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Keygen 2 axes 11 keys gamepad

Arduino Pro Mini + Xbox 360 usb gamepad + Bluetooth – how

I salvaged a pair of Military Surplus Aircraft Control Display Unit (CDU) Keypads and rewired them to a Teensy 2.0 board with a USB connection - Alphanumeric keys, 14 joystick buttons, 2 rotary axes. Gamepad - ArchWiki - Arch Linux. Whether its tutorials, tools, support, cheats, mods, hacks, apps, games and everything else related! Joy_axispitch 4 should be the Y axis on the right thumbstick, but depending on your gamepad axis 4 might be a trigger axis or might not be mapped at all. Steam Controller gamepad inputs not recognised by Destiny 2 get the facts. Make sure your spelling for.

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Serial code 2 axis 10 keys gamepad ngs driver - EsmondRausch's blog

I have a racing wheel, and currently the only way to have pressure sensitive pedals is having them both on the same axis, the y axis. December 5, 2020 ControllerMate is a controller programming tool that allows custom functionality to be added to standard HID devices (joysticks, trackballs, gamepads, keyboards, and more). Here is the button list mapping for XBox controller: Stick 1 = left analog stick Stick 2 = right analog stick POV = dpad Button 1 = A Button 2 = B Button 3 = X Button 4 = Y Button 5 = LB Button 6 = RB Button 7 = back Button 8 = start Button 9 = left analog stick center pushed in Button 10 = right analog. South Africa R 3.000. Unfortunately Destiny 2 blocks gamepad inputs from Steam Input so if you want to use your SC as a regular gamepad you'll need to use GloSC. Right analog stick being button 1, 2, 3 and 4 try this out.

Keyboard emulator controller free download

The camera seems to follows the thumbstick with infinite speed. Aug 5, 2020 @ 11: 56pm Clutch won't work on a button. 2 axes 11 keys gamepad. Using arduino as a joystick. The Gamepad object allows you to detect input from a connected console controller, PC gamepad or joystick. There are a total of 12 action buttons and 5 axes which makes it an excellent option for games like War Thunder, EVE Valkyrie VR or Star Citizen.

Serial number axis and Sensitivity settings for controllers explained

Typically such control systems works off 2 axes and 2 modifier keys - giving access to 6 axes in all. Survive and shoot at others while trying to keep your own tank alive! Keys can be mapped to the analog sticks. Steam Community: : Guide: : X360CE Tutorial: Using Any. Gamepads generally feature a set of action buttons handled with the. I've used both 360 and XB1 controllers and never had an issue, I'd try.

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Download 2 axis 10 keys gamepad ngs driver. This tutorial will show you how to calibrate a game controller in Windows 10. Running 486 version with 386 libraries enabled. Mini royale 2 INSTA-LAND hack (read description) - Source code. The branch is also marked Beta for this reason that not everything has been 100%. What button is what on your gamepad(s).

Xbox 360 Controller Emulator

Set this to 2 in a second instance of 3DSController to use a second 3DS at the same time, perhaps for multiplayer. FidgetFidget NYGACN Game Arcade Controller USB Rocker. A trigger can be a single key or button, or a combination of keys. HOWTO: Gamepad and FreeBSD. FlyingShark; November 16; MiG-3 Gun Triggers By TheAmazinGreat, November 11. 1 reply; 184 views; Ghost666; November 15; Choosing A specific P-47 to start a campaign By Ccrashh, November 12. 1 reply; 139 views; Ghost666; November 13; Bomb guide By.

