a large diaphragm condenser mic (solid state mic, not tube) that is capable of handling very high SPLs (sound pressure levels). When the snare drum is played, the input of the mic preamp clips (distorts), even with the gain turned all the way down. To combat this, I would use a pad with enough attenuation to lower the signal into the proper range of input (-60db to -40 db). In general, it is accepted to use a pad with only as much attentuation as you need, plus a small margin of error for extra “headroom”. What this means is that if you use a 20db pad where you only need a 10db pad, you will then have to add an additional 10db of gain to achieve a desireable signal level. This can cause problems, as not all pads sound good, or even transparent, and can color and affect your signal in sometimes unwanted ways that are best left unamplified. - Other mic tips/info: 1) when recording vocals, you should always use a popfilter. A pop filter mounted on a gooseneck is generally more effective than a windscreen made of foam that slips over the microphone. The foam type often kill the highfrequency response, alter the polar pattern, and can introduce non-linear polarity problems(part of the frequency spectrum will be out of phase.) If you don't have a pop filter or don't want to spend on one, buy or obtain a hoop of some kind, buy some cheap panty-hose and stretch it over the hoop to build your own pop filter. 2) Terms Related to mics: - Plosives: “B”, “D”, “F”, “G”, “J”, “P”, “T” hard consonants and other vocal sounds that cause windblasts. These are responsible for a low frequency pop that can severly distort the diaphragm of the microphone, or cause a strange inconsistency of tonality by causing a short term proximity effect.
- Proximity effect: An exponential increase in low frequency response causes by having a microphone excessivly close to a sound. This can be cause by either the force of the air moving actually causes the microphone’s diaphragm to move and sometimes distort, usually on vocalists or buy the buildup of low frequency soundwaves due to off-axis cancellation ports. You cannot get proximity effect on an omnidirectional microphone. With some practice, you can use proximity effect to your advantage, or as an effect. For example, if you are recording someone whispering and it sounds thin or weak and irritating due to the intenese high mid and high frequency content, get the person very close to a cardioid microphone with two popfilters, back to back approx 1/2”-1” away from the mic and set your gain carefully, and you can achieve a very intimite recording of whispering. In a different scenario, you can place a mic inside of a kick drum between 1”-3” away from the inner shell, angled up and at the point of impact, and towards the floor tom. This usually captures a huge low end, and the sympathetic vibration of the floor tom on the kick drum hits, but retains a clarity of attack without being distorted by the SPL of the drum and without capturing unplesant low-mid resonation of the kick drum head and shell that is common directly in the middle of the shell.
6) Wave Envelope: The envelope is the graphical representation of a sound wave commonly found in a DAW. There are 4 parts to this: Attack, Decay, Sustain, Release: 1) Attack is how quickly the sound reaches its peak amplitude; 2) Decay is the time it takes to reach the sustain level; 3) Sustain how long a sound remains at a certain level (think of striking a tom, the initial smack is attack, then it decays to the resonance of the tom, how long it resonates is the sustain); 4) Release is the amount of time before the sustain stops. This is particularly important as these are also the settings on a common piece of gear called a Compressor! Understanding the envelope of a sound is key to learning how to maniuplate it.
7) Phase Cancellation: This is one of the most important concepts in home recording, especially when looking at drums. I'm putting it in this section because it matters so much. Phase Cancellation is what occurs when the same frequencies occur at different times. To put it simply, frequency amplitudes are additive - meaning if you have 2 sound waves of the same frequency, one amplitude is +4 and the other is +2, the way we percieve sound is that the frequency is +6. But a sound wave has a positive and negative amplitude as it travels (like a wave in the ocean with a peak and a swell). If the frequency then has two sources and it is 180 degrees out of phase, that means one wave is at +4 while the other is at -4. This sums to 0, or cancels out the wave. Effectively, you would hear silence. This is why micing techniques are so important, but we'll get into that later. I wanted this term at the top, and will likely mention it again.

Next we can look at the different types of options to actually record your sound!

1) Handheld/All in one/Field Recorders: I don't know if portable cassette tape recorders are still around, but that's an example of one. These are (or used to) be very popular with journalists because they were pretty decent at capturing speech. They do not fare too well with music though. Not too long ago, we saw the emergence of the digital field recorder. These are really nifty little devices. They come in many shapes, sizes and colors, and can be very affordable. They run on batteries, and have built-in microphones, and record digitally onto SD cards or harddiscs. The more simple ones have a pair of built-in condenser microphones, which may or may not be adjustable, and record onto an SD-card. They start around $99 (or less if you don't mind buying refurbished). You turn it on, record, connect the device itself or the SD card to your computer, transfer the file(s) and there is your recording! An entry-level example is the Tascam DR-05. It costs $99. It has two built in omni-directional mics, comes with a 2GB microSD card and runs on two AA batteries. It can record in different formats, the highest being 24-bit 96KHz Broadcast WAV, which is higher than DVD quality! You can also choose to record as an MP3 (32-320kbps) if you need to save space on the SD card or if you're simply going to record a speech/conference or upload it on the web later on. It's got a headphone jack and even small built-in speakers. It can be mounted onto a tripod. And it's about the size of a cell phone. The next step up (although there are of course many options that are price and feature-wise inbetween this one and the last) is a beefier device like the Zoom H4n. It's got all the same features as the Tascam DR-05 and more! It has two adjustable built-in cardioid condenser mics in an XY configuration (you can adjust the angle from a 90-120 degree spread). On the bottom of the device, there are two XLR inputs with preamps. With those, you can expand your recording possibilities with two external microphones. The preamps can send phantom power, so you can even use very nice studio mics. All 4 channels will be recorded independantly, so you can pop them onto your computer later and mix them with software. This device can also act as a USB interface, so instead of just using it as a field recorder, you can connect it directly to your computer or to a DSLR camera for HD filming. My new recommendation for this category is actually the Yamaha EAD10. It really is the best all-in-one solution for anyone that wants to record their kit audio with a great sound. It sports a kick drum trigger (mounts to the rim of the kick) with an x-y pattern set of microphones to pick up the rest of the kit sound. It also has on-board effects, lots of software integration options and smart features through its app. It really is a great solution for anyone who wants to record without reading this guide.
The TL;DR of this guide is - if it seems like too much, buy the Yamaha EAD10 as a simple but effective recording solution for your kit.

2) USB Microphones: There are actually mics that you an plug in directly to your computer via USB. The mics themselves are their own audio interfaces. These mics come in many shapes and sizes, and offer affordable solutions for basic home recording. You can record using a DAW or even something simple like the stock windows sound recorder program that's in the acessories folder of my Windows operating system. The Blue Snowflake is very affordable at $59. It can stand alone or you can attach it to your laptop or your flat screen monitor. It can record up to 44.1kHz, 16-bit WAV audio, which is CD quality. It's a condenser mic with a directional cardioid pickup pattern and has a full frequency response - from 35Hz-20kHz. It probably won't blow you away, but it's a big departure from your average built-in laptop, webcam, headset or desktop microphone. The Audio Technica AT2020 USB is a USB version of their popular AT2020 condenser microphone. At $100 it costs a little more than the regular version. The AT2020 is one of the finest mics in its price range. It's got a very clear sound and it can handle loud volumes. Other companies like Shure and Samson also offer USB versions of some of their studio mics. The AT2020 USB also records up to CD-quality audio and comes with a little desktop tripod. The MXL USB.009 mic is an all-out USB microphone. It features a 1 inch large-diaphragm condenser capsule and can record up to 24-bit 96kHz WAV audio. You can plug your headphones right into the mic (remember, it is its own audio interface) so you can monitor your recordings with no latency, as opposed to doing so with your computer. Switches on the mic control the gain and can blend the mic channel with playback audio. Cost: $399. If you already have a mic, or you don't want to be stuck with just a USB mic, you can purcase a USB converter for your existing microphone. Here is a great review of four of them.
3) Audio Recording Interfaces: You've done some reading up on this stuff... now you are lost. Welcome to the wide, wide world of Audio Interfaces. These come in all different shapes and sizes, features, sampling rates, bit depths, inputs, outputs, you name it. Welcome to the ocean, let's try to help you find land.
- An audio interface, as far as your computer is concerned, is an external sound card. It has audio inputs, such as a microphone preamp and outputs which connect to other audio devices or to headphones or speakers. The modern day recording "rig" is based around a computer, and to get the sound onto your computer, an interface is necessary. All computers have a sound card of some sort, but these have very low quality A/D Converters (analog to digital) and were not designed with any kind of sophisticated audio recording in mind, so for us they are useless and a dedicated audio interface must come into play.
- There are hundreds of interfaces out there. Most commonly they connect to a computer via USB or Firewire. There are also PCI and PCI Express-based interfaces for desktop computers. The most simple interfaces can record one channel via USB, while others can record up to 30 via firewire! All of the connection types into the computer have their advantages and drawbacks. The chances are, you are looking at USB, Firewire, or Thunderbolt. As far as speeds, most interfaces are in the same realm as far as speed is concerned but thunderbolt is a faster data transfer rate. There are some differences in terms of CPU load. Conflict handling (when packages collide) is handled differently. USB sends conflict resolution to the CPU, Firewire handles it internally, Thunderbolt, from what I could find, sends it to the CPU as well. For most applications, none of them are going to be superior from a home-recording standpoint. When you get up to 16/24 channels in/out simultaneously, it's going to matter a lot more.
- There are a number of things to consider when choosing an audio interface. First off your budget, number of channels you'd like to be able to record simultaneously, your monitoring system, your computer and operating system and your applications. Regarding budget, you have to get real. $500 is not going to get you a rig with the ability to multi-track a drum set covered in mics. Not even close! You might get an interface with 8 channels for that much, but you have to factor in the cost of everything, including mics, cables, stands, monitors/headphones, software, etc... Considerations: Stereo Recording or Multi-Track Recording? Stereo Recording is recording two tracks: A left and right channel, which reflects most audio playback systems. This doesn't necessarily mean you are simply recording with two mics, it means that what your rig is recording onto your computer is a single stereo track. You could be recording a 5-piece band with 16 mics/channels, but if you're recording in stereo, all you're getting is a summation of those 16 tracks. This means that in your recording software, you won't be able to manipulate any of those channels independantly after you recorded them. If the rack tom mic wasn't turned up loud enough, or you want to mute the guitars, you can't do that, because all you have is a stereo track of everything. It's up to you to get your levels and balance and tone right before you hit record. If you are only using two mics or lines, then you will have individual control over each mic/line after recording. Commonly, you can find 2 input interfaces and use a sub-mixer taking the left/right outputs and pluging those into each channel of the interface. Some mixers will output a stereo pair into a computer as an interface, such as the Allen&Heath ZED16. If you want full control over every single input, you need to multi-track. Each mic or line that you are recording with will get it's own track in your DAW software, which you can edit and process after the fact. This gives you a lot of control over a recording, and opens up many mixing options, and also many more issues. Interfaces that facilitate multitracking include Presonus FireStudio, Focusrite Scarlett interfaces, etc. There are some mixers that are also interfaces, such as the Presonus StudioLive 16, but these are very expensive. There are core-card interfaces as well, these will plug in directly to your motherboard via PCI or PCI-Express slots. Protools HD is a core-card interface and requires more hardware than just the card to work. I would recommend steering clear of these until you have a firm grasp of signal chain and digital audio, as there are more affordable solutions that will yield similar results in a home-environment.

