Cobra Custom Module Virtual Slats
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Mum Pyrotechnics
Joined: Jun 2022 Posts: 10 Location: Minot, North Dakota, United States NewcomerI’m using two universes, one is a cobra, one is using the custom CSV feature. Both systems are addressing but I’m running into a bug or something.
I have a row of 18M’s that will run Dragons Breath fuel mines and ground salutes using a 6s slat for each position. My middle row is in my own universe called FanFire, with a Firing system in position properties called Csv and a Module or Slat Type “Custom Module”, this works fine.For the 18M’s, when I pick Firing System: Cobra, Module or Slat Type: Custom Module it changes the Firing System back to CSV. I need to be able to select Cobra for the firing system with a custom module so it creates the virtual slats (cues 1-6, 7-12, 13-18) for each section. The Firing positions that use a single 18M have the same section listed.
Can there be only one “Custom Module” in the entire show, if so, doesn’t this defeat the whole point of the Universe system? When I go to Custom Module and choose the Firing System and adjust the Rail address template, why does it apply to all custom modules. You should be able to define custom modules for each firing system.
The help documents talk about virtual slats, is there some field I’m not seeing somewhere to define virtual slats for the Cobra system while still having another universe that uses CSV and its own custom modules?
Derrick
Mum PyrotechnicsJoined: Jun 2022 Posts: 10 Location: Minot, North Dakota, United States NewcomerLooking in the Positions window, it appears there can only be one Custom_Module in the entire display, is this accurate? Shouldn’t you be able to do custom modules for each firing system or at the very least, for each universe? Isn’t the point of the addressing blueprints to be able to set address settings for each position and therefore setting virtual slats for an address blueprint should be included there. I hope this feature is built in and I’m missing something with virtual slats. There should be a virtual slats window that lets you define slats for each type of firing system, right?
WillJoined: Feb 2018 Posts: 59 Location: Palo Alto NewcomerDerrick, it does make sense to support multiple custom modules. When we first implemented the addressing system, we didn’t realize how useful (and necessary) custom modules would be. The use case driving our thinking at the time was Pyrodigital users who wanted custom modules with 15 pins instead of 16 to match their racks better. Virtual slats and other capabilities were added later, increasing the number of use cases demanding custom modules.
We will add support for multiple custom modules sometime after we finish the new rack capabilities we are working on and 3D rack diagrams, so you won’t have to wait forever, but it’s more than a quarter of development time from now.
Mum PyrotechnicsJoined: Jun 2022 Posts: 10 Location: Minot, North Dakota, United States NewcomerThanks for reporting back on the status Will, I really appreciate that. Do you have any suggestions on how I can implement some work around for this problem. Do I have to manually assign addresses to 120 effects across 20 firing positions or is there something more convenient to make this work. Right now our show consists of 5x 36M, 8x 72M and 10x 18M. The 18M’s need to use the 6s Rails but we are already using a custom csv for our other firing system with a custom module.
DrewFinaleJoined: Dec 2019 Posts: 557 Location: United States SilverHey Mum Pyrotechnics, you can work around the one custom module per show limitation by locking all your addresses expect a portion that requires a specific type of custom module. Then, address that portion of the display, lock the addresses, adjust the custom module specification, unlock and address another portion of the show, etc. This approach will allow you to use an unlimited number of custom module types in the same show.
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