Year One Guide

Too long? Didn't read? There's a TLDR version of this guide.
So I've been on the Stardew Valley subredit for a while now. And I've noticed that a lot of people repeatedly are looking for help in the beginning. And strangely enough there's a lack of a good year one (or Y1) guide for the game. The game is currently on sale at the time of writing this (11/25/2016) so I figure now is as good a time as any to write this guide.
Do note that this guide isn't meant to hold your hand. I will be using a lot of generalities. Play the game how you want: that's the beauty of SDV. There are very very few ways to screw up the game. Also take the priorities for each season with a grain of salt. These are not by any means hardfast things you absolutely should accomplish by X date or season. If you don't get to level 40 of the mine by the end of spring, that's okay. The mine will still be there in summer. And fall. And winter....
If you haven't already, bookmark the Stardew Valley Wiki.
General Tips
Mining & Tool Upgrades
Spring Y1
Summer Y1
Fall Y1
Winter Y1
Year 2
My Farms
General Tips
These are suggestions that don't really fit anywhere else.
Pay attention to your TV. Weather reports are important. Rain in Y1 is basically a license to have some fun. Do some fishing or some mining -- you've got time.
Birthdays are important. Pay attention to the calendar. Gaining rep with the locals can be a slog until you have access to all the crops and popular gift items like mayonnaise and sashimi. Even if it's just crap off the ground that the person in question won't hate you for, give them something on their birthday. Buy a calendar for your house from Robin when you can afford it.
This game encourages hoarding. Chests cost 50 wood and you'll probably have quite a few by the end of Y1. Early on plant some near your house. As you expand, place chests near places where you deal with harvesting things like the coop/barn or greenhouse or whatever. Also: save some stuff. I know it's tempting to sell everything in spring Y1, but there are a lot of crops that are excellent gifts. And you never know when somebody wants an item for a quest. Most slow growing veggies like cauliflower and pumpkins will be requested by someone mid-season.
Horse-proof your farm early on. Eventually you'll have a horse that will let you move around Pelican Town much faster than you would by foot. But it requires a space two squares wide when moving up and down. You'll quickly discover how much of a nuisance this can be when you try navigating the main town map and parts of the Cindersnap Forest. So make sure as you build your farm to leave some space for the horse for the north and south exits.
You're starting to feel exhausted.... Everything you do drains the energy bar. From watering your crops to fishing to cutting down those pesky trees on your farm, it all takes energy. To counter this, you can eat every other thing you find on the ground. Fish up a bunch of seaweed and jola cans? Eat/drink that crap no matter how unhygienic it might be. Found some spring onions near the sewer entrance in the lake? Eat it! Early on once you have some expendable cash on hand, you can buy salads from the bar for 220g a pop. These will get you by when you need it. Later on, you can turn crap fish into sashimi once you have the kitchen upgrade or turn milk into cheese when you have cows and goats. Gold star milk is arguably the best item in the game for recharging energy.
Whatever you do, do not get into habit of going to sleep early just because you have no energy. Time = money. Or in the case of Stardew Valley, progress.
All trees are fair game. there are no negative effects for chopping down trees outside of your farm. So if you have the energy to spare and your farm is cleaned up, kill it. Or better yet: put a tapper on it. There are quite a few maple and oak trees on the map south from your farm. It's worth it to put tappers on all of them if you're building kegs and bee houses. You are going to be in need of MANY oak resin and maple syrup.
Keep your eye on the clock. Each day has a definitive start (6 am) and a definitive end (2 am). After 1 am, you will recover less energy when you sleep. At 2 am, you automatically pass out. Unless you're rich, don't make a habit out of this as it sets you back 1000g.
Life tip for sprinklers: Put a floor tile under a sprinkler. You won't knock it out of place when you use your hoe.
Growing crops will be your main source of income for some time. It's not the most complex process: you till a spot with your hoe after you reclaim some territory from the sprawling mess on your farm. You plant a seed. You water it once a day for however many days the tooltip on the seeds says. And voila: you harvest a crop. If you want to get fancy, you can throw some fertilizer on the patch before planting your seed. As the game progresses and your farming skill improves, you'll gain access to a number of specialized fertilizers.
Build in 6x6 squares: this is a matter of taste. I largely suggest this as a means to pre-build for the later addition of sprinklers. Quality sprinklers come into play later in the game and will save the player time and energy. Doing this early on will save time later moving things around on your farm. I suggest something like this.
Pay attention to the tooltip on the seeds: Seeds are seasonal. Potatoes only grow in spring. No matter how hard you try, they won't grow in the summer or fall. So after Spring 28, no more potatoes unless you unlock the greenhouse. There are a couple crops that are multi-seasonal like corn and wheat, but these are the only exceptions. You should also pay attention to how many days it takes for a seed to reach maturity. Cauliflower takes 12 days to mature. Planting a bunch of cauliflower seeds on day 18 of Spring is a bad idea.
Also there are a set of seeds that require what's called a trellis. This includes green beans, tomatoes, grapes, hops, and whatever crops I might have missed. Essentially this set of crops grow on a stick. You will not be able to move through these crops like with the others.
Scarecrows: Over time, your crops will be threatened by crows. Craft scarecrows to counter this. Keep in mind that scarecrows have a 8 square radius that looks like this. You can also buy or win special 'rarecrows' in certain events. These are one-of-a-kind scarecrows that come in many unique appearances. Otherwise, they act like plain scarecrows.
Fishing is one of those things that you either love it or hate it. A lot of this involves the fishing mini-game. At fishing 0, that little green bar is reaaaly small. But as you keep catching fish and leveling up, it gets quite forgiving. At least until you start dealing with some of the more difficult to catch legendary and summer fish like Pikes, Octopus, and so on.
Anyhow, fishing can be very lucrative.... provided you get the hang of the fishing minigame. Your goal is to keep the fish inside the left-side green box while the green meter on the right goes up. If it slips out of the green bar, the progress bar drops. To keep things steady, tap C (keyboard) or X (gamepad) to keep up with the fish. If the fish moves down, stop tapping. Once the progress bar maxes out, the fish is yours. Otherwise if the fish slips out of your green bar, the fish will escape.
The goal is to keep at it. It's easy to snag the first backpack upgrade in the first week just from fishing in Y1 spring once you get a handle on the minigame. And the money from fishing later can be used to buy salads from the bar to keep your energy up.
Save your junk: Seaweed and algae are cooking ingredients that also double as emergency rations. Trash and driftwood can be recycled into torches and wood. Soggy newspaper has a chance to be recycled into cloth. The items that are really worth saving are broken cds and glasses. These can be recycled into refined quartz for sprinklers.
Mining & Tool Upgrades
The mine comes into play on the 5th day and offer the player with the opportunity to get ore. Ore is important because it can smelted into ingots. And those ingots are used for all kinds of crafted items as well as tool upgrades. There are also all kinds of items in the mine that you can't find elsewhere like gems and there are rewards from the adventure guild for killing X amount of Y monster. But it deserves to be mentioned: progressing through the mines won't make you rich. But it will make your life much easier. Tool ugprades will save you energy long-term. But the real reason to go spelunking is quality sprinklers. I'll talk about this more in Summer Y1.
Watch your health: You don't want to die in the mine. If you do, you're going to lose money and items. So make sure you have your eye on your health bar. To prevent this from happening, carry some food on you at all times. You'll also want to keep your energy up. Not going to get far if you can't mine things with your pickaxe.