DAW - Digital Audio Workstation

I've talked a lot about theory, hardware, signal chain, etc... but we need a way to interpret this data. First off what does a DAW do? Some refer to them as DAE's (Digital Audio Editors). You could call it a virtual mixing board , however that isn't entirely correct. DAWs allow you to record, control, mix and manipulate independant audio signals. You can change their volume, add effects, splice and dice tracks, combine recorded audio with MIDI-generated audio, record MIDI tracks and much much more. In the old days, when studios were based around large consoles, the actual audio needed to be recorded onto some kind of medium - analog tape. The audio signals passed through the boards, and were printed onto the tape, and the tape decks were used to play back the audio, and any cutting, overdubbing etc. had to be done physically on the tape. With a DAW, your audio is converted into 1's and 0's through the converters on your interface when you record, and so computers and their harddiscs have largely taken the place of reel-to-reel machines and analog tape.
Here is a list of commonly used DAWs in alphabetical order: ACID Pro Apple Logic Cakewalk SONAR Digital Performer FL (Fruity Loops) Studio (only versions 8 and higher can actually record Audio I believe) GarageBand PreSonus Studio One Pro Tools REAPER Propellerhead Reason (version 6 has combined Reason and Record into one software, so it now is a full audio DAW. Earlier versions of Reason are MIDI based and don't record audio) Propellerhead Record (see above) Steinberg Cubase Steinberg Nuendo
There are of course many more, but these are the main contenders. [Note that not all DAWs actually have audio recording capabilities (All the ones I listed do, because this thread is about audio recording), because many of them are designed for applications like MIDI composing, looping, etc. Some are relatively new, others have been around for a while, and have undergone many updates and transformations. Most have different versions, that cater to different types of recording communities, such as home recording/consumer or professional.
That's a whole lot of choices. You have to do a lot of research to understand what each one offers, what limitations they may have etc... Logic, Garageband and Digital Performer for instance are Mac-only. ACID Pro, FL Studio and SONAR will only run on Windows machines. Garageband is free and is even pre-installed on every Mac computer. Most other DAWs cost something.
Reaper is a standout. A non-commercial license only costs $60. Other DAWs often come bundled with interfaces, such as ProTools MP with M-Audio interfaces, Steinberg Cubase LE with Lexicon Interfaces, Studio One with Presonus Interfaces etc. Reaper is a full function, professional, affordable DAW with a tremendous community behind it. It's my recommendation for everyone, and comes with a free trial. It is universally compatible and not hardware-bound.
You of course don't have to purchase a bundle. Your research might yield that a particular interface will suit your needs well, but the software that the same company offers or even bundles isn't that hot. As a consumer you have a plethora of software and hardware manufacturers competing for your business and there is no shortage of choice. One thing to think about though is compatability and customer support. With some exceptions, technically you can run most DAWs with most interfaces. But again, don't just assume this, do your research! Also, some DAWs will run smoother on certain interfaces, and might experience problems on others. It's not a bad thing to assume that if you purchase the software and hardware from the same company, they're at least somewhat optimized for eachother. In fact, ProTools, until recently would only run on Digidesign (now AVID) and M-Audio interfaces. While many folks didn't like being limited to their hardware choices to run ProTools, a lot of users didn't mind, because I think that at least in part it made ProTools run smoother for everyone, and if you did have a problem, you only had to call up one company. There are many documented cases where consumers with software and hardware from different companies get the runaround:
Software Company X: "It's a hardware issue, call Hardware Company Z". Hardware Company Z: "It's a software issue, call Software Company X".
Another thing to research is the different versions of softwares. Many of them have different versions at different pricepoints, such as entry-level or student versions all the way up to versions catering to the pros. Cheaper versions come with limitations, whether it be a maximum number of audio tracks you can run simultaneously, plug-ins available or supported Plug-In formats and lack of other features that the upper versions have. Some Pro versions might require you to run certain kinds of hardware. I don't have time nor the will to do research on individual DAW's, so if any of you want to make a comparison of different versions of a specific DAW, be my guest! In the end, like I keep stressing - we each have to do our own research.
A big thing about the DAW that it is important to note is this: Your signal chain is your DAW. It is the digital representation of that chain and it is important to understand it in order to properly use that DAW. It is how you route the signal from one spot to another, how you move it through a sidechain compressor or bus the drums into the main fader. It is a digital representation of a large-format recording console, and if you don't understand how the signal gets from the sound source to your monitor (speaker), you're going to have a bad time.

Playback - Monitors are not just for looking at!

I've mentioned monitors several times and wanted to touch on these quickly: Monitors are whatever you are using to listen to the sound. These can be headphones, powered speakers, unpowered speakers, etc. The key thing here is that they are accurate. You want a good depth of field, you want as wide a frequency response as you can get, and you want NEARFIELD monitors. Unless you are working with a space that can put the monitor 8' away from you, 6" is really the biggest speaker size you need. At that point, nearfield monitors will reproduce the audio frequency range faithfully for you. There are many options here, closed back headphones, open back headphones, studio monitors powered, and unpowered (require a separate poweramp to drive the monitor). For headphones, I recommend AKG K271, K872, Sennheiser HD280 Pro, etc. There are many options, but if mixing on headphones I recommend spending some good money on a set. For Powered Monitors, there's really only one choice I recommend: Kali Audio LP-6 monitors. They are, dollar for dollar, the best monitors you can buy for a home studio, period. These things contend with Genelecs and cost a quarter of the price. Yes, they still cost a bit, but if you're going to invest, invest wisely. I don't recommend unpowered monitors, as if you skimp on the poweramp they lose all the advantages you gain with monitors. Just get the powered monitors if you are opting for not headphones.

Drum Mic'ing Guide, I'm not going to re-create the wheel.

That's all for now, this has taken some time to put together (a couple hourse now). I can answer other questions as they pop up. I used a few sources for the information, most notably some well-put together sections on the Pearl Drummers Forum in the recording section. I know a couple of the users are no longer active there, but if you see this and think "Hey, he ripped me off!", you're right, and thanks for allowing me to rip you off!

A couple other tips that I've come across for home recording:
You need to manage your gain/levels when recording. Digital is NOT analog! What does this mean? You should be PEAKING (the loudest the signal gets) around -12dB to -15dB on your meters. Any hotter than that and you are overdriving your digital signal processors.
What sound level should my master bus be at for Youtube?
Bass Traps 101
Sound Proofing 101
submitted by M3lllvar to drums [link] [comments]

Testing PUBG on a potato, getting the maximum performance out of older hardware.

