Nostromo 2

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Exowildebeest
Posts: 1553
Joined: 16 Jan 2015

29 Sep 2017

Loque wrote:
29 Sep 2017
Oh noooo....i need automation for the 2nd pair of filters
You can do a workaround through the modmatrix and an external CV-generating knob that can be automated if I remember correctly.

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Loque
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29 Sep 2017

Exowildebeest wrote:
29 Sep 2017
Loque wrote:
29 Sep 2017
Oh noooo....i need automation for the 2nd pair of filters
You can do a workaround through the modmatrix and an external CV-generating knob that can be automated if I remember correctly.
Filter 3 and 4 have cv input?
Reason12, Win10

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Exowildebeest
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29 Sep 2017

Loque wrote:
29 Sep 2017
Exowildebeest wrote:
29 Sep 2017


You can do a workaround through the modmatrix and an external CV-generating knob that can be automated if I remember correctly.
Filter 3 and 4 have cv input?
Image

Through the modmatrix, yes.

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Loque
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29 Sep 2017

Exowildebeest wrote:
29 Sep 2017
Loque wrote:
29 Sep 2017

Filter 3 and 4 have cv input?
Image

Through the modmatrix, yes.
:thumbs_up: finally a workaround. Thanks.
Reason12, Win10

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rcbuse
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04 Oct 2017

Released 2.0.2 With a few minor bug fixes. Still working on 2.1 features.

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Loque
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04 Oct 2017

rcbuse wrote:
04 Oct 2017
Released 2.0.2 With a few minor bug fixes. Still working on 2.1 features.
:) :thumbs_up:
Reason12, Win10

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Exowildebeest
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06 Oct 2017

I think I've found a bug/mistake/oddity in the random algorithm (in any mode it seems, Pad, Bass etc.): when generating random sound, it tends to set the "Cents" oscillator parameter to -99 very often. It's either -99 or 0. And -99 sucks in most cases, as it just sounds out of tune with other stuff in the rack. It rarely serves a sounddesign purpose.

It's both in the latest update and in the previous version. (I just updated to check if it was fixed)

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Exowildebeest
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06 Oct 2017

Funny how I only noticed this after creating so many patches. I was just so focused on Nostromo on its own :D Now I have to fix all those patches though :(

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rcbuse
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06 Oct 2017

Exowildebeest wrote:
06 Oct 2017
I think I've found a bug/mistake/oddity in the random algorithm (in any mode it seems, Pad, Bass etc.): when generating random sound, it tends to set the "Cents" oscillator parameter to -99 very often. It's either -99 or 0. And -99 sucks in most cases, as it just sounds out of tune with other stuff in the rack. It rarely serves a sounddesign purpose.

It's both in the latest update and in the previous version. (I just updated to check if it was fixed)
Oh man, thats embarrassing. You are right, almost all generated patches are off by a semitone. Will fix and update.

scratchnsnifff
Posts: 1423
Joined: 21 Sep 2016

06 Oct 2017

rcbuse wrote:
06 Oct 2017
Exowildebeest wrote:
06 Oct 2017
I think I've found a bug/mistake/oddity in the random algorithm (in any mode it seems, Pad, Bass etc.): when generating random sound, it tends to set the "Cents" oscillator parameter to -99 very often. It's either -99 or 0. And -99 sucks in most cases, as it just sounds out of tune with other stuff in the rack. It rarely serves a sounddesign purpose.

It's both in the latest update and in the previous version. (I just updated to check if it was fixed)
Oh man, thats embarrassing. You are right, almost all generated patches are off by a semitone. Will fix and update.
Haha tell that to kv331 (synthmaster one) on my Mac it does that when making FM patches.
Mayor of plucktown :evil:

Abstrax
Posts: 173
Joined: 16 Jan 2015

06 Oct 2017

I have also noticed that the random often changes an osc semi to +2 or -2 which ends up very dissonant. I think it would be more effective at the 7 interval and maybe 5.

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Surfeast
Posts: 16
Joined: 13 Oct 2016
Location: Rattsville Beach

07 Oct 2017

Also anytime I click on a patch from browser it automatically creates a new track rather than just change the existing track
Inspired by hearing Kraftwerk in 1976

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rcbuse
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11 Oct 2017

Update is in the shop to fix the generators -1 semitone issue.

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Loque
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11 Oct 2017

rcbuse wrote:
11 Oct 2017
Update is in the shop to fix the generators -1 semitone issue.
Nice :thumbs_up: downloading ASAP
Reason12, Win10

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Exowildebeest
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11 Oct 2017

Wonderful :)

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NicolaAlexandraHajdu
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Joined: 18 Oct 2016
Location: Vienna - Austria
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12 Oct 2017

joeyluck wrote:
12 Sep 2017
The random patch generator and the control you have over it is awesome!
Yes, indeed! :) And i take the chance to answer a previously asked question that Fritz got this random patch generator as well, didn't notice immediately though this tiny sweet icon next to the save patch icon. :oops: Well, ...with the most-recently blessing with subscribing REs we are got to go, aren't we ? :D

Much Love
Nicola

EDIT: @Panda, apparently you will never fall in winter sleep and that is an impressive thing which deserves recognition and appreciation. :)

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theshoemaker
Posts: 595
Joined: 21 Nov 2015
Location: Germany
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02 Nov 2017

Been setting up an ambient generator with PSQ 3 and Nostromo 2 yesterday and was wondering about the randomly generated LFO waveforms. In Nostromo V1 they where marked with a (O).