Destroy all rocks: Not all the rocks, but you really want to hit any precious gem nodes. These are worth more for mining skillups than plain rocks or ore veins.
Tool upgrade priority: Not all tools are created equally. Some upgrades are more useful than others. But generally it goes like this:
Watering Can > Mining Pick = Axe > Hoe
The first watering can upgrade, in particular, is important for Y1. Holding down C (keyboard) or X (gamepad) allows you do a charged effect that waters crops in a 1x3 column. This lets you water more crops faster. It still costs the same in energy, however. But it will save you time until you have quality sprinklers. The steel upgrade is kinda meh (1x5 column), but the gold watering can is definitely worth the 10,000g price tag (3x3). However by the time you get the gold upgrade, you should have moved to sprinklers. The mining pick and axe are equally solid upgrades that will save you energy over the long-term. The hoe is kinda... well. It's handy when you're cleaning up the farm during season transitions, but that's about it. And digging up large tracts of the desert and beach in pursuit of artifacts. Its upgrades function exactly like the watering can. Consider upgrading it to gold during winter of Y1 if you have excess money.
A few days into the game -- maybe a week or so -- you'll be treated to a cutscene involving Lewis lamenting the state of the community center. After fulfilling a quest or two, the player will be offered the chance to rebuild the community center. Or be a sell out and help Joja. The Joja route is easier as it requires a straight payout in gold to repair town features, but makes you feel dirty every time to you walk past that warehouse. Restoring the community center is definitely more rewarding (especially the cutscene at the end), but it requires completing bundles. Bundles are sets of items that you are required to turn in. If you finish a set, you are rewarded with an item or friendship with the locals. Complete the entire set of bundles and the junimos will repair a part of Pelican town. These include the greenhouse on your farm, the mine cart system, the bus to Calico desert, the bridge to quarry, and the boulder in the mountains.
The wiki has more information on bundles. I strongly suggest checking it out and get used to which items are required for which bundles.
Get used to bee-lining for the traveling merchant: Every Friday and Sunday, the traveling merchant will show up near the lake south of your farm. This traveling merchant will be a key companion for completing the bundles in Y1. Every time it shows up, it will carry random items. This includes items out of season that may help fill in the blanks. Of particular interest should be any of the tree fruits like apples, oranges, and apricots. These fruit trees normally require 28 days to grow and only produce in their season. So an orange tree planted in summer that grows to maturity in fall won't produce oranges until Summer year two. The downside is that the traveling merchant's stock is more expensive than other merchants (with some exceptions). If a rabbit's foot pops up, buy it.
Bundle priorities: Not all bundles and bundle rewards are created equally. This is subject to debate, but the priority I suggest is: greenhouse > mining carts > bulletin board > fish tank = bus. The greenhouse is extremely useful for Winter Y1 if you can fulfill the items for the bundles. You can plant any seed regardless of the season inside. The mining carts will make moving around the town far easier. The bulletin board is by far the trickiest bundle set to finish (red cabbage is a Y2 summer crop), but completing it will earn you tons of reputation with the locals. The fish tank and bus bundles you can finish at your leisure. The fish tank has some good individual bundle rewards, but the end result (panning) is functionally worthless. And the bus isn't worth it until you have the Skull Key from level 120 of the mine.
Spring Y1
Priorities for Spring Y1:
  • Save 10,000g for Summer
  • Buy the 1000g backpack upgrade
  • Collect 300 wood to fix the beach bridge
  • Get to level 40 in the mine
  • Buy at least 1 pack of strawberry seeds from the egghunt event on Spring 13.
Ah that new farmer smell.... Your options in spring of Y1 are extremely limited thanks to being broke and having no options for energy regeneration. Spend your starting cash on 8 green bean seeds and spend the rest on parsnips. Farm in 6x6 squares -- this will alow you to easily switch later on to sprinklers. Green beans are trellis seeds so make sure you leave the center empty. Green beans are a crop that regrows every couple days, but require being planted early to get the maximum payout. Early on, try to grow enough crops that it requires half of your energy to water. Otherwise spend your time hunting for food, fishing once you have the fishing rod, or clearing out your farm. Ignore the grass, but feel free to kill any bushes with your scythe. Once you have 300 wood, fix the bridge at the beach. The coral on the east part of the beach can fetch a pretty penny. Definitely make it a point to check the beach on rainy days as more coral may spawn.
As far as farming goes, mix it up. Your priorities should be potatoes, cauliflower, and parsnips, but you'll probably want to grow a bit of everything. If you have cash to spare, keep your eyes on the traveling merchant on Fridays & Sundays. Use any sap you get from trees for fertilizer -- you want those gold star crops for bundles. Try to fill as many bundles as you can. Missing anything from spring could require having to put off the greenhouse until Y2.
After day 5, you have access to the mines. Go there sparingly as energy and money allows. Try to make it a priority to get to level 40 as soon as possible during spring. Floors 40+ offer iron. If you can push it higher, that's even better. If not, oh well: the mine isn't going anywhere. But 40 is a good floor to shoot for. You should have enough time in one day (post watering crops) to progress at least 5 floors a day. 10 floors isn't impossible (if you have cash for salads), but you're pushing your luck. The ultimate goal is to get to floors 80+ as that's when gold ore starts popping up.
The most important priority is to save 10,000 gold for Summer. Summer is going to be where you really start bringing in the cash from farming so you need money for seeds. If you can spare it, consider buying the summer tree seeds and plant them before the end of spring. You won't get many fruit out of it, but at least you'll fulfill the requirements for bundles.
Try to buy at least one pack of strawberry seeds at the Egghunt event. Once you have the greenhouse, you can use that strawberry seed to grow strawberries outside of spring. And by the then once you have the seed maker later on, you can turn those strawberries into a crapton of seeds for Spring Y2. Or buy one or more seeds and save the strawberries for later.
Summer Y1
Priorities for Summer Y1:
  • Save money for fall.
  • Buy the 10,000g backpack upgrade
  • Reach level 80+ in the mine & fix the mining carts
  • Upgrade the Mining Pick & axe to steel
  • Clean up your farm
  • Build some quality sprinklers
  • Build a silo
  • Upgrade your house
  • Plant a rare seed before Fall 1.
Oh summer: it's time to make some money! Remember that 10,000g you saved up? Spend at least half if not more of your seed money (pun intended) on blueberry seeds on day one. This is the main money maker crop for summer. They work just like green beans: every couple days after they mature, you'll get a fresh harvest. The exception here is that you'll get 3 blueberries per harvest. Multiply that over 100+ seeds and you can guess where this is going. The downside is that blueberries take 13 days to mature. Which means you'll be waiting awhile for the payoff. You'll also be burning most if not all your energy on watering crops. In summer, you'll gain access to the spa in the mountains to the north of Robin & Demetrius' house. This is a cheap way to recharge your energy, but it's also time consuming. Don't neglect other summer crops. You'll need some gold star melons and will want to plant at least a couple corn, tomato, and hot pepper crops. And consider planting some hops and wheat. Hops are great once you have some kegs. Wheat can be saved for when you get a mill. It's super cheap (10g each) and grows to maturity in 4 days.
Alternating fishing and mining will tide you over until harvest time. Fishing can be tricky at this time of the year. Pikes (town/lake) are a pain to catch, but somewhat profitable. Pufferfish and super cucumber (beach) are equally annoying. If you want to test your luck, the first legendary fish that most normal players can actually catch is available off the west-side pier of the beach. Good luck.
