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Detail Editor: The detail editor is a special sub-panel within the Cue Editor that allows more complex arrangements of effects within a given cue. The detail editor is toggled on and off using the Detail button under the cue list, or by double clicking on the cue list itself. The diagram below shows the terminology of an actual display chain as it is used in the detail editor interface. ShowSim attempts to model this arrangement to allow scripting of cues that very closely match how the show is actually setup in the field. Thus a cue fires a “chain” containing one or more “buckets,” each of which can fire one or more “effects.”
For shows where each cue fires only one effect, then each “chain” would have only one bucket with one effect on it. In reality there would really not be an actual chain, only a single effect with the e-match tied into either the leader or the lift charge itself. The detail editor is not really necessary for setting up this kind of show, since most methods of adding cues in ShowSim will automatically create one bucket with the effect placed on it. The detail editor is necessary when you need to create chained effects, such as timer chains, fanned fronts or finale chains. Many shows use timer chains in order to lower the cue count and thus save money. A single e-match fires a chain of effects that have delays tied into the chain to create a timed delay between each shot of the chain. This kind of setup can be modeled and simulated quite accurately in ShowSim, giving you both a simulation and printed reports that accurately describe the real show.
Bucket List
Delay - this field represents the amount of time delay that is to elapse before the
selected bucket is to fire. Usually this value will be the same for all buckets when a timer chain is used,
with the exception of the first bucket in the list. Thus to create a three second timer chain, you would select
all buckets after the first one and then enter the number three into the delay field. The delay on the first bucket will
usually always be zero. Different delays can also
be specified for each bucket by setting them one at a time.
NOTE- When making large chains of rapid fire effects that have no delay between them, there is often
a small delay that occurs in real life. If you construct a finale chain with zero delay between each bucket of a 200 bucket chain,
the simulator will fire all 200 shots at once. What is needed is a fractional amount of random delay on each bucket, but
this would be very tedious to enter by hand. Thus the preferred method for creating large finale chains is to
use the Finale Wizard, which will automate the random delay process for you.
Add- this button will add a new bucket to the list.
The bucket will be empty.
Delete- this button will delete the buckets selected in the list, along with all effects
assigned to each bucket.
Clone- this button will copy all selected buckets and then paste them back into the list as a new set of buckets.
The results would be the same as if you clicked the Copy button followed by the Paste button.
Copy- this will copy the selected buckets to the clipboard. All effects on the bucket will be copied as
well.
Paste- this button will paste all buckets on the clipboard into the bucket list, including all the effects stored on each bucket.
If the
clipboard is empty then this button will have no effect.
TEST- this button will simulate the first selected bucket, firing all effects for visual
inspection.
Effect Front- this button will open the Effect Front Wizard, allowing you to create patterns or timed sequences using the selected effects.
Add- this button will add a new effect using the
settings specified to the right of the effect list.
Delete- this button will remove the selected effects from the list.
Clone- this button will make a duplicate of the selected effects and add it to the list. This is the fastest way to make multiple
shots of the same effect.
Copy- this button will place a copy of the selected effects onto the clipboard.
Paste- this button will place a copy of the last effects copied onto the clipboard.
TEST- this button will fire the first selected effect in the list using the simulator for a
quick visualization of where the shell will fire and what it will look like.
Effect Front- this button will open the Effect Front Wizard, allowing you to create angled configurations using the selected effects. This saves you the trouble of having to calculate individual angle values for each item and then enter them by hand.
Firing Position- the firing position setting will control where the effect is fired
from on the screen. Note that each
effect can have a different firing position even though they are on the same
chain of the same cue. Normally you
would not want different firing positions on the same chain,
but there are a few exceptions such as close-proximity indoor shows when it is useful.
NOTE: changing the fire position selection in the cue panel will
overwrite all effect firing positions with the new value. If you do have a cue with different positions
for a range of effects, then caution must be used to avoid changing the fire
position at the cue level.
Effect Size- the effect size is used to specify
the caliber of effect being shot, generally specified as the mortar
diameter. When using generic effects
that are not tied to an inventory definition, you can specify any size you want
and the effect simulation will be scaled accordingly. If the size you need is not present in the
list, such as some small caliber metric sizes, then choose the closest value
and then turn off auto-naming so that you can specify the exact size in your
effect description.
NOTE: changing the size selection in the cue panel will
overwrite all sizes on each effect of all buckets with the new value. If you do have a cue where all effects assigned to it
are not the same size, then caution must be used to avoid changing the size field at the cue level.
Firing Angle- the firing angle is measured in
degrees from the vertical position, with zero being straight up. Note that mines and cakes can also be fired
at angles. During simulation, the actual
firing angle will have a slight random deviation from the exact angle specified in order to make
the simulation more realistic. Shells
tend to spin and drift off course in the real world, so ShowSim accounts for this during simulations.
Prefire Time- the prefire time represents the
delay between when a shell or effect is fired and when it actually bursts. It is usually equal to the time fuse delay of
the shell being fired. Mines, gerbs,
strobe pots and comets do not have a prefire time since they fire immediately.
The prefire time value can come from one of three sources.
If you are using an inventory item, then the prefire time will be the
one specified in the inventory definition and can not be changed. If you are using generic effects, then the
prefire time will default to the value specified in the Show Settings panel for
the size shell being used. By un-checking
the “use default prefire” option, you can override the default setting and
manually enter a prefire time yourself.
NOTE: the size
and prefire times for cakes, gerbs and strobe pots are not affected by values
entered in the detail panel. These items
are replicas of real commercial products that are modeled in one size only,
thus they can not be scaled using the size and prefire time setting the way generic
shell effects can be.
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