As someone fortunate enough to be running this game on a reasonably high end machine, I frequently see a lot of people express frustration about poor performance on less powerful rigs and decided I would see what optimisations actually seemed to make a difference on old hardware. So armed with a bunch of old components from PC builds past I decided to test out as many optimisations as I could and see how well I could get the game running.
Smooth running of the game, with visuals coming second. Ideally we want the FPS to rarely, if ever, drop below 30.
Basically this is the kind of rig you'd expect from someone who got a decentish PC 5-6 years ago and hasn't really upgraded since. It roughly equates to around about the minimum listed requirements of PUBG, with the GPU being slightly less powerful and the CPU being a tad more so. Close as I could make it anyway and they're very modest requirements, most players shouldn't have an issue exceeding them.
For added potatoness I used an old mouse with no mousepad, a non-mechanical keyboard, have no sound and need to twist my head fairly significantly in order to see the monitor. If your setup is worse than this you have much bigger things to worry about than your FPS.
For software I'm running Windows 10 Professional with all the latest updates installed, as well as the latest drivers and firmware for all my hardware. I've also made the following very basic performance tweaks.
  1. Enabled the High Performance power plan.
  2. Disabled the Windows Game DVR
  3. Set the Windows appearance settings to "Adjust for Best Performance"
There are a ton of other tweaks and adjustments you can make to Windows 10 that can potentially influence performance, your system depending. The tweaks I listed here and a lot more can be found in guides such as this one, though I highly recommend that you try each tweak one at a time and run your system for a while afterwards to check for instability so you know what to change back if you run into issues.
As with any guide I highly recommend you don't just blindly change things someone else says to change and rather do some research and figure out what the thing you're changing does and what your changes actually do.
All tests were done outside peak times in order to get the best possible server performance, with no programs running other than steam and PUBG in fullscreen mode.
First things first, I got Steam/PUBG installed without changing a single in game setting other than putting the FOV to 103 and setting my keybinds, then fired it up to see how it ran. The answer was... poorly. Most of my defaults were set to medium.
Lobby FPS: 30
Drop FPS: 30
Game FPS: 7-12 with extreme stuttering.
Notes: I dropped onto the roof of the Mylta refinery nice and quickly, picking up an AKM. However I couldn't manage to kill anybody because my FPS immediately plummeted and the game was basically unplayable. I was shot and killed by a crossbow.. how embarrassing.
Conclusion: Unplayable.
Next up I jumped into the graphics settings and dropped everything down to "Very Low" other than View Distance which I kept at medium. I also disabled the Inventory screen character render for better menu performance.
Lobby FPS: 45-55
Drop FPS: 40
Game FPS: 30-40
I dropped into Pochinki for this game and the difference was huge. I found myself a pistol and picked up two kills with no issue before losing my third engagement to an AR wielding foe. While certainly not pretty the game is definitely playable at these settings. Looting was fairly snappy and no more frustrating than any other time.
For fairness sake I queued up once more with the same settings to drop into Mylta with a tad worse performance as Pochinki but it was a fog game, so I fired up a final game and yet again dropped into Mylta along with two others. I was able to successfully get a weapon and kill them both before leaving the area, no issues picking up gear and no noticeable frame drops during fights. Once out in the open I saw FPS increases up to 60FPS, but they quickly subsided when I approached anything kind of structure. I also noticed significant FPS drop and some stuttering whenever I opened up my map.
Conclusion: Playable, though not exactly great looking. As this was achievable simply by changing in game settings I would say it's more than acceptable considering we're sitting around the minimum system requirements.
At this point I wanted to turn the rest of the common optimisations on and see what the max performance I could get from this machine was. As I'm running a nVidia card I opened up the control panel, added the game to the Program Settings list and made the following changes:
Next I found the games executable "TslGame.exe" in C:\Program Files (x86)\Steam\steamapps\common\PUBG\TslGame\Binaries\Win64 and went into its properties/compatibility and checked the "Override high DPI scaling behaviour" option, setting it to "Application", then I fired the game up for its third test.
I did not make any changes to any config files.
Lobby FPS: 50-60
Drop FPS: 60-80
Game FPS: 35-50, some peaks at 60 in the less intensive areas
My first game I couldn't get near either of my test sites so I dropped military on top of the Barracks. While I didn't manage to get a weapon from the roof I did see them appear before I landed and jumped off before I found a SCAR and picking up three kills before dying to a shotgun in a firefight I lost due to my own mistake, not anything the game did.
But again for the sake of consistency I fired up another game and made my way to Mylta refinery and yet again saw the same performance improvements though I did dip into the 30's whilst inside. I happily took three kills including a very nice snap reaction headshot to the roof of the refinery whilst I was on the ground below, before I died to a well armed bush. In both games I never dropped below 30FPS and considered the performance excellent considering the age of the hardware.
Conclusion: VERY playable even in a hot drop zone. It wasn't a massive leap above the last test but things felt a lot smoother and more consistent.
I'm a big fan of Reshade's use in PUBG.. not for any kinds of competitive edge, purely because it makes the game look so much nicer. I wanted to keep to as few filters as possible to minimise any potential performance hit but still make the game look nice on such low settings.
So I downloaded and installed Reshade, selecting only two filters: LumaSharpen and TechniColor2.
End result?
Before and after.
Before and after.
Before and after.
Quite a good improvement to the looks of the game in my opinion but that's fairly subjective.
The results here were fairly consistent with yet another drop into Mylta. Though I never saw any spikes to 60 in this game I happily landed, got myself a gun and picked up a couple kills. Then I jumped into a dacia and drive halfway across the island, again with no issue.
Lobby FPS: 50-60
Drop FPS: 60-80
Game FPS: 35-50
Conclusion: Again, very playable and looked much nicer than without ReShade enabled. I feel like I lost a tiny bit of the consistency and higher FPS range from my last test but nothing overly noticeable. If I was using this rig this is the config I would go with.
As requested, I ran another test at 1280x720 resolution. This drastically drops the visual quality of the game. Initially I also had the screen size for this one set to 70, however the game looked horrendous to the point of distortion. Playing like this would greatly reduce my ability to actually see what was happening in game so I reverted back to 100 and just kept the lower resolution.
Lobby FPS: 80
Drop FPS: 40-80
Game FPS: 55-65
I dropped into Mylta yet again and got consistently high frame rates, close to 60 for the most part. I picked up an SKS and got one kill but died to a second opponent because I completely failed at seeing them basically right in front of me. The distortion to the game from the non native resolution made it much harder to spot enemies and I don't believe was worth the extra frames, I would prefer a stable 30fps and have everything look crisp and clear with a good field of view instead of twice that but struggle to spot out enemies. It's possible you would get used to the game like this however I feel that at this point you are giving yourself a large disadvantage.
Conclusion: Excellent FPS however the overall performance of the game was degraded beyond the point I was happy with and where I feel you are giving yourself a significant competitive disadvantage. If you desperately need extra FPS then give this a go but otherwise I don't recommend it.
All in all, with a little tweaking and some compromises I was able to get a very playable experience and I'm sure there's more performance to be found elsewhere. Obviously the game is a lot better looking and performing on a higher end machine but if you want to play this game there is a very large range of hardware that you can run it on with a little bit of research and effort. Anyway, that was a fun way to spend an afternoon instead of working so I'm happy.
This test was supposed to be me giving 1680x1050 a go. Here were my results:
Lobby FPS: 40
Drop FPS: 20-30
Game FPS: 15-20, severe stuttering and issues when in any kind of firefight.
Conclusion: Unplayable. Wait.. what? That's a lower resolution... how can that work like that? Answer: it wasn't the resolution. Last night I was going through peoples requests for testing things and I made a bunch of changes to the game INI files as well as with the nVidia inspector and a few other things. Something that I did has tanked my FPS no matter what settings I change, which has undone all the work I did before! Because it was 2am and I was being lazy I veered away from my "change one thing, test it" approach and I have no idea what I did.
I ended up nuking my PUBG install and all settings as well as my graphics driver and all of its settings. Then I reinstalled them all cleanly, reapplied my settings and tweaks and finally reclaimed my performance from Test 4.
So be careful! I've been working on computers my entire life, have been a gamer since I could walk and work as an IT systems administrator. Despite what people on the internet might say I know what I'm doing and I still screwed up because I tried to save some time and as usual ended up costing a lot more instead.
Do it slow and do it right!
Thanks for all the feedback guys! I'm seeing a lot of the same responses and figured I'd add something up here.
"2700K potato? Hah, noob!"
That's a fair point, the 2700k has held up astoundingly well but it's also a 6 year old CPU and is easily beaten out by decent 3rd or 4th gen i5's. Getting something better than a 2700k these days isn't a particularly big ask. It's more powerful than the minimum specs that the game recommends but unfortunately I just didn't have the equipment to make a build any less powerful. Thankfully by pairing it with this GPU the CPU is severely underused which brings it down to much more potatoy levels.
"Did you have any stability issues?"
Not a single crash across any tests. While this might be because I simply didn't run enough, most crashes in these cases are a result of the complex environment that any PC ends up being after an install is run for a good amount of time. With a fresh install, these issues tend to be minimised.
"What about INI file changes?!"
Changes to the INI files are now against the code of conduct and while as far as I know nobody has been banned for this, the mods on this sub will remove any posts that suggest doing so or instructing you how to go about it. Because I wanted to share my results I deliberately made no changes to those files.
"Why didn't you try X, Y or Z?"
I'm seeing a lot of great optimisation suggestions in the comments which is awesome and I plan to run a couple more tests for fun, I'll add them to this post if I do. But honestly the reason I posted this wasn't to make a step by step guide, but more to make a few points.
  1. If you're getting very poor performance, you might want to look at your computers OS and other programs. One of the major issues with having an older machine is that OS bloat and general age of your install can do a lot to hinder your performance. A good cleanup or reinstall (backup first!!) can work wonders.
  2. How to test things. I see too many people who simply scour the internet for an FPS guide which they then follow completely, find it doesn't work and then find a new one and repeat. They end up making dozens of potentially conflicting changes. Always start with a clean/default install and get a baseline and then make small changes with testing in between. That's how to get the best performance out of your machine, even if it takes a lot longer.
  3. Just the general point that this game can be run on fairly old hardware. From the way a lot of people speak around here you'd never believe you could even launch the game on anything less than a 7700k with a 1080ti backing it.
I hope everyone enjoyed it anyway. If people are really interested I can look at making a very detailed and in depth post that is actually a step by step performance guide, though there are quite a few of them already.
submitted by Sparcrypt to PUBATTLEGROUNDS [link] [comments]

[Results] /r/SampleSize users in favour of repost limit, removing & reposting mislabeled surveys, and more results posts: results of the second /r/SampleSize opinion survey (70 respondents)

This survey has been a followup to the previous, more general /SampleSize opinion survey (click here to go to that). The goal of the present survey was to gain a clear picture of what /SampleSize users want to see happen the most on this subreddit, using proposals found in the first survey. Result graphs viewable here.

Gender and country

A total of 70 respondents participated, considerably lower than the previous survey (202). Gender was once again fairly even: 49,3% male, 42% female and 8,6% non-binary. (Due to the considerable portion of non-binary respondents in each survey, from now on I'll supply a "non-binary" option in addition to the standard "Other" text box.) 52,9% respondents from the US, the remaining came from 14 different countries.

Participation in previous survey

46,6% had also participated in the previous survey. A link to the followup survey was placed at the end of its results post.

Amount of reposts allowed?

Respondents were asked how many times users should be allowed to repost their survey, given that the reposter waits at least 24 hours each time. By far most agreed there should be some sort of limit, with only 8 respondents (11,6%) indicating there should no be a limit (ie. the current situation). The most popular choices were two reposts per survey (37,7%) and one repost per survey (33,3%).

Marketing surveys: ban or allow?

Despite the low popularity of marketing surveys in previous survey (ie. few people indicated they specifically enjoyed them), only a small minority (10,1%) would like to see them banned from the subreddit. Overall 87% think they should stay. A majority (66,7%) of respondents think they should however only stay given that a rule is enacted that bans mislabeled marketing surveys (ie. marketing surveys disguised as academic surveys, see next section).

Changes to the subreddit

The next question was a list of 21 proposed changes to the subreddit policies, users had to indicate which ones they'd like to see happen. 10 of these were selected by 50% or more of respondents, and 5 of these were selected by exactly 41 respondents (59,4%). Here is the top five in order of popularity:
  1. Warn and ban people who mislabel surveys (e.g. posting a marketing survey as [Academic]) (65,2%)
  2. Remove surveys that require you to send an e-mail prior to participation or are otherwise not directly enterable (62,3%)
  3. More [Results] post on the subreddit / *encourage* users to share results (60,9%)
  4. Each option that was selected exactly 41 times (59,4%):
    1. Stricter enforcement of the existing rules (i.e. appropriate tagging and titling, one repost per 24 hours)
    2. A system to sort surveys by tags (e.g. sort by theme, sort by type [Casual/Academic/Marketing], result post vs. survey post, written reponse vs. multiple choice, ...)
    3. No more surveys that *require* you to sign in to a website
    4. Result notification system / an easier way to subscribe to results of surveys you've taken
    5. Surveys with clear US bias (e.g. Democrat/Republican rather than left-wing/right-wing political spectrum, US-centered issues, GPA question, ...) in surveys that are TAGGED as (All) or (Everyone) must be removed and reposted with appropriate tags
  5. Limited number of reposts per survey

Open letter to the mods

So, based on these two surveys, we have an idea of the most wanted improvements to /SampleSize. Based on this, I have written an open letter to the mods of this subreddit:
Dear /SampleSize mods
First of all, thank you so much for helping make this fantastic subreddit possible. Thanks to /SampleSize, thousands have easily gotten the response they wanted for their survey, be it academic, marketing, or casual. And guess what? Users are generally quite happy with their experience here too! That's one of the results of the first (and unofficial) SampleSize user opinion survey (202 participants) I have shared on the subreddit this week.
Nevertheless, there are several changes users would like to see on this subreddit, as evidenced from their response to that survey. That's why I've also undertaken a second survey (70 participants), to gain a clear picture of what people most want to see improved on /SampleSize.
First of all, users would like to see the current rules more strictly enforced. Secondly, they want to see an end to deliberately mislabeled surveys (e.g. posting a marketing survey as [Academic], as well as a ban on surveys that are not directly enterable, whether an e-mail must be sent or a website account must be created prior to participation. They also want US biased surveys, which the AutoModerator bot already warns against, to be more strictly removed and reposted appropriately, and they want reposts of surveys to be limited (88,4% participants in survey 2 indicated two or less reposts per survey).
That is for all the stuff people don't want on the subreddit anymore. As for what they do want to see, the result is clear: more results posts! A majority think result posts should be strongly encouraged, and equally there was great interest in a sort of result notification system that notifies survey takers that a survey they've taken has been completed and results are out. Finally, a system to browse surveys more comfortably by tag (e.g. only view results posts, only view academic survey posts, etc.) was a thing 59,4% of respondents agreed with.
I understand this may be a long list, and I hugely apologise if this letter sounded demanding. I definitely do not mean it that way - all I ask from the mods is that they read this message, review it together, decide what stuff they agree with, how to implement it and if any of it is at all possible. If you could do that, I would be intensely pleased - regardless of outcome. (I would like to update the result posts of survey 2 with your reply to this letter, but only if you consent to that). The decision is ultimately up to you.
Thank you very much, have a nice day and keep on making /SampleSize as awesome as it is!
submitted by RockoRocks to SampleSize [link] [comments]

[Steam] Winter Sale- Hidden Gems II; The Eleventh Hour

Personal Note: If you found any other hidden gems, or just have something to say, say it in the comments! It's the eleventh hour and people can actually hear you now!