As far as mining, your goal for summer is to reach level 80+. Once you have gold ingots, you can start building quality sprinklers. These are literally game-changers. No longer will you have to spend so much time and energy watering your crops every day. Regular sprinklers are barely worth building. Quality sprinklers, however, are. They water all adjacent tiles so they hit a 3x3 square. They require 1 iron ingot, 1 gold ingot, and 1 refined quartz. The ingots are obvious. Refined quartz comes from 2 sources. You can throw a quartz and coal into a furnace to get a refined quartz. Or you can chuck all the broken cd and glasses you get from fishing into a recycling machine (crafted. Recipe is earned at level 4 fishing). Make as many as you can. Ghosts in the mines can also drop refined quartz, but they are somewhat rare.
Aside from fishing and mining, there's the matter of the mess on your farm. Clearing the trees is a must. Not only because you long-term need the wood, but because you need the foraging skill ups. At level 6 foraging, you get he recipe for crafting lightning rods. Thunder storms are a common nuisance during summer and pop up occasionally during fall. Not only do they protect your crops, they're also a steady source of batteries. You'll need these for later crafting recipes. Generally, I use the right side of my farm for crops. The upper left-side is where I put the barn & the coop. The lower left corner I use as an expendable tree farm using seeds dropped from chopping trees. Also consider a maple/oak tapper farm somewhere on your farm. You're going to need a lot of oak resin and maple syrup later on so start on that early. Or just do your own thing.
Once the blueberries are ripe for harvest, you will have a lot of options as far as where to spend that sweet sweet cash. If you have the ingots to spare, upgrading your pick and axe to steel are worth considering. You need steel level tools to clear some of the remaining trash on your farm as well as gain access to the secret forest found to west of the Cindersnap Forest.
There's also your house. The first upgrade comes with a kitchen. If you've been making friends, you'll have access to some recipes. If you've been giving Linus stuff, he rewards you with the sashimi recipe at 3 hearts. This lets you convert any fish into a food that gives 75 energy and 30 health. Turn all the crap fish like anchovies and carp into something useful. Also works well with many less useful crab pot 'fish' like periwinkles. Also: a lot of the locals like sashimi. This solves any energy problems you'll ever have.
Distantly, there's the barn and coop. Farm animals require some investment before they become useful so you might want to put it off. The coop includes chickens as well as ducks and rabbits later on. Eggs are useful for mayonnaise -- a gift that many of the locals like with a handful of a exceptions. Mayonnaise and Duck mayonnaise are two different items. Ducks produce feathers (a bundle item) and rabbits produce wool and very very rarely a rabbit's foot. Barns cover cows and later on goats, sheep, and pigs. Cows and goats produce milk. Sheep can be sheered for wool. Pigs dig up truffles. Make sure to build a silo to store hay first.
Otherwise, focus on clearing bundles where you can. If you're past level 80 in the mine, you shouldn't have much trouble clearing the bundle set for repairing the mine carts. This lets you easily get around town and to the mines saving you a ton of time. Clear out the secret woods for hardwood when you have time to spare. If you have the materials to spare, start building some kegs and beehouses. Kegs are used to make wine and other kinds of beverages. Beehouses produce honey from nearby flowers. Both are solid money makers and worth the investment.
Save some non-star blueberries and possibly melons for kegs later. If you have a ton of cash, consider buying & planting the fall fruit trees early on for bundles. Also buy & plant a rare seed before Fall 1. The rare seed grows into a sweet gem. You can give this to the statue in the secret woods for a stardrop.
Fall Y1
Priorities for Fall Y1:
  • Plant a crapton of cranberry seeds
  • Keep mining for materials where necessary
  • Consider buying a coop/barn
  • Start gifting to the locals
  • Get the stardrop from the fair
  • Build the stable
Fall. Pending on your progress, you can start chilling out to a degree. If you haven't converted to sprinklers, you should be able to get there in fall. If you have items they like, start aggressively gifting items to the locals. Your primary goal in this season is going to clearing as many bundles you can. You'll also want to plant a crapton of cranberries. These work exactly like blueberries and the payoff is better. Save some for kegging later.
If you put off building the coop or barn, now is a good time to build them. Everybody loves mayo. And if they don't, give them sashimi. Turn milk into cheese and you'll have the easiest to make energy/health item. Make sure to build a silo (or two -- the costs are trivial at this point). Make it a point to have a full silo for winter. And buy heaters for the coop and the barn. If you can spare the price of the upgrades, get the deluxe barn & coop. You need cow & goat milk, chicken & duck eggs, and wool for the animal bundle (Greenhouse).
If you haven't already, go all out on beehouses and kegs. You put tappers on all the oaks & maples around the Cindersnap Forest entrance to the sewer right? Beehouses are super lucrative during fall thanks to fairy roses. And kegs are forever. Kegs will single-handedly get you through winter provided you build enough of them. Consider building a shed if you have the cash to spare for it. If you need material, Robin sells wood for 10g each. Clint sells all the ores and coal.
If you haven't already done so, build a stable. The horse makes moving around town much easier even the game seems to hate the horse.
Winter Y1
Priorities for Winter Y1:
  • Build (more) kegs
  • Pet all the critters
  • upgrade all your tools to gold
  • Clear adventurer guild slayer objectives
  • start poking around the Skull Cavern
  • scrounge for worms & artifacts
Winter. Aside from winter seeds, there's no farming to be done. This is supposed to be the breather season. Time to focus on mining, fishing, petting your critters, and kegging all the things. Oh and stalking the traveling merchant for the out-of-season bundle items that haven't popped up yet. Pray to RNGesus for a rabbit's foot. Keep giving people things that make them happy. If you really want to push it, aim for a waifu or husbando. You have 28 days to do whatever you feel like.
If you won the lotto and got all the items for the greenhouse, now is a good time to get started on that. If the RNG gods are gracious and you stumbled across an ancient seed, now is a good time to plant it in the greenhouse. Put the best speed gro fertilzer you have access to underneath and let it grow. And every time you get an ancient fruit once a week, chuck the fruit into a seed maker. Repeat and repeat until you have ancient fruit seeds for days. And once you're set, chuck the fruits of your labor into kegs & profit.
There's still the slayer objectives for the adventure guild. You probably should get on those. With the exception of slimes, the monsters are all exclusive to the mine.
If you're bored of farming the mine and want a bigger challenge, there's the Skull Cavern in the Calico Desert. Be prepared because everything hits harder in the cavern. Come prepared. Bombs, cheese for healing, stone for emergency stairs, etc. etc. As you go further down, you'll see more iridium ore veins. And if you find a prismatic shard, lug it over to the pedestal outside the cavern entrance. Congratulations on getting the best sword in the game. Do not under any circumstances give your first prismatic shard to Gunther at the museum. Don't do that. Just don't. You never know when you'll see another shard.
Another thing to consider is worm hunting. In winter, it's much easier to spot the bastards. Artifacts are rare, but this is the best time of year to go hunting for them.
Year 2
Spring of year 2 isn't much different than spring of year one. Pierre offers a new seed type for each season and Kent (Jodie's husband) returns from the war. Do all the things you haven't already done. If it starts raining, make it a point to bee-line for the mountains. The Legend can be caught in the mountains. Unless you're some kind of god at the fishing game, you probably didn't catch the legend in Spring Y1. It's also worth noting the Legend is worth a crapton of money. And you can catch more than one (on the same day you caught it).
submitted by darthreuental to StardewValley

