Playing Flanker 2.0 with Compositor 5.0
Playing Flanker 2.0 with Compositor 5.0 is rather interesting experience. Being a seasoned keyboard player of Flanker 2.0 back in 2000’s, I use the Compositor 5.0 artificial intelligence to return to the skill of playing this simulator after 17 years breakdown. The first impression about Compositor 5.0 is that the system always stays online, and no external radio sources present in the Ether as stated in my goals. Compositor 5.0 always informs you about the right or false behavior in navigating the Su-27 plane by changing the Ether tuning or creating an emptiness in the Ether translation to bring attention to current maneuver. Rendering the 3D graphics with textures and vector animations result in slower system flushes, than watching video with separate audio tracks, making a headroom for further improvements in expense of more cpu and memory usage.
Compositor 5.0 preview. Auxiliary channel setup: carriers tuning, working with feeders, listening to radio ether.
There are many situations in game plan, when the intruder or foe tries to attack your plane. At these moments Compositor 5.0 RT-z128 OS module reacts and makes the threshold even lower because of a feedback loop compression mechanism implied by a shutter system. This is evident by pauses in Ether translation and rapid tuning changes. Together with hearable timecode, it constitutes the real-time simulation for the game process or any other current task you are involved in. The timecode can’t be demodulated due to synthesizer leakage breakthrough fix applied with shutter. It brings me to the idea that big planes in a simulator could be controlled with Compositor 5.0 AI as well as smaller ones like Su-27 in Flanker 2.0. It is evident that the solution under the War Ships (WS) work group settled the important update for all Compositor users. As I test Compositor 5.0, I become more confident that buffer capacity is enough to play even modern games, but can result in more flushing time after the game session ends.