Inspired somewhat by the recent post of Hidden Gems, I found that it's largely become completely congested. As such, I'll coalesce a lot of the deals posted by the guys there here, instead. I'll add others in case I find any of them in the original thread.
Personal Favorites
Puzzle Games found by crabbit
Random picks by ND1Razor
Unusual Games found by thelazyreader2015
RPGs loved by thelazyreader2015
Games Thrice Reposted by ParanoidAndroid1309
strikan33 posts the base list
With some other titles, Art4dinner recommends:
Gramis Silently slides:
A small list by thinkforaminute
Story rich, atmospheric game dragged into the light by BabyMustache
Less than a quid by Dux0r
A list of openish world RPGS from thelazyreader2015
Wishlist and personal favorites from gpt999
Misc Recommendations
With the large quantity of the old deals posted, I'd love to see any other hidden gems there might be out there. I'll post the two major things from the previous thread (The massive posts on Coop games and the massive post on games less than three dollars) below, and I'll post any other collections or mild reccomendations I find above.
submitted by Ullyses_R_Martinez to GameDeals [link] [comments]

Can't compile a new project C++ from UE4 launcher

Can't compile a new project C++ from UE4 launcher
Guys, I really need your help :( I was trying to find an answer for this error window but still can't compile! I have Visual Studio 2017 , UE4.17.
1)I have installed SDK windows 10 and 8.1 packages,game developping on C++ and developping classic programms on C++(in Visual Studio 2017 pro).
2)In UE4 launcher I changed :Edit->editor preferences->general-source code->Visual studio 2017
And the problem is:
After that I've tried to create a new project on BluePrint. Then I went to UE4 projects directory->clicked right mouse button->generate visual studio progect files->and then I got this message error :
After that I've tried to create some new C++ class into the same project in UE4 launcher,but this didn't help too and I've got this:
When I opened Output Log I've got this

  1. LogPlatformFile: Not using cached read wrapper
  2. LogInit: Display: RandInit(-312438415) SRandInit(-312438415).
  3. LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 3 sets of task threads.
  4. LogStats: Stats thread started at 0.140770
  5. LogD3D11RHI: Aftermath initialized
  6. LogPluginManager: Mounting plugin Paper2D
  7. LogPluginManager: Mounting plugin LightPropagationVolume
  8. LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
  9. LogPluginManager: Mounting plugin GitSourceControl
  10. LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
  11. LogPluginManager: Mounting plugin NullSourceCodeAccess
  12. LogPluginManager: Mounting plugin PerforceSourceControl
  13. LogPluginManager: Mounting plugin SubversionSourceControl
  14. LogPluginManager: Mounting plugin UObjectPlugin
  15. LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
  16. LogPluginManager: Mounting plugin XCodeSourceCodeAccess
  17. LogPluginManager: Mounting plugin AssetManagerEditor
  18. LogPluginManager: Mounting plugin AudioCapture
  19. LogPluginManager: Mounting plugin FacialAnimation
  20. LogPluginManager: Mounting plugin GameplayTagsEditor
  21. LogPluginManager: Mounting plugin MobileLauncherProfileWizard
  22. LogPluginManager: Mounting plugin PluginBrowser
  23. LogPluginManager: Mounting plugin SpeedTreeImporter
  24. LogPluginManager: Mounting plugin AlembicImporter
  25. LogPluginManager: Mounting plugin CharacterAI
  26. LogPluginManager: Mounting plugin HTML5Networking
  27. LogPluginManager: Mounting plugin AndroidMedia
  28. LogPluginManager: Mounting plugin AvfMedia
  29. LogPluginManager: Mounting plugin MediaPlayerEditor
  30. LogPluginManager: Mounting plugin WmfMedia
  31. LogPluginManager: Mounting plugin TcpMessaging
  32. LogPluginManager: Mounting plugin UdpMessaging
  33. LogPluginManager: Mounting plugin LevelSequenceEditor
  34. LogPluginManager: Mounting plugin MatineeToLevelSequence
  35. LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
  36. LogPluginManager: Mounting plugin OnlineSubsystemIOS
  37. LogPluginManager: Mounting plugin OnlineSubsystem
  38. LogPluginManager: Mounting plugin OnlineSubsystemNull
  39. LogPluginManager: Mounting plugin OnlineSubsystemUtils
  40. LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
  41. LogPluginManager: Mounting plugin AndroidMoviePlayer
  42. LogPluginManager: Mounting plugin AndroidPermission
  43. LogPluginManager: Mounting plugin AppleMoviePlayer
  44. LogPluginManager: Mounting plugin ArchVisCharacter
  45. LogPluginManager: Mounting plugin CableComponent
  46. LogPluginManager: Mounting plugin CustomMeshComponent
  47. LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
  48. LogPluginManager: Mounting plugin GoogleCloudMessaging
  49. LogPluginManager: Mounting plugin ImmediatePhysics
  50. LogPluginManager: Mounting plugin IOSDeviceProfileSelector
  51. LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
  52. LogPluginManager: Mounting plugin LocationServicesBPLibrary
  53. LogPluginManager: Mounting plugin MobilePatchingUtils
  54. LogPluginManager: Mounting plugin OculusVR
  55. LogPluginManager: Mounting plugin PhysXVehicles
  56. LogPluginManager: Mounting plugin ProceduralMeshComponent
  57. LogPluginManager: Mounting plugin RuntimePhysXCooking
  58. LogPluginManager: Mounting plugin SteamVR
  59. LogPluginManager: Mounting plugin WindowsMoviePlayer
  60. LogInit: Using libcurl 7.47.1
  61. LogInit: - built for x86_64-pc-win32
  62. LogInit: - supports SSL with OpenSSL/1.0.2g
  63. LogInit: - supports HTTP deflate (compression) using libz 1.2.8
  64. LogInit: - other features:
  67. LogInit: CURL_VERSION_IPV6
  71. LogInit: CurlRequestOptions (configurable via config and command line):
  72. LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate
  73. LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
  74. LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
  75. LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
  76. LogInit: Build: ++UE4+Release-4.17-CL-3658906
  77. LogInit: Engine Version: 4.17.2-3658906+++UE4+Release-4.17
  78. LogInit: Compatible Engine Version: 4.17.0-3573198+++UE4+Release-4.17
  79. LogInit: Net CL: 3573198
  80. LogDevObjectVersion: Number of dev versions registered: 16
  81. LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
  82. LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
  83. LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
  84. LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 20
  85. LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 28
  86. LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
  87. LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
  88. LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
  89. LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
  90. LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
  91. LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 19
  92. LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4
  93. LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
  94. LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
  95. LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1
  96. LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 7
  97. LogInit: Compiled (64-bit): Sep 22 2017 13:47:16
  98. LogInit: Compiled with Visual C++: 19.00.24215.01
  99. LogInit: Build Configuration: Development
  100. LogInit: Branch Name: ++UE4+Release-4.17
  101. LogInit: Command line: -EpicPortal -epicusername="Dianarich" -epicuserid=1c826fd671e6402e9a99cfa6c0191718 -epiclocale=ru-RU
  102. LogInit: Base directory: E:/UE_4.17/Engine/Binaries/Win64/
  103. LogInit: Installed Engine Build: 1
  104. LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
  105. LogInit: Object subsystem initialized
  106. LogInit: Selected Device Profile: [Windows]
  107. LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
  108. LogInit: Computer: DIANA-KASPRUK
  109. LogInit: User: Lenovo
  110. LogInit: CPU Page size=4096, Cores=2
  111. LogInit: High frequency timer resolution =2.648435 MHz
  112. LogMemory: Memory total: Physical=7.9GB (8GB approx)
  113. LogMemory: Platform Memory Stats for Windows
  114. LogMemory: Process Physical Memory: 276.68 MB used, 276.68 MB peak
  115. LogMemory: Process Virtual Memory: 275.84 MB used, 275.84 MB peak
  116. LogMemory: Physical Memory: 3989.50 MB used, 4102.72 MB free, 8092.22 MB total
  117. LogMemory: Virtual Memory: 4802.84 MB used, 4102.72 MB free, 134217728.00 MB total
  118. LogInit: Using OS detected language (ru-RU).
  119. LogInit: Using OS detected locale (ru-RU).
  120. LogTextLocalizationManager: No localization for 'ru-RU' exists, so 'en' will be used for the language.
  121. LogTextLocalizationManager: No localization for 'ru-RU' exists, so 'en' will be used for the locale.
  122. LogD3D11RHI: D3D11 adapters:
  123. LogD3D11RHI: 0. 'NVIDIA GeForce 940MX' (Feature Level 11_0)
  124. LogD3D11RHI: 2020/0/4046 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
  125. LogD3D11RHI: 1. 'Intel(R) HD Graphics 620' (Feature Level 11_0)
  126. LogD3D11RHI: 128/0/4046 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
  127. LogD3D11RHI: 2. 'Microsoft Basic Render Driver' (Feature Level 11_0)
  128. LogD3D11RHI: 0/0/4046 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
  129. LogD3D11RHI: Chosen D3D11 Adapter: 0
  130. LogD3D11RHI: Creating new Direct3DDevice
  131. LogD3D11RHI: GPU DeviceId: 0x134d (for the marketing name, search the web for "GPU Device Id")
  132. LogWindows: EnumDisplayDevices:
  133. LogWindows: 0. 'Intel(R) HD Graphics 620' (P:1 D:1)
  134. LogWindows: 1. 'Intel(R) HD Graphics 620' (P:0 D:0)
  135. LogWindows: 2. 'Intel(R) HD Graphics 620' (P:0 D:0)
  136. LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:0
  137. LogD3D11RHI: Adapter Name: NVIDIA GeForce 940MX
  138. LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)
  139. LogD3D11RHI: Driver Date: Unknown
  140. LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
  141. LogD3D11RHI: Async texture creation enabled
  142. LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
  143. LogShaderCompilers: Guid format shader working directory is -2 characters bigger than the processId version (../../../../Документы/Unreal Projects/MyProject4/Intermediate/Shaders/WorkingDirectory/16212/).
  144. LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Lenovo/AppData/Local/Temp/UnrealShaderWorkingDi9F58F88049596A44B1D691B7BB7B0991/'.
  145. LogShaderCompilers: Display: Using Local Shader Compiler.
  146. LogTemp: Display: Loaded TP AllDesktopTargetPlatform
  147. LogTemp: Display: Loaded TP MacClientTargetPlatform
  148. LogTemp: Display: Loaded TP MacNoEditorTargetPlatform
  149. LogTemp: Display: Loaded TP MacServerTargetPlatform
  150. LogTemp: Display: Loaded TP MacTargetPlatform
  151. LogTemp: Display: Loaded TP WindowsClientTargetPlatform
  152. LogTemp: Display: Loaded TP WindowsNoEditorTargetPlatform
  153. LogTemp: Display: Loaded TP WindowsServerTargetPlatform
  154. LogTemp: Display: Loaded TP WindowsTargetPlatform
  155. LogTemp: Display: Loaded TP AndroidTargetPlatform
  156. LogTemp: Display: Loaded TP Android_ASTCTargetPlatform
  157. LogTemp: Display: Loaded TP Android_ATCTargetPlatform
  158. LogTemp: Display: Loaded TP Android_DXTTargetPlatform
  159. LogTemp: Display: Loaded TP Android_ETC1TargetPlatform