Battlefield V - Update 5.0

Battlefield V - Update 5.0

Greetings Battlefield V community!

With Update 5.0, we’re heading to the Pacific. This update brings two new maps, new factions, new weapons and vehicles into this all new theater of war.
Our focus for this update has been on delivering this amazing content, and on continuing to improve the quality of life for our Battlefield V players. Some of the QoL improvements include UI tweaks, fortifications, significant sound and audio adjustments, a new option for soldier movement, map tweaks, and more.
It’s a big list of improvements, tweaks, and additions, so dive in.
Jeff BraddockBattlefield North American Community ManagerTwitter: @Braddock512

War in The Pacific - Starting October 31

  • Two New Maps - Pacific Storm and Iwo Jima.
  • Four New Weapons at launch - M1 Garand, Type 99 Arisaka, Type 100, and the M1919A6.
  • Deploying across the Tides of War, you’ll get your hands on the M3 Grease Gun, Nambu Type 2A, Type 97 LMG, and M1918 A2.
  • As Chapter Rewards, the Jungle Carbine and the Type 94 and Model 27 sidearms are also available for you to earn and unlock during War in The Pacific
  • New Factions: US and Japan.
  • New Battle Pickups: Katana and M2 Flamethrower.
  • New Vehicles: M4 Sherman tank, Type 97, the LVT and the Ka-Mi Light Amphibious Tanks, the Dinghy, LCPV, MB Jeep and Type 95 transport vehicle.
  • New Planes - the F4U Corsair (Fighter and Bomber variants), and the Japaneze Zero (fighter and bomber variants).
  • New Reinforcements - New Rocket Barrage Tanks - The Sherman Calliope, and the HaChi.

What’s Changed?


  • Players are now able to inspect their primary and secondary weapons directly while playing. Simply hold down the commorose button, and press the reload button to take a look.
  • Fixed an issue that caused the smoke grenade’s visual effect to flicker.
  • Fixed an issue that would cause players to sometimes use their primary weapons as syringes during the revive animation.
  • RSC - Fixed an issue that would result in a visual problem when reloading the weapons with some specific soldier skins.
  • M1928A1 - The weapons shadow no longer looks like it has a fore-grip.
  • Fixed an uncommon bug which made it look like soldiers used an ammo pouch to gain health back, or used a health pouch to gain ammo.
  • Fixed a bug that would cause the grenade launcher on the Tromboncino to be unusable if the weapon was dropped and then picked back up.
  • Flaregun Radius and TTL re-balance: Flares last longer in general, and vehicle flares cover larger areas.
  • Fixed a bug that would enable the Panzerbüchse 39 to fire multiple times in a row.
  • Fixed a bug with the ricochet tracer visual effect which made it look like it was going in the opposite direction of its original trajectory.
  • Fixed an issue where healing rates could stack between self-heal pouch and medical crate (only the highest rate will now apply).
  • Increased medical crate aura regeneration rate to 16HP/s from 12HP/s as a result of healing rates no longer stacking.
  • Improved detection of fire damage against soldiers. This will reduce situations where players can take fire damage while not being visibly close enough from the fire.
  • Increased incendiary grenade radius to 4.5m from 4m to better match the effect.
  • Increased the Incendiary grenade damage duration to 7s from 6.5s to better match the effect.
  • Fixed a bug that sometimes caused the health and ammo crates to be deployed below the ground when deployed whilst prone.

Balance Changes

We have increased the rate of fire of the Model 8 because of its inferior reload, and its magazine when compared to the RSC.
  • Increased rate of fire from 180 to 200 and from 200 to 225 with the Trigger Job specialization.
The Suomi saw another small adjustment recoil adjustment to better position it against the M1928A1:
  • Reduced vertical recoil from 0.72 to 0.69.
  • Reduced recoil pattern slightly.
The Lewis Gun has been made a bit less accurate in sustained fire to separate it more from the Bren:
  • Increased horizontal recoil from 0.45 to 0.48.
Fixed an issue that often made all fully automatic, and burst fire weapons much less accurate and predictable than intended when burst-firing.
  • Since the M1935 PG had been heavily affected by this, its horizontal recoil has been increased to offset the drastic increase of accuracy when bursting.
  • Increased horizontal recoil from 0.3 to 0.375 and from 0.225 to 0.3 when using the Ported Barrel specialization on the M1935 PG.
Additional Changes:
  • Improved the visibility of aperture sights against all backgrounds.
  • Improved the MP28 front sight, it is now thinner and easier to aim with.