Is this feature still there? And if so, how to detect them?

I've just been looking for a random function, and didn't want to add in another device.
:PUF_figure: latest :reason: V12 on MacOS Ventura

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MannequinRaces
Posts: 1543
Joined: 18 Jan 2015

04 Nov 2017

theshoemaker wrote:
02 Nov 2017
Been setting up an ambient generator with PSQ 3 and Nostromo 2 yesterday and was wondering about the randomly generated LFO waveforms. In Nostromo V1 they where marked with a (O).

Is this feature still there? And if so, how to detect them?

I've just been looking for a random function, and didn't want to add in another device.
According to the manual, page 56 looks like they'e still there. I don't own this synth (really want to) so can't double check.

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theshoemaker
Posts: 595
Joined: 21 Nov 2015
Location: Germany
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05 Nov 2017

MannequinRaces wrote:
04 Nov 2017
theshoemaker wrote:
02 Nov 2017
Been setting up an ambient generator with PSQ 3 and Nostromo 2 yesterday and was wondering about the randomly generated LFO waveforms. In Nostromo V1 they where marked with a (O).

Is this feature still there? And if so, how to detect them?

I've just been looking for a random function, and didn't want to add in another device.
According to the manual, page 56 looks like they'e still there. I don't own this synth (really want to) so can't double check.
I already checked the manual. That's a screenshot from V1. That's why I asked

maybe
rcubse wrote:
can jump in here?
:PUF_figure: latest :reason: V12 on MacOS Ventura

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rcbuse
RE Developer
Posts: 1175
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05 Nov 2017

theshoemaker wrote:
02 Nov 2017
Been setting up an ambient generator with PSQ 3 and Nostromo 2 yesterday and was wondering about the randomly generated LFO waveforms. In Nostromo V1 they where marked with a (O).

Is this feature still there? And if so, how to detect them?

I've just been looking for a random function, and didn't want to add in another device.
That was something that was forgotten in the V2 update. I'll put it on the list to get them back in there. They are certainly are in there, but its hard to come up with a list right now. Each nostromo LFO is actually made up of a tree of many hidden LFOs. Some of them have the random LFO as the root and some of them don't. If they don't repeat after 32 cycles, you know there is some random in there.

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theshoemaker
Posts: 595
Joined: 21 Nov 2015
Location: Germany
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05 Nov 2017

rcbuse wrote:
05 Nov 2017
theshoemaker wrote:
02 Nov 2017
Been setting up an ambient generator with PSQ 3 and Nostromo 2 yesterday and was wondering about the randomly generated LFO waveforms. In Nostromo V1 they where marked with a (O).

Is this feature still there? And if so, how to detect them?

I've just been looking for a random function, and didn't want to add in another device.
That was something that was forgotten in the V2 update. I'll put it on the list to get them back in there. They are certainly are in there, but its hard to come up with a list right now. Each nostromo LFO is actually made up of a tree of many hidden LFOs. Some of them have the random LFO as the root and some of them don't. If they don't repeat after 32 cycles, you know there is some random in there.

Thanks for the update, that's enough info for the moment :) I know number 4 has been random. And that was what I was looking for. Meanwhile there is still Pulsar I figure I need a random function from an LFO
:PUF_figure: latest :reason: V12 on MacOS Ventura

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Bumbum
Posts: 183
Joined: 14 Jan 2017

10 Jan 2018

Hmm has anyone else noticed that when you hit randomize in nostromo,scale value is always 100 or -100,even when random amount and complexity are selected as random

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rcbuse
RE Developer
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10 Jan 2018

Bumbum wrote:
10 Jan 2018
Hmm has anyone else noticed that when you hit randomize in nostromo,scale value is always 100 or -100,even when random amount and complexity are selected as random
Huh, there is something not totally right there. Thanks for reporting.

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Bumbum
Posts: 183
Joined: 14 Jan 2017

19 Jan 2018

Image

This synth just keeps on giving! Just learned what these multiple envelopes make possible!
One thing i was thinking was,could it be possible to have somekind of distortion effect as internal effect

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Bumbum
Posts: 183
Joined: 14 Jan 2017

16 Jun 2018

rcbuse wrote:
10 Jan 2018
Bumbum wrote:
10 Jan 2018
Hmm has anyone else noticed that when you hit randomize in nostromo,scale value is always 100 or -100,even when random amount and complexity are selected as random
Huh, there is something not totally right there. Thanks for reporting.
any update about this bugfix? Really annoying :(

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