  160. LogTemp: Display: Loaded TP Android_ETC2TargetPlatform
  161. LogTemp: Display: Loaded TP Android_MultiTargetPlatform
  162. LogTemp: Display: Loaded TP Android_PVRTCTargetPlatform
  163. LogTemp: Display: Loaded TP HTML5TargetPlatform
  164. LogTemp: Display: Loaded TP IOSTargetPlatform
  165. LogTemp: Display: Loaded TP TVOSTargetPlatform
  166. LogTemp: Display: Loaded TP LinuxClientTargetPlatform
  167. LogTemp: Display: Loaded TP LinuxNoEditorTargetPlatform
  168. LogTemp: Display: Loaded TP LinuxServerTargetPlatform
  169. LogTemp: Display: Loaded TP LinuxTargetPlatform
  170. LogTargetPlatformManager: Display: Building Assets For Windows
  171. LogDerivedDataCache: Display: Max Cache Size: 512 MB
  172. LogDerivedDataCache: Loaded boot cache 0.15s 93MB C:/Users/Lenovo/AppData/Local/UnrealEngine/4.17/DerivedDataCache/Boot.ddc.
  173. LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Lenovo/AppData/Local/UnrealEngine/4.17/DerivedDataCache/Boot.ddc
  174. LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../Документы/Unreal Projects/MyProject4/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
  175. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
  176. LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../Документы/Unreal Projects/MyProject4/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
  177. LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
  178. LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
  179. LogDerivedDataCache: Using Local data cache path C:/Users/Lenovo/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
  180. LogMaterial: Verifying Global Shaders for PCD3D_SM5
  181. LogSlate: Using Freetype 2.6.0
  182. LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
  183. LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
  184. LogAssetRegistry: FAssetRegistry took 0.0270 seconds to start up
  185. LogInit: Selected Device Profile: [Windows]
  186. LogSimplygon: Simplygon DLL not present - disabling.
  187. LogMeshReduction: Using SimplygonSwarm for distributed automatic mesh merging
  188. LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
  189. LogMeshReduction: No automatic skeletal mesh reduction module available
  190. LogMeshReduction: No automatic mesh merging module available
  191. LogMeshMerging: No automatic mesh merging module available
  192. LogContentStreaming: Texture pool size is 0.00 MB
  193. LogNetVersion: MyProject4 , NetCL: 3573198, EngineNetVer: 2, GameNetVer: 0 (Checksum: 2272377336)
  194. LogPackageLocalizationCache: Processed 5 localized package path(s) for 1 prioritized culture(s) in 0.037178 seconds
  195. LogUObjectArray: 35825 objects as part of root set at end of initial load.
  196. LogUObjectAllocator: 7529104 out of 0 bytes used by permanent object pool.
  197. LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
  198. LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
  199. LogTcpMessaging: Initializing TcpMessaging bridge
  200. LogUdpMessaging: Initializing bridge on interface to multicast group
  201. LogMaterial: Uniform references updated for custom material expression Custom.
  202. SourceControl: Source control is disabled
  203. SourceControl: Source control is disabled
  204. SourceControl: Source control is disabled
  205. SourceControl: Source control is disabled
  206. LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
  207. LogOcInput: OculusInput pre-init called
  208. LogEngine: Initializing Engine...
  209. LogHMD: Failed to initialize OpenVR with code 110
  210. LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
  211. LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
  212. LogAIModule: Creating AISystem for world Untitled
  213. LogInit: XAudio2 using 'Динамики (Conexant SmartAudio HD)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
  214. LogInit: FAudioDevice initialized.
  215. LogDerivedDataCache: Saved boot cache 0.26s 93MB C:/Users/Lenovo/AppData/Local/UnrealEngine/4.17/DerivedDataCache/Boot.ddc.
  216. LogInit: Texture streaming: Enabled
  217. LogEngineSessionManager: EngineSessionManager initialized
  218. LogInit: Transaction tracking system initialized
  219. BlueprintLog: New page: Editor Load
  220. LocalizationService: Localization service is disabled
  221. LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
  222. LogCook: Display: Mobile HDR setting 1
  223. LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
  224. LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Content/' took 0.10s
  225. SourceControl: Source control is disabled
  226. Cmd: MAP LOAD FILE="../../../../Документы/Unreal Projects/MyProject4/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
  227. LightingResults: New page: Lighting Build
  228. MapCheck: New page: Map Check
  229. LightingResults: New page: Lighting Build
  230. LogAIModule: Creating AISystem for world FirstPersonExampleMap
  231. LogEditorServer: Finished looking for orphan Actors (0.000 secs)
  233. MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 216.62ms to complete.
  234. LogFileHelpers: Loading map 'FirstPersonExampleMap' took 7.791
  235. LogCollectionManager: Loaded 0 collections in 0.027014 seconds
  236. LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Saved/Collections/' took 0.01s
  237. LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Content/Developers/Lenovo/Collections/' took 0.01s
  238. LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Content/Collections/' took 0.01s
  239. LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
  240. LogContentBrowser: Native class hierarchy populated in 0.0103 seconds. Added 2386 classes and 500 folders.
  241. LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0017 seconds. Added 0 classes and 0 folders.
  242. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0032 seconds. Added 0 classes and 0 folders.
  243. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0087 seconds. Added 1 classes and 2 folders.
  244. LogSlate: Took 0.000222 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
  245. LogSlate: Took 0.000239 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
  246. LogSlate: Took 0.139093 seconds to synchronously load lazily loaded font '../../../Engine/Content/EditoSlate/Fonts/FontAwesome.ttf' (139K)
  247. LogRenderer: Reallocating scene render targets to support 964x460 Format 10 NumSamples 1 (Frame:1).
  248. LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0007 seconds. Added 1 classes and 2 folders.
  249. LogLoad: (Engine Initialization) Total time: 42.28 seconds
  250. LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
  251. LogExternalProfiler: No external profilers were discovered. External profiling features will not be available.
  252. LogContentStreaming: Texture pool size now 1000 MB
  253. LogSlate: Took 0.116727 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
  254. LogAssetRegistry: Asset discovery search completed in 33.7160 seconds
  255. LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects)
  256. LogCollectionManager: Fixed up redirectors for 0 collections in 0.000077 seconds (updated 0 objects)
  257. LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
  258. LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
  259. LogSlate: Took 0.000184 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
  260. LogSlate: Took 0.036074 seconds to synchronously load lazily loaded font '../../../Engine/Content/EditoSlate/Fonts/Roboto-BoldCondensed.ttf' (158K)
  261. Running E:/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/Документы/Unreal Projects/MyProject4/MyProject4.uproject" -game -rocket -progress
  262. Discovering modules, targets and source code for project...
  263. LogSlate: Took 0.000820 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
  264. LogHotReload: Recompiling module MyProject4...
  265. LogVSAccessor: Warning: Couldn't access Visual Studio
  266. Candidate modules for hot reload:
  267. MyProject4
  268. Launching UnrealBuildTool... [E:/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject4 -Module MyProject4 Win64 Development -editorrecompile -canskiplink "E:/Документы/Unreal Projects/MyProject4/MyProject4.uproject" ]
  269. Performing full C++ include scan (hot reloading a new target)
  270. Compiling game modules for hot reload
  271. Parsing headers for MyProject4Editor
  272. Running UnrealHeaderTool "E:\???㬥???\Unreal Projects\MyProject4\MyProject4.uproject" "E:\???㬥???\Unreal Projects\MyProject4\Intermediate\Build\Win64\MyProject4Editor\Development\MyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
  273. Reflection code generated for MyProject4Editor in 22,7749761 seconds
  274. Performing 7 actions (2 in parallel)
  275. [2/7] Resource ModuleVersionResource.rc.inl
  276. SharedPCH.Engine.cpp
  277. [3/7] Resource PCLaunch.rc
  278. MyProject4.cpp
  279. c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:\?"?????????????'?<\Unreal Projects\MyProject4\Source\MyProject4\MyProject4.cpp: No such file or directory
  280. Game.cpp
  281. c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:\?"?????????????'?<\Unreal Projects\MyProject4\Source\MyProject4\Game.cpp: No such file or directory
  282. ERROR: UBT ERROR: Failed to produce item: E:\???㬥???\Unreal Projects\MyProject4\Binaries\Win64\UE4Editor-MyProject4.dll
  283. Total build time: 347,70 seconds (Local executor: 0,00 seconds)
  284. CompilerResultsLog: New page: Compilation - Jan 8, 2019, 10:29:55 PM
  285. CompilerResultsLog: Performing full C++ include scan (hot reloading a new target)
  286. CompilerResultsLog: Compiling game modules for hot reload
  287. CompilerResultsLog: Parsing headers for MyProject4Editor
  288. CompilerResultsLog: Running UnrealHeaderTool "E:\???㬥???\Unreal Projects\MyProject4\MyProject4.uproject" "E:\???㬥???\Unreal Projects\MyProject4\Intermediate\Build\Win64\MyProject4Editor\Development\MyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
  289. CompilerResultsLog: Reflection code generated for MyProject4Editor in 22,7749761 seconds
  290. CompilerResultsLog: Performing 7 actions (2 in parallel)
  291. CompilerResultsLog: [2/7] Resource ModuleVersionResource.rc.inl
  292. CompilerResultsLog: SharedPCH.Engine.cpp
  293. CompilerResultsLog: [3/7] Resource PCLaunch.rc
  294. CompilerResultsLog: MyProject4.cpp
  295. CompilerResultsLog: c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:\?"?????????????'?<\Unreal Projects\MyProject4\Source\MyProject4\MyProject4.cpp: No such file or directory
  296. CompilerResultsLog: Game.cpp
  297. CompilerResultsLog: c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:\?"?????????????'?<\Unreal Projects\MyProject4\Source\MyProject4\Game.cpp: No such file or directory
  298. CompilerResultsLog: ERROR: UBT ERROR: Failed to produce item: E:\???㬥???\Unreal Projects\MyProject4\Binaries\Win64\UE4Editor-MyProject4.dll
  299. CompilerResultsLog: Total build time: 347,70 seconds (Local executor: 0,00 seconds)
  300. LogMainFrame: MainFrame: Module compiling took 348.293 seconds
  301. LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
  302. LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
  303. LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
  304. LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
  305. LogSlate: Took 0.076584 seconds to synchronously load lazily loaded font '../../../Engine/Content/EditoSlate/Fonts/DroidSansMono.ttf' (77K)