  • Fixed an issue that would cause players to slowly glide across the terrain whilst waiting to start a round.
  • Fixed an issue that would cause players to be seen playing the swimming animations whilst on the ground.
  • Fixed an issue where players could often be seen with low animation quality in high density areas.
  • Fixed an issue where it would sometimes be possible to collide with soldiers that are dead.
  • Soldier collision is now disabled as soon as the player dies, this means it will now be possible to move through players faster which will prevent cases where you can get blocked by a soldier you just killed.
  • Improvements to the bleed out state that should decrease the chance of players getting stuck in a bleed out state.
  • Fixed an issue that caused the soldier to clip with the camera when opening a door while switching weapons.
  • Fixed an issue that would cause an infinite death state if a player was roadkilled right after being revived.
  • Fixed a bug that would not trigger the temporary slow down penalty after using the bayonet charge.
  • Fixed an issue where players would be able to jump whilst charging.
  • Holding down the melee button no longer blocks the sprint and jump input.
  • Improved the vaulting animation when players are using the Revolver.
  • Fixed an issue where a soldier would sometimes get blocked whilst vaulting over medium sized obstacles.
  • Players are no longer blocked from throwing health and ammo pouches while at the same time firing a weapon at full auto. The firing will now correctly pause to throw a pouch.
  • Improvements to players that die while using a parachute - the sound will no longer cutoff if the player redeploys while parachuting, and we have removed the body falling sound effect if the player is in the air.
  • Improved soldier ragdoll behavior to decrease the risk of them getting the “hanging from the hips” bug.
  • Fixed an issue where soldiers could get stuck against collision with hard-edged assets, like for example the edge of a bridge railing.
  • Fixed an issue that would cause the revived players to be in T pose when the reviver cancels the revive animation.
  • Fixed an animation bug that could sometimes cause certain soldiers to be seen moving around in T pose.
  • Fixed an exploit that would allow medics to endlessly throw medical pouches at each other.
  • Fixed a bug that allowed players to deploy the bipod on shallow water.
  • Improved activation consistency of the sliding functionality.
  • Added support to choose between press or double-tap to activate sliding (default is double-tap).
  • Increased Sliding cool down to 2s from 1.5s.
  • Fixed an issue where soldiers teleport to an old position when exiting a vehicle.
  • Fixed an issue where a soldier could vault through ceilings above stairs on Operation Underground.
  • Players in shallow water can be revived now.
  • Players can no longer get revived while in mid-air, which would cause players to end up under the terrain in some rare cases.


  • JU-88 bottom gunner now properly shows hitmarkers when doing damage.
  • Fixed a rare bug that would cause players to spawn into the world without a plane, after they had selected a plane from the deploy screen to spawn into.
  • Fixed a graphical bug that could occur if players sat in the top gunner seat in the Sturmgeschutz IV tank while firing it.
  • The Churchill MK VII top gunner turret no longer looks broken if the player uses the cover function from certain directions.
  • Improved the animation from third person when a player switches seats in an airplane.
  • Mounted and Coaxial Machine Guns have had a significant redesign. These weapons how have a converging accuracy model, with an initial period of inaccuracy that improves with shooting until the weapon is fully accurate. The accuracy potential of all these machine guns is higher now than it was previously, but only after firing a few rounds. Overheat has also been adjusted to balance with this new technique, allowing for more forgiving instances of overheat, especially when firing in long, suppressive bursts. Additionally, the velocity of rounds fired from the machine guns have been increased, making hitting targets of opportunity and moving targets easier, however the damage of these weapons has been reduced at long range, to prevent overly effective instances of sniping with the MG. You should now find MGs easier to use and hit targets once they are zeroed in, but targets at long range will have more time to react before they are killed outright.
  • Reduced the rate of fire for bomb loads of 4 or more. The high rate of fire of these bomb loads allowed a player to drop all their bombs effectively in one area, negating accuracy and making the choice between different bomb types poor. In general, there is a longer delay between bomb drops but bombs generally have more effective blast radius, especially against infantry.
  • Increased the default turret speeds and adjusted the acceleration and deceleration curves to be more responsive.
  • Reduced the impact of disabled turrets on the speed of the turret.
  • Improved the accuracy of the bomb sight in both First and Third person cameras. The biggest improvement is in the First Person View.
  • Holding the fire button while dropping multiple bombs will now update the target position for each bomb dropped.
  • Refactored Ammo Counts for vehicles with unlimited magazines so they show the ammo count instead of the total ammo. This fixes stationary AT guns showing 0 ammo when they actually have unlimited ammo.
  • Reduced the overheat and adjusted the explosive damage of the AA for consistent hit damage against bombers and fighters. Players should now get consistent damage against all aircraft types, and AA can now destroy an aircraft flying directly at the AA without overheating. Aircraft will need to be crafty and dodge and evade the more stationary AA, rather than simply absorbing the damage as they could do previously.
  • Increased shockwave time so that planes have a larger chance to escape the shockwave of low dropped bombs.
  • Fixed an exploit that would cause the Bleinheim passenger guns to not overheat.
  • Fixed a visual bug with the Mosquito 6PDR guns reload.
  • Improved the Kubelwagens steering animation and touched up the handling.
  • Tank turret aiming when using the chase camera (3p) has been redesigned.
    • The turret should now attempt to aim directly where you are looking.
    • The UI should now accurately reflect where the weapon is aiming.
    • If the weapon cannot physically shoot where you are aiming (because of objects in the environment etc), the UI should clearly reflect this.
    • 1p and zoomed aiming is not affected by these changes.
  • Flamethrowers attached to vehicles now also does damage to other vehicles, and these fires will linger for a while on vehicles and do damage over time
  • Flamethrowers on vehicles do more consistent damage over time on soldiers that get hit by it
  • Flamethrowers on vehicles now cause larger fires in the environment
  • The range of the flamethrowers on vehicles has decreased but the flame is more accurate.
  • The Archer APDS round has gotten an increase in the damage dealt to vehicles and also an increase in shell velocity.

