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Inventory Detail Editor: The detail editor for an inventory item is divided into two panels: purchasing data and physical data. Purchasing data contains fields that are related to tracking source, cost and inventory control, while physical data contains fields that specify parameters for the effect itself.
Purchasing Data
Description- this is a custom description that you can enter for your effect. In many cases the effect category combined
with the effect name will give you a good description of the effect, but
additional details can be included here if desired. This field will also be filled with a
description when you import data from the inventory database of another program,
which will help you assign the correct simulator effect to represent the item
after it has been imported.
Manufacturer- this field lets you know what company manufacturers the effect, which can help
when reordering the effect and also allows you to filter the inventory items by
manufacturer in both the Inventory Editor and Effect Browser listings. The names are selected from a drop-down list
in order to save typing and keep names consistent throughout the database. If the manufacturer you are looking for is
not in the list, or you want to alter the name used for an existing entry, you
can click the Edit button to bring up the list edit screen shown below.
Selling Price- this field contains the list price of the effect, which is the price used
to calculate the selling price of a show for your clients.
Purchase Cost- this is the wholesale price for the effect that you pay yourself. If your vendor changes their prices and you
find yourself needing to update the purchase cost of many effects in your
inventory, it is recommended that you use the Price Wizard described here to
make the task easier.
Inventory- this is the number of items that you have in stock for this effect. This is an important field if you plan to use
ShowSim to manage your inventory stock and reorder status. If you get a new shipment and need to update
this field, you can either add the incoming quantity to the current value by
hand, or you can enter the incoming quantity into the field to the right of the
Add button and let ShowSim do the addition for you when you click the Add
button.
Reorder Thresh- this is a threshold quantity that
represents the minimum number of each effect that must be in stock before
ordering more. When the Inventory count
reaches this value, or falls below it, then an Inventory alert will be
generated when viewing Restock alerts from the Inventory Alert panel described
here.
Physical Data
Class- this is a government designated classification for the effect, which can have any
number of values depending on what country you operate in. If the class specification you need does not
exist in the list, you can use the Edit button to bring up the Class Editor
shown below. This editor will allow you
to add new class designations, edit existing ones or delete unnecessary ones.
Explosive Weight- this is the weight of the active combustible material within the
effect, also called the “active weight” in some countries. The explosive weight does not include the
weight of the shell casing, wrapper or other inert material.
Gross Weight- this is the total weight of the shell including all packaging, casing
and other inert material.
Setback Distance- this is the minimum viewing distance that the audience must be
located from the point where the shell is fired. This distance will vary depending on the
regulations in the state or country that you operate in.
Prefire Time- this is the amount of time between when a shell fires and when it breaks
in the sky. This parameter does not
apply to items that don’t have a rise time delay, such as mines, gerbs or
strobe pots. Accurate prefire times are
critical when timing shell effects to music, so it is important to make sure
that this field is accurately set for all shells. The manufacturer documented prefire times found
in product catalogs are only general figures that are often not accurate for
all shells. Many display operators who
are serious about creating well timed musical shows will measure the prefire
times for each effect they have in stock by actually firing the shell and
recording the time. Unfortunately this
measured time can sometimes be subject to small changes between different lots,
even when the lots are manufactured by the same company! Because orders are often farmed out between
different manufacturers in
Duration- this represents the amount of time the effect will burn. Currently the duration field is not used by
ShowSim, since the durations of the simulations are controlled from the effect
editor where each effect is created.
However, this parameter will be implemented in a future version of
ShowSim, so if you have the data on hand you can enter it now to save time
later.
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