Guys, I'm crying... I have bought some courses on and still didn't find any solution... I hope someone can help me with that trouble... Waiting for your professional advises <3 <3 <3
submitted by DianaGDev to unrealengine [link] [comments]

Kickstarter Roundup: July 23, 2017 | 17 Ending Soon (incl: Stonebound Saga, Swords, & Ducklings) & 44 New This Week (incl: Cthulhu Wars Onslaught 3, Renegade, & Out of the Woods)

What this is:

This is a weekly, curated listing of Kickstarter tabletop games projects that are either:
All board game projects meeting those criteria will automatically be included, no need to ask. (But the occasional non-board game project may also sneak in!)
Expect new lists each Sunday sometime between 12:00am and 12:00pm PST.

Ending Soon

Project Info Status Backers Avg Pledge Ending Comments
21 Days, a cooperative survival boardgame for 1 - 4 players. I am trying to raise funds for my dice-driven board game "21 Days"; relive the adventure and try to survive on open sea! (Has currently earned €17,395 of €11,000) 158% 411 €42 07-24 kicktraq
Not A Problem! A game for quick-thinking, problem-solving, profit-seeking creative types... and YOU! (Has currently earned $9,463 of $8,133) 116% 203 $47 07-25 kicktraq
Magilogical : A #HereBeDragons Card Game Magilogical is a simple card game that has been designed to introduce the concept of Logic Gates. Fantasy and Magic meet Computing. (Has currently earned £657 of £1,000) 65% 29 £23 07-25 kicktraq
Twin Stars: Adventure Series I - A solo game system A pocket-sized solo sci-fi saga. 1 player, 18 cards, 396 possibilities. (Has currently earned $9,524 of $500) 1904% 520 $18 07-26 kicktraq
Olde-World Into the wild 28mm Fantasy resin scenery A range of professionally sculpted, and cast highly detailed and characterful scenery for your RPG, fantasy and historical games. (Has currently earned £2,160 of £1,000) 216% 29 £74 07-26 kicktraq #bling
Short Order Hero Compete as a Short Order Cook to create the most valuable dish in this 2-5 player card game for players 8+! (Has currently earned $4,173 of $4,000) 104% 102 $41 07-26 kicktraq #take2
Top Secret: New World Order - the espionage roleplaying game Top Secret: New World Order is the all-new tabletop RPG by Merle M. Rasmussen, creator of the first espionage role-playing game in 1980 (Has currently earned $101,770 of $12,000) 848% 1547 $66 07-27 kicktraq #rpg
Dimensions: The Arena - An RPG skill-based Card Game Dimensions: The Arena is a collectible card game that you only need to collect one to three cards to play the game. (Has currently earned $657 of $500) 131% 39 $17 07-27 kicktraq #take2
Swords Swords is a fast-paced simultaneous action card game that feels like a multi-person sword fight! (Has currently earned $20,325 of $20,000) 101% 623 $33 07-27 kicktraq
Big Bang 13.7 Create your own universe and line up celestial bodies but watch out! Black holes, Supernovas & others can always distort Space & Time! (Has currently earned €3,811 of €2,000) 190% 123 €31 07-27 kicktraq
The Stonebound Saga A high fantasy themed strategic card game with unit positioning, resource management, and high replay value for 2-6 players. (Has currently earned $59,473 of $35,000) 169% 940 $63 07-28 kicktraq #take3
Ducklings - A Game About Parenting! A heart wrenching co-op game where you must work with a partner to waddle your three fragile ducklings to safety. (Has currently earned $22,274 of $8,000) 278% 523 $43 07-29 kicktraq
Werewolf vs Vampire New Vampire and Werewolf fight with their unique special abilities in this tactical 2 player board game (Has currently earned €1,541 of €1,050) 146% 55 €28 07-29 kicktraq #take2
Fly My Hawkmen A new range of Wargames Minis inspired by classic Pulp and Sci-Fi serials (Has currently earned £3,556 of £2,000) 177% 44 £81 07-30 kicktraq #minis
WoundWang A super simple gaming aid. Track wounds and damage on models/units/characters for tabletop and roleplay games. (Has currently earned £2,617 of £1,750) 149% 96 £27 07-30 kicktraq #bling #lolwut
Street Wars NYC: 1970's Street Gang Miniatures Game Street Wars NYC, a new range of 1970's New York gangs and rules. Battle it out on the means streets of the Big Apple. (Has currently earned £5,079 of £5,000) 101% 86 £59 07-30 kicktraq #take3
GhostWriter London Noir 1800 Edition. Invent your story. The secret of the writing of writers and scriptwriters enclosed in a fun and intriguing game. Ghostwriter. Invent your story. (Has currently earned €254 of €100) 254% 15 €17 07-30 kicktraq

New This Week

Project Info Status Backers Avg Pledge Ending Comments
15mm - 20mm WW3 Cold War Urban tabletop wargame terrain A system of road tiles that connect together with a variety of buildings and other structures to build a table worth fighting over. (Has currently earned $3,019 AUD of $600 AUD) 503% 9 $335 AUD 08-18 #bling
A new collection of miniatures 40 mm from Cartoon Miniatures This is the result of the work of a professional`s team, a combination of an excellent idea and a quality implementation. (Has currently earned €2,798 of €3,000) 93% 41 €68 08-20 #minis
Ancient Dice: 50,000 Year Old Dice Prehistoric dice, handcrafted from Ancient Kauri, the world's oldest wood - perfectly preserved since The Stone Age! (Has currently earned £7,124 of £1,000) 712% 372 £19 08-22 #dice
Bad Actors: Free Your Wild Side A party game where players answer questions acting as characters like geekiest tech nerd, mad scientist or fanatical sports fan. (Has currently earned $21,210 of $11,000) 192% 383 $55 08-18
BaGua dice comeback: Collectable metal binary dice Aluminum body, mysterious looking. Having fun with ancient binary number system from a different culture. (Has currently earned $970 AUD of $1,000 AUD) 97% 35 $28 AUD 08-08 #bling #dice
Balzie the cat: A fast paced card picking game; practice your telepathic, mind reading and poker face skills - all while tryin' to keep away Balzie's.. (Has currently earned $506 CAD of $3,500 CAD) 14% 31 $16 CAD 08-16
Blind Wizard Brawl Blind Wizard Brawl is a phygital game (hybrid tabletop game which requires a free app) about bluffing your spells to victory! (Has currently earned £1,562 of £2,900) 53% 64 £24 08-22
Books & Boards The first of its kind: used bookstore and family board game rental service. Get board - not bored. (Has currently earned $0 of $2,500) 0% 0 NA 08-20
Burning Rome Will you save Rome, or destroy her? A quick tactical card game with ancient battles, deck construction and lots of replayability. (Has currently earned £4,355 of £8,800) 49% 170 £26 08-15
Christmas Eve - The Board Game Christmas deserves a dedicated board game and this is it! A multi-aspect game including dice rolling, mini-games and card challenges! (Has currently earned £1,229 of £3,500) 35% 27 £46 09-14
*Covfefe, the Unpresidented Game of Political Leadership You are the new leader of your country, and you are a social media addict with a hair-trigger temper! Take to Twigger to respond! *(Has currently earned $152 of $5,000) 3% 4 $38 09-20 #lolwut
Cthulhu Wars Onslaught 3 Cthulhu Wars is the premier horror strategy game with high quality miniatures and great competitive gameplay and tactics. (Has currently earned $552,420 of $100,000) 552% 2402 $230 08-14 #expansion base game
Dead Days - A Cooperative Zombie Survival Game Masterwork Gaming LLC presents Dead Days! A Cooperative Zombie survival game for 3-5 players with campaign and quick play options. (Has currently earned $3,086 of $40,000) 7% 115 $27 08-19
Defense of the Citadel Around €76/US$88=HK$680. Pledge goal around €9000/US$10000. Customize your Citadel and characters to battle waves of evil monsters. (Has currently earned HK$269,994 of HK$80,000) 337% 409 HK$660 08-15 #take2
Diesel Demolition Derby A tactical drafting card game for 2-6 players. An underground fighting league for dieselpunk mechas in a society in Crisis. (Has currently earned $11,125 of $10,000) 111% 323 $34 08-31
Dungeons of Doom III - Dragon Slayers - Star Hat Miniatures Delvers Lost in the Dungeons of Doom 3: Heroic scale fantasy miniatures sculpted by hand and cast in metal for RPGs and Tabletop Games. (Has currently earned $2,507 NZD of $1,000 NZD) 250% 22 $114 NZD 08-21 #minis
Dunkirk: France 1940 A war game allowing you to refight the decisive campaign in France 1940. Designed by Doug Bryant. (Has currently earned $12,348 of $5,000) 246% 154 $80 08-07
Escape the Boardgame 2nd Edition : Rebellion and Revolution ESCAPE is a dungeon crawling game in the post apocalyptic universe of Eden! (Has currently earned €28,721 of €15,000) 191% 328 €88 08-03 #2.0
Gomorraland - Diplomacy is over Be the best Boss in this deep, intense strategy game full of choices, multiple endings and cruel betrayals. Limited Production. (Has currently earned €2,271 of €3,000) 75% 43 €53 08-03 #take3
Hidden Dreams miniatures Miniatures for your Fantasy Battles: The 9th Age battlefields or any other you want (Has currently earned €733 of €1,850) 39% 6 €122 08-20 #minis
Letters, Numbers and Words Created and Played in Detroit, LNW allows people with all experience levels, intellellect and age to fairly compete on game night. (Has currently earned $244 of $6,700) 3% 3 $81 08-22
Loot Trap 2-4 player card game that kinda sorta plays like a board game. Lay traps, play cards, & find loot to win. Theme will be backer chosen! (Has currently earned $482 of $8,000) 6% 13 $37 08-19
Mana Collector: Strategic card game easy to learn. Mana Collector is a card game where your goal is to be first player with 12 mana points. It's a fusion between UNO, Magic and Poker. (Has currently earned MX$650 of MX$200,000) 0% 2 MX$325 08-16
Master of the Galaxy - a 4X board game of galactic expansion Jump to the stars and build your galactic civilization in this fast-paced, innovative 4X board game with bag-building & card drafting. (Has currently earned $23,735 of $20,000) 118% 582 $41 08-11
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submitted by Zelbinian to boardgames [link] [comments]

My ranking of the tanks [aka longest post in history?]