Maps and Modes

  • Firestorm - Fix for Ammo crates are still showing in game after they were picked by enemies
  • Arras - Squad Conquest - Ammo crate near capture point A is no longer rotated backwards.
  • Arras - Breakthrough - Fixed some spawn points that were placed out of the combat area.
  • Al-Sundan - The teams no longer have swapped reinforcement vehicles.
  • Al-Sundan - Windows on certain buildings are now vaultable.
  • Al-Sundan -Fixed many issues that would allow players to look through the geometry of certain rocks or even clip into them.
  • Al-Sundan - Breakthrough - Fixed an issue that would cause issues with spawning reinforcement vehicles in sectors 3 and 4.
  • Al-Sundan - Added collision to the crates located at Capture point C.
  • Devastation - Players can no longer get stuck near the bookcase at Flag C by falling behind it from above.
  • Devastation - More fixes for an issue that in some cases enables players to see through the geometry when certain walls have been destroyed near the altar area.
  • Devastation - Fixed the Health resupply station near Flag E which was missing it’s interaction prompt.
  • Fjell 652 - Squad Conquest - Fixed an exploit that would allow players to get on top of a mountain.
  • Hamada - Removed an AA that was placed under the ground which would cause a phenomenon on the deploy screen which made it look like a turret icon floating across the map. The same issue was also fixed on Rotterdam.
  • Hamada - Improved the terrain on the side of the cliffs close to Flag F that could look a bit corrupt while flying in an airplane.
  • Marita - Fixed an exploit that would allow players to get on top of the mountain at the edge of the map.
  • Marita - Fixed an issue with the mountain wall near the bridge which players could get into.
  • Marita - Conquest - Improved the spawn points which in some cases would cause players to spawn too far away from the flags.
  • Marita - Certain tree branches no longer stop bullets.
  • Narvik - Breakthrough - Fixes for Vehicle Reinforcement Spawns that were out of the combat area.
  • Narvik - Fixed an issue with a backdrop artillery effect which would look like a streak of fire moving quickly across the entire map.
  • Narvik - Breakthrough - Fixed the floating resupply station in the last sector.
  • Panzerstorm - Fixed some issues with tank spawns being blocked which would result in “The deploy point you selected is no longer available”.
  • Provence - The window on the church is now vaultable.
  • Provence - Players can no longer get stuck between the two window shutters near Capture point B.
  • Rotterdam - Fixed an issue that made it not possible to call in the Squad reinforcement tank.
  • Rotterdam - Players can no longer get stuck between the supply stations near “Boompjes”.
  • Rotterdam - Added out of combat area on top of buildings that were being exploited.
  • Operation Underground - Performance optimizations to improve the overall frame rate.
  • Operation Underground - Fixed flickering texture issue in a corner of a room near B flag on Conquest.
  • Operation Underground - Players will no longer be able to fire smoke grenades right through solid walls of some buildings.
  • Operation Underground - Fixed a bug that would cause players to get under certain metal shelves and then not being able to get out.
  • Operation Underground - Fixed a small bump in the terrain near a specific tunnel, which could cause players to not properly peak out from it’s corner.
  • Operation Underground - Fixed a bug related to destroying lights in the ceiling, but the destroyed lamp would still emit light.
  • Operation Underground - Fixed an issue that would cause the V1 / JB-2 sound to get stuck and not stop playing.
  • Operation Underground - Players will no longer drown in shallow water when the Subway gets flooded.
  • Operation Underground - Player destroying the wooden train wagon with explosives will no longer result in floating planks.
  • Operation Underground - Improved the pile of rubble that overlooks the C point, players will no longer be able to clip through it and hide in it.
  • Operation Underground - Fixed the odd black texture on the ground near the “Trinkhalle” at Capture point C.
  • Operation Underground - Fixed some floating objects that would linger after a wall was destroyed.
  • Operation Underground - Removed a fire effect that was incorrectly placed on the ceiling in the subway.
  • Operation Underground - Removed some invisible fires close to the C flag that would suddenly light players on fire when proning.
  • Operation Underground - Tweaked ambient fires in the rubble to cause damage to players in a more predictable way based upon the fires radius.
  • Operation Underground - Improved smoke from atmospheric fires to not clip through the wall and emerge on the floor above.
  • Operation Underground - The Sandbag fortification near C can now be built from both sides.
  • Operation Underground - Brightened up dark areas of ticket hall and changed exposure settings so that players can look outside, while inside the ticket hall.
  • Operation Underground - Fixed issues that would enable players to get outside of the intended playable area.
  • Operation Underground - Fixed the terrain close to the entry of the Subway stations that allowed players to look into the void outside of the map.
  • Operation Underground - Fixed an issue with the background airplanes that in some cases could fly too close to the deploy camera.
  • Operation Underground - Players can no longer get stuck in the rubble close to a building near the edge of the map by Capture point A..
  • Breakthrough Mode - Announcer voice over now announces when an objective has been captured.
  • Combined Arms - Bridgehead Mission - The enemies are no longer inside the extraction zone while the players are getting ready.
  • Combined Arms - Improved the AI aiming while they are using a vehicles weapon or stationary turrets.
  • Grand Operations - The announcer voice no longer overlaps two voice overs when the end of round transition occurs.
  • Fixed an issue that would in some rare cases cause blocky looking trees in the main playable area.

Spectator Mode

  • Improved behavior of airplanes to not make it so that they don’t stutter while being spectated in third person mode.
  • Spectating a player that is out of bounds no longer causes the OOB overlay to stick for the spectator.
  • Added an "Enable character lighting" toggle to the post process tab that allows Spectators to disable the character visibility filters to help give player models a more cinematic look.
  • Changed the depth of field focus, near and far distance sliders in the camera tab to allow for smaller adjustments. Larger adjustments can be made by holding the button down for more than a second (these smaller depth of field adjustments are not currently available in 3rd person director mode).
  • Fixed an instance of crashing that would occur in some cases when using Spectator Mode on Operation Underground.

General Audio Improvements

  • Tweaked the stereo output configuration to deliver a more balanced and readable downmix from the native surround mix, with increased low frequency response and improved clarity for sounds behind and outside of the player’s visual perspective.
  • Tweaks to how vehicle, explosion and weapon audio attenuates over distance with the aim of delivering higher consistency and a tighter, clearer mix.
  • Increased directionality in close to mid-range weapon audio.
  • Normalized distance delay on loud sounds like weapons and explosions, with more physically believable behavior. In most cases this equates to a shorter delay.
  • Tweaked the content of close, super-sonic bullet-pass bys for assault rifles to be clearer and consistent when compared with other weapon types.
  • Tweaked the processing of first person weapon audio to deliver a more ‘snappy’ (stronger initial transient) and ‘punchy’ (pre compression of the weapon audio prior to the master output) sound.
  • Fixed cases where the final mix was corrupted or distorted, due to performance fluctuations.
  • Smoothed the transitions from gameplay to deploy screen, and vice versa.
  • Third Person Movement (Footsteps) improvements, including;
    • Rebuilt and streamlined the logic and mixing behaviors from the ground up for improved stability, consistency and readability.
    • Third person footsteps are, on average, louder.
    • Reduced the volume difference between slow, regular and sprinting speeds.
    • Reduced the volume difference between material types.
    • Reduced the effect that obstruction had on footstep volume.
    • Increased the mix difference between friendly and enemy footsteps in terms of volume, sense of weight and distance drop-off.
    • Enemies footsteps now have a higher priority in the mix and are now able to reduce other lower or distant sounds, in order to cut through the general combat soundscape more often.
    • Fixed instances of missing triggers for various movement based sounds. ‘Stutter stepping’ will more consistently cause triggers.
    • All non-footstep movement sounds such as vaulting, climbing, wall impacts, jumping, stance changes, crawling, equipment and weapon add movement are not down-prioritized for performance reasons anymore and play as a consistent package together with the footsteps now.

