![]() And then there are the ones that invite."guests." When decoded some signals may actually produce coherent text, ranging from excepts from a series of disturbing Apocalyptic Logs to incidental communications, to code that somehow grants blueprints for upgrades. Not all signals are random noise and gibberish.Though you can't see these ones, they do make some delightful noises. You can also occasionally find one tampering with something in the garage or maintenance shed.You can also catch a glimpse of one watching you from the window in front of the console.or the window outside the sleeping area.or the one outside the bathroom.Sometimes, when it's not being watched, the display of your console can flash a brief image of a Grey spying on you from the doorway leading to your living area.If curiosity gets the better of you, you might be somewhat alarmed to find it full of fucking Xenomorph eggs. You have no reason to ever go into the warehouse out in the desert.You can find a recorder with its own set of Hell Is That Noise, a discarded shoe that will get you stalked by a Flying Saucer, and an alien "corpse" that will get stashed in a tube in the console room. Especially if you have to trek out to a distant array to fix it. ![]() There is no music and minimal audio outside of the signals and the ambient noise of the machines, so the long stretches of silence, combined with the vast, empty desert your SETI arrays occupy, can lead to a lot of paranoia and discomfort. The long, long stretches of Nothing Is Scarier.Many of those pants-shitting, Silent Hill-esque Brown Notes actually existed and were captured on recording at one point in time. The signals themselves can range from "unnerving" to " utterly fucking terrifying." Made worse because many of them are based on real stellar recordings picked up by SETI in the past.Sometimes they're just the station's resupply helicopter, or weather balloons.but not always. Of course, this being a game about hunting for extraterrestrial life, there are plenty of unidentified objects that a player might occasionally spot out over the desert.Though this game isn't billed as a horror game, it manages to combine an oppressive atmosphere, subtle horror, Mind Screw, and plenty of Hell Is That Noise and Brown Note to be legitimately scary - especially to those who have a fear of aliens or alien abductions.There isn't actually anything out there.right? It has no effect on the simulation.This is just a nice, calm game about listening to signals from outer space. The clip LED at the top indicates that the signal is clipping in the input stages.ħ OUTPUT potentiometer Adjusts the output level and allow compensating the level changes induced by the DRIVE potentiometer. The signal still goes through the input and output transformers,Ħ Meter The high resolution meter is a tool that lets you calibrate the simulation and get repeatable results. Right position (modern): full correction, no head bump, no roll off. Left position (vintage): no correction, you get the head bump and high frequency roll off, The potentiometer action is directly visible on the peak-meter as well as on the effect intensity.Ģ Tape speed 7.5"-15"-30" Modifies the bandwidth and the head bump frequency in the way a tape recorder rolling at 7.5, 15, 30 ips would do.ģ Tape saturation 3 tape formulations giving 3 saturation levels from light to medium to heavy saturation.Ĥ BIAS/EQDefines how the bias and EQ settings of the recorder will correct the frequency response defaults. No moving parts, no hiss, no tape wear, no maintenance,ġ DRIVE potentiometer Adjusts the input gain of the TS500.Faithful and natural simulation, thanks to the close parallelism with the tape recorder models,.The tape can be chosen between 3 formulations giving 3 levels of saturation from light to heavy. Each speed gives a different frequency response. The TS500 can simulate a tape recorder rolling at 3 different speeds: 7.5 ips, 15 ips and 30 ips. The TS500 includes the electronics of a vintage tape recorder with input transformer, variable gain input stage, pre-emphasis stage, recording amplifier, constant current driven tape head, playback amplifier, NAB de-emphasis stage and a pure class A output stage driving the output transformer. ![]() It is a mono unit, two are used for stereo. The effect provides the roundness, the punch, the compression and the saturation of magnetic tape. It is an analog processor that recreates the sonic imprint of vintage tape recorders. It has been adapted to the API* 500 format with a number of enhancements. The TS500 Tape Simulatoris the successor or the Stereo Tape Simulator.
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