I did one better than my overview in terms of length. Here comes what I think might be the longest post ever. Anyway, I'm going to rank all the classes. All of them.
Have fun. >:D
Yes, it's another thread that I did instead of my homework because I was bored and had nothing to do.
This time I'm giving each tank (besides M-Ship/Dominators/AC) a score -10 to 100. 100 represents perfect, 50 represents average, 10 and below represents terrible, 0 represents near-useless, and negative scores mean that it's so terrible that it should be removed (Note: No tank here has a negative score). All tanks are considered as level 45 by default.
This is supposed to complement my "overview of every single tank", in a way. In fact, I'm going in the order of the overview. No, I'm not doing the dead classes because you won't ever need to use them.
Tanks that can be used as rammers besides the Smasher tree (effectively, so Triple Shot and Pentashot don't count, sorry) have been split into two parts. [dmg] is bullet damage and [ram] is... uh, a rammer build.
Please note: This is probably not a perfect formula and some well-known OP tanks might seem relatively poor compared to some less OP ones. Plus, I'm probably biased. You'll see..
Scoring system for tanks:
All subscores are rated 0-10 (fine-tuned to nearest half). The subscores are Attack (A), Versatility (V), Defense (D), and Usability (U). (I was originally considering a Surviviability category but it's merged into Defense.)
Attack usually represents firepower, but with rammers it's the strength of the said rammer.
Versatility is how unique a tank is. This category also includes tricks and how it can be used. But that doesn't make V[dmg]=V[ram].
The formula for the final score is 4.5A+3V+2D+1.5U. 10 points are subtracted by default at the end.
Let's go!
Level 1
Basic Tank
A=7.5. Don't underestimate that cannon.
V=5. While you can turn into practically anything if you want from it, by itself it's just one barrel...
D=4. This kinda ties in with attacking, but it's lacking in speed and it has trouble dealing with multiple tanks, especially rammers.
U=3.5. Do you see people use this thing on a common basis? lol. I mean, you can use it pretty effectively, but it has better sights ahead so there's not much point.
Score: 52/100
Level 15
A=9.5. Believe it or not, Twin can have insane damage at level 45.
V=6.5. It's kinda like Basic Tank, but it also gets a neat little recoil bonus so I'm giving it a 6.5 instead of a 5.
D=8. Unlike the Basic Tank, the Twin can actually create an effective shield.
U=6.5. It's not common but it's still used anyway, and it's used fairly well.
Score: 79.5/100
Machine Gun
A=9.5. You've got yourself wayyy too much damage.
V=7. This is all RNG so not much to say here. But that makes it fun to use, and versatile in the process.
D=6. While it also makes a bullet shield like the Twin (even having more reload), it's less effective since the bullets fly everywhere (which is more of an attack thing).
U=5.5. You don't see these much, but let's face it, it's pretty much a Sprayer.
Score: 74/100 Barely below Twin!
A=7. Less reload. That's a problem. Though a 7 reload Sniper proves to have effective firepower.
V=6.5. By itself it's just a plain Sniper but [most of] its upgrades are very unique and the range bonus is fun so I didn't give a 4.
D=4. Good luck defending yourself with this thing. Seriously! But its effectiveness in attacking made me give it a 4 instead of a 3.
U=6. Ugh... it's usable with its range bonus, sure, but can't you just use Predator or something?
Score: 58/100 I personally believe Sniper is slightly weaker but they're interchangeable so idc
Flank Guard
A=9.5. You saw that right. It's twice a Basic Tank essentially.
V=5. Ok, it's cool with the flanking and all but that's it. It doesn't even have recoil
D=7. With its guns on either side it's good against multiple players but against a single tank it can't use both guns at once and isn't the best at making shields.
U=5. I'd rather use this over Basic Tank, but it has less of a class tree so I didn't give a 6.5.
Score: 69.25/100 In other words, you should probably upgrade at level 15 (though this is considering level 45 tanks). Only for Sniper-branch classes is upgrading at level 15 optional IMO.
Level 30
It starts to get really long now :(
Triple Shot
A=8.5. It has lots of firepower. This is making a point in the distinction between the Triple Shot's raw strength and how it uses it.
V=7. It's a unique tank and it has interesting recoil tricks. Yay.
D=2.5. This thing is terrible at defending. Got it? Ok, it's fast but without considering that good luck defending with this. Its reload doesn't even meet up to Basic Tank. Ironically, all of its upgrades outclass it.
U=0.5. There's a reason you don't see a Triple Shot on the street every day... Why not use Pentashot or Spread Shot?
Score: 55/100 *Slightly better than Basic Tank. Expected.
Twin Flank
A=9.5. That's a lot of firepower. I would give it an 11 but it was nerfed a long time ago (and it's illegal anyway :P).
V=5. Honestly, it's just a bullet spammer. No recoil and it flies bullets everywhere (even though you know where they're going).
D=8.5. Good crowd control and handles teams quite well.
U=3. It can be used but any sane person (minus a few exceptions including WR attempters) would pick Triple Twin or Octotank over it.
Score: 69.25/100 Tied with Flank Guard. Interesting...
Quad Tank
A=9.5. Lots of firepower, just like Twin Flank.
V=8.5. I gave it more than Twin Flank since while it's similar to Twin Flank in terms of being a bullet spammer, there's actually some tricks using autospin.
D=1. Take the Triple Shot and remove its recoil and nerf its side defenses. Got it? You have the Quad Tank's defense. Even Triple Shots can dispose of Quad Tanks.
U=1. I'd be amused if you said that Octotank was worse than this.
Score: 60.25/100
Destroyer [dmg]
A=9.5. OHKO bullet but reload isn't high enough for me to give it a 10.
V=7. BORRRRRING. But you can ambush can do some anticipation tricks so it doesn't get a 3.
D=6. Obviously you can shield yourself with the giant bullets but the reload isn't that effective and you kinda have to hope that you can take down the other guy before he outpenetrates you.
U=3. There's not much reason to use this over its upgrades.
Score: 70.25/100
Destroyer [ram]
A=6. Pretty much ever single rammer is either a 6 or an 9 besides Spike.
V=10. There's a lot of tricks here that rammers like Boosters can't do.
D=8.5. It can't shield itself but it's a rammer. Plently of speed here.
U=0. C'mon, just use Annihilator.
Score: 64/100
A=8.5. The bullets are good, but that's because of speed, not strength. But it places high anyway.
V=9.5. You can do many things with this because it's like spraying lots of bullets but it's not a Machine Gun/Spayer.
D=4. The Gunner can't actually defend itself but it counterattacks at least.
U=0. It has upgrades now.. and they all destroy the Gunner. Even Streamliner.
Score: 64.75/100
A=5. Reload is even slower than a Sniper... but its bullet is fairly fast.
V=6. It's a plain sniper but with even lower reload (and more speed).
D=4. It sucks at defending like the Sniper but at least it can see enemies from a long distance.
U=0. Look, there's not even any point in using this over the Sniper or Ranger and even Stalker.
Score: 38.5/100 That's the lowest so far.
A=8.5. Lots of drones and reload is decent.
V=10. This one should be obvious.
D=7. It can shield itself but not that effectively compared to its upgrades. In other words, it's not that hard to outpenetrate an Overseer.
U=2. Overlord? Factory? Even Necromancer and Manager... I only gave 2 points because it's still usable.
Score: 73.25/100 If you've been paying attention you've probably noticed that the Twin and Machine Gun has scored higher than every single level 30 tank so far and this one has the highest score out of level 30s.
A=8. Dangerous attack here.
V=6.5. It's literally twice a Sniper. The only reason I didn't give it a 5 is because of stacking techniques.
D=5. It's only a bit better than the Sniper at defense.
U=3. Predator. But this is still relatively usable so whatever. It's not like Predators completely outclass Hunters (unlike Overlord vs. Overseer).
Score: 60/100
A=3.5. Ok, it has lots of firepower which would give it a 9.5, but nobody's going to run into these things besides rammers. This is what makes Gunner-Trapper and Auto Trapper good Trapper-branch classes; they use the traps to defend instead of attack while being able to attack too.
V=5. You can do a lot with the traps, but it's not like you can kill anything.
D=7.5. It's not a 10 because bullet spammers can outpenetrate it for some reason.
U=0. Even within the Trapper branch you should use its upgrades (maybe except Mega Trapper).
Score: 35.75/100
Tri-Angle [dmg]
A=7.5. Tri-Angle is essentially a faster Basic Tank... the back bullets don't do much.
V=8.5. The speed makes it pretty cool! Better than a Basic Tank here for sure.
D=8. Run. (I got nothing else to say.)
U=0.5. It has a certain upgrade called Fighter. Unless you're RadioactiveGaming you have no reason to use this over Fighter.
Score: 66/100
Tri-Angle [ram]
A=6. Same strength as a ramming Destroyer.
V=7.5. There's not many tricks here but some skill is still required which can lead to cool things.
D=9. More than a ramming Destroyer since it can run away better; Destroyer's limited reload means that if you make a mistake at low health you're almost done for, even with high reload.
U=0. And the irony here is that it has a certain upgrade called Booster!
Score: 57.5/100 So the ramming Destroyer scores slightly better.
Auto 3
A=8. Its bullets are underrated. But they might even be too fast.
V=9.5. Do I really need to explain this?
D=5.5. Compared to its upgrades it sucks at defending honestly. You don't have enough firepower in one direction.
U=0. Auto 5 exists.
Score: 65.5/100 It's around the strength of a bullet damage Tri-Angle. Expected.
A=9. It has more raw ramming power than a Booster, for example.
V=3. It's literally a melee tank... nothing else.
D=8. It can go away from a unfavorable area quickly like the Tri-Angle or Destroyer but it's not that fast...
U=2. Landmine and Spike exist. Even Auto Smasher can be better sometimes. But it's still playable I guess.
Score: 59.5/100
Level 45
It's about to get really long... I think we're currently at the length of the overview... lol
A=10. It might not have a lot of cannons, but they're right next to each other which makes for a lot of damage.
V=6.5. It's not really interesting... but there's a few interesting things that can be done with the Triplet so I didn't give a 5 here.
D=8.5. The Twin can create a bullet wall, but the Triplet does one better here.
U=6. It's a fairly decent tank! Unfortunately, some tanks pose slight problems to it which can make a Triplet game relatively long.
Score: 80.5/100 I would say that we finally have a tank that's better than Twin but these two are very close in score, which is expected.
A=10. No comment.
V=8.5. It does have a major recoil bonus which is why it gets extra points here.
D=10. Crowd control..
U=8. It's good but besides its sibling (Spread Shot) Triplet, Auto Gunner, and a few other tanks can take it down.
Score: 92.5/100 (which is an A by Asian standards :D) Now I can say that we have a tank that's truly better than Twin now. Though Twins do happen to match up against Pentashots well in 1v1s.
Spread Shot
A=10. I could even give this A=10.5 if I wanted to but it doesn't have THAT much firepower.
V=8.5. It's lacking in recoil but it's also possible to stack up some of the bullets which is nice.
D=10. No explanation needed.
U=8. It pretty much has the same set of counters as the Pentashot. And as I said in the overview, Pentashots and Spread Shots are evenly matched.
Score: 92.5/100 Yes, neither tank is worse than the other. Now get over it.
Triple Twin
A=10. No explanation needed.
V=5.5. Again, it's just a bullet spammer (though it does have more bullets so more bullet flying everywhere :D)
D=8.5. It's pretty much like the Twin Flank here. You only get 1.5x the bullets.
U=6. It's usable for sure, even if it's been nerfed one too many times.
Score: 77.5/100
A=10. I'm going to stop saying "No comment" or "No explanation needed" from now on when I don't need a comment or explanation.
V=9. I'm not going to list every single Octotank build that exists. There's too many. But I didn't give a 10 because most of the builds separate into two categories: high bullet speed and no bullet speed. There's almost no 2-4 bullet speed middleground (unless you're HatsuneMiku lol)
D=6. It's hard to get through an Octotank's defense, especially Hurricane-build Octos. But there's still a decent amount of tanks that knock it down.
U=5. Why? The answer is the low-bullet speed Spread Shot or even a low bullet speed Pentashot. They both do well against Octos. And snipers tend to like shooting at Octos for some reason.
Score: 81.5/100 I hope this doesn't come off as surprising to you. Around the level of a Triplet or a Twin, though there's vast differences between Octotanks and those two.*
0800 Hybrid
A=10. The only reason this isn't a 9.5 like the Destroyer is because of its drones.
V=7.5. The only reason this isn't a 7 like the Destroyer is because of its drones. (lol)