UI & Others

  • Updated "FX AMOUNT" Video option to "HIGH FIDELITY OBJECTS AMOUNT" as this was previously very misleading. The option's description has also been updated to better represent the impact of this setting.
  • Friendly revivers (medics or squad members) no longer disappear from the nearby revivers list if they are already reviving someone.
  • Fixed some inconsistencies with seeing spotted vehicles, stationeries and gadget.
  • Fixed a bug that caused spotted soldiers seen from airplanes to not show a spotted icon.
  • Assignments - Fixed an issue with the written requirement of the Madsen Mastery II assignment.
  • Assignments - Fixed the text for the Selbstlader 1906 Mastery Assignment I which was incorrect.
  • Players will no longer get kicked out of the customization screen when the pre-round ends and the round starts.
  • Company - The Sturmjäger headgear now renders properly in “My Company”
  • End of Round - Added the missing Panzerbüchse 39 icon.
  • Special Assignments are now ordered in the same way as previously.
  • Improved the fetching of end of round reports, decreasing the chance of getting the “Could not fetch your report” error.
  • Fixed an issue related to some LS/26 and P08 Pistol Carbine assignments where some players would experience that they were not possible to complete.
  • Fixed an issue in the backend where the Ace Squad stat was not tracking properly.
  • M1A1 Carbine is now written in capital letters in the English version of the game.
  • Fixed an issue where all the players on the scoreboard would show as Rank 0 during Pre-Round.
  • Fixed an issue that would cause the camera to point at the wrong location for the real time background in the main menu screens making it appear as if the graphics were corrupted for a few seconds.
  • The hint system will no longer prompt players to use self-heal while they are in a vehicle.
  • Greetings to Tomoya_Marble, Thank you for all your help!
  • Fixed an issue with text overlapping if players open the specialization menu and then went into the server information menu.
  • Players no longer disappear from the EOR best squad screen if the player disconnects when this screen gets initiated.
  • Fixed several visual issues on the end of round screen not showing the assignment rewards properly for the Breda M1935 PG.
  • Melee weapons are now correctly sorted by rarity on the Replace Melee screen.
  • Server Browser - Fixed a bug that would not display any servers if players has selected a map and then pressed toggle all twice.
  • On the deploy screen the vehicle icons now focus on vehicles that have not been used, instead of equally focusing on not used vehicles, and previously used vehicles which could cause vehicle icons to overlap Combined Arms - The best squad end of round screen has been added back in this mode if the mission is a success.
  • The Combat Roles can once again be changed in the menu while already playing on a server.
  • When changing the FOV in video options, the horizontal FOV will now update in real time when moving the FOV slider.
  • Repair icons no longer show over a long distance after the player has initiated a repair, and then stopped and moved away from the object that needs a repair.
  • The airplanes weapons inventory is now shown after deploying into an airplane, without the player having to use or switch between weapons.
  • Improved the killcam which previously would sometimes not show the killer.
  • Fixed a bug that would make the bayonet icon show if a player got revived, without having the bayonet equipped on their weapon.
  • Order of Trasimene medal is now tracking progression with the correct criteria.
  • Fixed a rare bug that would cause players to be unable to rejoin a server, if they had gotten idle kicked from it.
  • Player count and flag icons have been removed during TDM while in pre-round.
  • If a Squad member gets promoted to Squad Leader all of the players in the Squad now get a notification of the promotion.
  • The Madsen MG no longer has a bullet sticking out of its stock in the armory.
  • Fixed a bug that showed health or resupply world icons when the player is in a man down, dead or in the parrot camera state.
  • Did you know that there is a Swedish dish called “Flying Jacob” that was invented in 1976 which consists of Chicken, Cream, Chili Sauce, Bananas, Roasted Peanuts and Bacon. It’s good, try it.
  • The Karabin 1938M Mastery IV assignment has been fixed.
  • Added the missing Madsen MG dogtags.
  • The Fire Axe is now centered in the “Your Company” screen when viewed.

Fortification improvements:

  • Building speed significantly increased.
  • We fixed a bug that made it impossible to rebuild fortifications destroyed by collapsing buildings.
  • Already built fortifications no longer block building of unbuilt fortifications. For example, lying prone on a dirt mound cover fortification and then fail to build the sandbag wall on top of it.
  • You are no longer able to build objects through walls and other static objects.
  • The fortification UI in the middle of the screen will no longer show at very long distances, it will now only show when you are actually in range to build.
  • Fixed an issue that now allows unbuilt fortifications to be visible again on the mini-map.
  • Improvements to the Fortification system which reduces the possibility of building fortifications that are out of sight or behind a wall.

PC Specific Improvements

  • Combined Arms - The in-game chat now works in this mode.
  • Fixed an issue that would make screenshots taken with the console command screenshot.render 1 look over-saturated with HDR enabled.
  • Players can also enable the new in-game weapon inspect feature directly by pressing the "I" button (can also be changed in key bindings).
  • Decoupled sliding from the crouch key bindings, sliding is now its own action that can be assigned to any key (X by default on PC).

Xbox One-Specific Improvements

  • Improve state handling for gamepads that suddenly get disconnected.
  • Improved handling for connecting to EA Online when starting the game.

PlayStation 4-Specific Improvements

  • Re-added the swipe control functionality for the Dualshock 4 controller.
  • Underground - Fixed a LOD issue that was apparent on Subway building when looking at it from the C flag on Conquest.
  • Underground - Fixed an issue with certain sights reflecting a large amount of light in certain areas on the map.

What’s being worked on for the rest of Chapter 5?

  • New Map: Wake Island.
  • Private Games
Our Updates may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates

Player feedback

As always, we value your input, and we want you to reach out to us with feedback. For general feedback, please use our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit and Discord.
Should you encounter any issues or bugs we recommend that you report them on our Battlefield V – Answers HQ forum.
You can also reach out to our Battlefield Community Managers on Twitter if you have any further topics that you would like us to write about in future blog posts.
You can reach them on Twitter @PartWelsh and @Braddock512.

Estimated Sizes

  • PC - 17.14GB
  • PS4 - 11.5GB
  • Xbox - 11.9GB
submitted by Braddock512 to BattlefieldV

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