D=7. The only reason this isn't a 6 like the Destroyer is because of its drones. (LOL)
U=9. The only reason this isn't a 3 like the Destroyer is because of its dro- ok no
Score: 85/100
Annihilator [dmg]
A=10. The only reason this isn't a 9.5 like the Destroyer is because of its bigger bullet.
V=7.5. The only reason this isn't a 7 like the Destroyer is because of its bigger bullet. (lol)
D=6.5. The only reason this isn't a 6 like the Destroyer is because of its bigger bullet. (LOL)
U=9.5. The only reason this isn't a 3 like the Destroyer is because of its bigger bul- ok no
Score: 84.75/100 Essentially the same score as the Hybrid, which is expected. The real reason why Annihilator gets higher usability is because it's easier to play with (especially for beginners), while Annihilator has slightly lower defense because while the Annihilator has a better bullet shield, the Hybrid can defend and attack at the same time. Oh yeah, please don't say "pie314159 ur scorig systemm is borken you ratedd my fav tank annihilator 0.25 below hybird you suc go sef delet annihilatur is so much bettur!11!1!!one1" But to be fair, the fact that you're even reading this means a lot.
Annihilator [ram]
A=6.5. I only gave it a 6.5 instead of a 6 because its bullet can mean the difference between a draw and a win against another rammer.
D=9.5. More speed than a ramming Destroyer.
U=9. Only Hybrid can compete with the Annihilator's ramming style, but Annihilator outclasses Hybrid in ramming because the Annihilator has more recoil. Of course the Smasher branch is still a problem.
Score: 81.75/100 Interesting...
V=7. It's just the Machine Gun with a few more bullets that don't really do anything...
D=7. ...besides giving the Sprayer a better bullet shield than the Machine Gun.
U=8.5. You see these a lot, and for a good reason.
Score: 82.75/100
Auto Gunner
D=6.5. The auto gun helps with defense more than you might think.
U=7.5. A unique tank!
Score: 83.25/100
A=8.5. It has a ridiculous amount of firepower but it doesn't use it well. Check the overview for more information.
V=10. If you could manipulate time then this would be the tank you would want to use. Because you literally have a bullet for every moment.
D=4.5. Check the overview for an explanation.
U=1.5. Honestly... switch to Auto Gunner. It has the same amount of cannons anyway.
Score: 69.5/100
A=5.5. Let's take the Assassin and reduce its reload even further. That's the Ranger's firepower. But the higher bullet speed makes up for more than that. And the range.
V=8.5. Why can the Ranger use its range so much more than the Assassin can? The answer is that the difference in range between the Assassin and the Ranger is far more than the difference in range between the Sniper and the Assassin. Plus, only the Predator has more range. Even then, the Ranger has a 360 degree view while the Predator only gets a 90 degree view most of the time.
D=6.5. Again, it does better than the Assassin here.
U=6.5. Let's blame the Predator for this one not being an 8. Predators and Rangers can match up evenly sometimes, though.
Score: 63/100
Stalker [dmg]
A=5.5. It's similar to the Ranger but this time the invisibility makes up for the lower reload.
V=7.5. It's similar to the Ranger but this time the invisibility makes up for the relative lack of range.
D=7.5. Invisibility is an awesome defense. :P
U=5. I was originally going to give this a 0 but after more thought Ranger don't outclass Stalkers much, if at all.
Score: 59.75/100
Stalker [ram]
V=5. Very little skill is required for this, and there's very little variation in how a ramming Stalker attacks; most ramming Stalkers just wait for someone to crash into them.
D=6.5. I would give it a 10 but if a Stalker is shot at by a tank that's close to it high movement speed bullet spammers can take the said Stalker down fairly easily. And that happens a lot for some reason.
U=0. Thanks to the Smasher tree ramming Stalkers are nearly useless.
Score: 45/100
Drone classes. This is going to be fun... I'm expecting most of the hate on this post to come from this part.
A=9.5. Thanks Penta.
V=9.5. Thanks Penta.
D=8.5. Thanks Penta.
U=9.5. It's easy to use, but hard to master. Also, thanks Penta.
Score: 92.5/100 Tied with Spread Shot and Pentashot. I would give this 10/10/10/10 but tanks like the Penta pose Overlords a problem. So thanks Penta. Also, the chance that Gabidou99 is going to read this part is around 98%.
D=5.5. A Necromancer without squares is a blue ball (but it's a cube).
U=9.5. Like the Overlord, it's easy to use but hard to master.
Score: 90.25/100 I know some of you want me to change this to less than 80. And I don't really care much. Also, the chance that Gabidou99 is going to read this part is around 90%.
A=9. It's because the Manager has less reload than the Overlord (well technically speaking the Manager has more reload, but the Overlord has 4x the drone spawners)
V=10. Invisibility.
D=7.5. Not as good as Overlord in this department due to less reload but the invisibility makes up for some of it.
U=10. Yes, the Manager is even easier to use than the Overlord since it can hide easily.
Score: 90.5/100 *In other words, the Necromancer and the Manager are equally good.
A=4. Would have been a 2.5 but Battleship's been buffed slightly a few times recently so...
V=10. Read the Battleship guide by faceplant911 and you'll get what I mean.
D=3. Against bullet spammers this is almost nothing.
U=5. The Battleship is easy to play, even if it's bad.
Score: 51.5/100
Master Factory
V=8. Not a 10 because this thing is so hard to use.
U=4. Easy to use, but insanely hard to master. (hah, get it?)
Score: 85/100 In time I expect this score to be inaccurate since the Factory is still relatively new, so I might update the Factory's score later on. Also, the chance that Anokuu is going to read this part is around 60% given that she checks this post.
A=9. One of the few Sniper-branch classes that has decent firepower.
V=10. There's so much to do with this. Stacking+the right click ability allows for many different tricks.
D=7. It can counterattack/defend itself better than most snipers, but it still falls to rammers all the time and it's not the best at handling multiple tanks.
U=9. It's a very unique tank but it's hard to master, like so many other tanks.
Score: 88/100 This is the one I expect to get the most controversy over.
Tri-Trapper (aka T-Trapper)
A=4.5. It's not a 3.5 like Trapper because there's more to run into. Plus the T-Trapper can farm.
V=5.5. More traps, more fun? I guess... but not that useful even then.
D=8.5. 9+ is usually the point where a tank can counterattack and defend, which this tank obviously doesn't meet up to.
U=2. Other trappers exist.
Score: 46.75/100
Gunner-Trapper (aka G-Trapper)
A=8.5. You just gave a trapper an attack? Oh...
V=8.5. This is a cool tank and you can do a lot with it.
D=9. Counterattack+trap defense is nice.
U=9.5. Depends on if you think the A-Trapper is better or not. They're about even. Either way, this and A-Trapper are the only two good trappers for now.
Score: 86/100
Overtrapper (aka O-Trapper)
A=5.5. Yeah, it has an attack. But it's not a good one...
V=5.5. It's cool and there's some strategy in trying to get the stupid drones to go towards your target. But still, there's not much to do with it unlike G-Trapper and A-Trapper.
U=2.5. Again, other trappers exist. Though this one is at least usable like the T-Trapper.
Score: 52/100
Mega Trapper (aka M-Trapper)
A=3.5. Just because it has a better trap (almost an OHKO one against glass cannons) doesn't make it any easier to run into its traps. Plus the reload is too low. At least this tank should have had the same reload as the standard Trapper. But the traps are bigger so bonus points for that.
V=4.5. Uh... not sure what to say here.
D=9. It's similar to a Destroyer in terms of shielding. But its reload is around that of a Destroyer so I'm giving it a 9 instead of an 8.5 for this category.
U=2. Other trappers exist. Still.
Score: 40.25/100 Second to last. I still find it worse than Assassin and Trapper but it's probably my playstyle. Trust the numbers! (oh wait they're probably inaccurate as I said earlier)
Auto Trapper (aka A-Trapper)
A=8. A little less attack.
V=9.5. Attack and Defense at the same time? Cool! The difference here between this an G-Trapper is that G-Trapper isn't defending itself while it's attacking, it's just setting up a defense for later.
U=9. The only reason this is less than G-Trapper is that G-Trapper has more reload and you can control its guns. Even with the buff auto guns can be idiotic sometimes.
Score: 86/100 In other words, G-Trapper and A-Trapper are about equal.
Booster [dmg]
A=7.5. The extra bullets only give it more control than a Tri-Angle, not more damage.
V=9. The extra bullets give it more control than a Tri-Angle, which makes this tank better than the Tri-Angle here.
D=8. The extra bullets only give it more control than a Tri-Angle, not more speed.
U=3.5. There's not much reason to use this over Fighter for a damage build, but the Booster still has some advantages over Fighter, so I didn't give this tank a 0 in this category.
Score: 72/100
Booster [ram] (not Booser Mr. Ov)
V=9. Pretty much the same deal as with the bullet damage Booster.
D=9.5. Not only is it fast like the Tri-Angle, but its mistakes are corrected more easily than with the Tri-Angle. But it can still trip up. Note that the control factor is less important with the bullet damage Booster because if you make a mistake you're probably dead anyway.
U=10. I don't think there's a better Tri-Angle based rammer to use.
Score: 78/100
Fighter (no, we're not doing a ramming Fighter those suck)
A=9. It has side cannons that actually deal damage.
V=9. This tank is really creative. The side cannons can be used to deal damage, which players tend to overlook for some reason. But even then, the front cannon does a lot.
D=10. It has useful counterattack and it can run away fast. Yay. Fighter can actually create a half-decent bullet shield, so I gave the Fighter a 10 here instead of a 9.5.
U=10. It's the only useful speed class that can use its bullets well.
Score: 92.5/100 Yup, again...
So, we're almost at the end. Are you even reading this? (put .-. in your comment if you are)
Auto 5
A=9. It's the Auto 3 v2.
V=10. It's the Auto 3 v2.
D=8. It's the Auto 3 v2.
U=5. It's the Auto 3 v2. (Oh yeah, did I also mention that it's the Auto 3 v2?)
Score: 84/100 (The real reason U=5 for this tank is because attacking tanks need no effort to kill an inexperienced Auto 5. Also, it's the Auto 3 v2.)
V=4. The invisibility is close to useless but it exists so I didn't give it a 3 like I did with Smasher.
D=8.5. Same reason as with the versitality category, but only a +0.5 bonus here.
U=8.5. This and Spike are by far the two most used Smashers. (Oh wait, they're almost the only ones...)
Score: 72.25/100
Auto Smasher
A=9.5. I was trying to decide whether to give a 9 or a 9.5 here, but the auto cannon is underrated and can stop an opponent's regen if played right.
V=3. Same as Smasher. The negative effects of the auto cannon are overrated. Why would you want to put a significant amount of points (5+) into Bullet Speed if you were using this tank?
D=8. While the Auto Smasher can occasionally land a hit on an enemy tank, giving it the +0.5 bonus in attack, the chances of an Auto Smasher saving itself because of its auto gun is around 0.00000000001%.
U=4.5. Lack of usage. But it's still usable and probably better than the Smasher.
Score: 64.5/100 Also, the chance that GlitchPichu is going to read this part is around 99% given that he checks this post.
A=10. The best rammer by power.
V=3.5. It's about as boring as the Smasher.
D=10. Attack and Defense are in a bit of a binary relationship for rammers.
U=9. It's even easier to use than the Landmine because of more room for error.
Score: 79/100 Yes, Spike is probably better than Landmine.
Great, that does it. Time to organize the tanks. Thanks to Python and Notepad's search option I didn't have to manually sort the classes.
Italicized tanks are rammers.
Fighter: 92.5/100
Overlord: 92.5/100
Pentashot: 92.5/100
Spread Shot: 92.5/100
Manager: 90.5/100
Necromancer: 90.25/100
Predator: 88/100
Auto Trapper: 86/100
Gunner-Trapper: 86/100
Hybrid: 85/100
Factory: 85/100
Annihilator [dmg]: 84.75/100
Auto 5: 84/100
Auto Gunner: 83.25/100
Sprayer: 82.75/100
Annihilator [ram]: 81.75/100
Octotank: 81.5/100
Triplet: 80.5/100
Twin: 79.5/100
Spike: 79/100
Booster [ram]: 78/100
Triple Twin: 77.5/100
Machine Gun: 74/100
Overseer: 73.25/100
Landmine: 72.25/100
Booster [dmg]: 72/100
Destroyer [dmg]: 70.25/100
Streamliner: 69.5/100
Flank Guard: 69.25/100
Twin Flank: 69.25/100
Tri-Angle [dmg]: 66/100
Auto 3: 65.5/100
Gunner: 64.75/100
Auto Smasher: 64.5/100
Destroyer [ram]: 64/100
Ranger: 63/100
Quad Tank: 60.25/100
Hunter: 60/100
Stalker [dmg]: 59.75/100
Smasher: 59.5/100
Sniper: 58/100
Tri-Angle [ram]: 57.5/100
Triple Shot: 55/100
Basic Tank: 52/100
Overtrapper: 52/100
Battleship: 51.5/100
Tri-Trapper: 46.75/100
Stalker [ram]: 45/100
Mega Trapper: 40.25/100
Assassin: 38.5/100
Trapper: 35.75/100
Hope you enjoyed what is probably the longest post on reddi- tl;dr
submitted by pie314271 to Diepio [link] [comments]

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