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Pyrotechnics Guide

Overview & Interface

When you edit the design of a mortar, the mortar widget will appear. On the right are several buttons: copy, paste, undo, ok, and cancel, from top to bottom. Currently, only Ok works. On the top is the mortar's title and the current stage you're editing. The other options are used to edit the current stage's behavior.

A firework is composed of 1 to 20 stages. Each stage is launched from a parent stage except for stage 1, which is launched from the mortar.

Additional design information: Pyrotechnics Examples, Pyrotechnics Bugs, Gardiner's Pyrotechnics simulator, RedStorm's PyroSim

For constructing the fireworks: Pyrotechnics Formulas, Public Pyro Labs, Pyrotechnics TechTree

For competing in the The Test of Pyrotechnics: Pyrotechnics Stadiums, Pyrotechnics Contests, Pyrotechnics Contest Schedule

More information can also be found by searching the archived forums or the new forums.

You should also consider joining the pyromainiacs forum www.atitd.info and one (or both) of the in game Pyromaniacs guilds (RP Pyromainiacs and 7L Pyromainiacs).

Design

You'll need a mortar (15 Firebricks, ability learned at any University of Art & Music that has completed Pyrotechnic Mortar Construction), then when you click on the mortar you'll bring up 20 stages with the following options, which you can tune your firework with. Mortars are reusable; the design can always be changed and the mortar armed and fired. When experimenting it's best to set each of the glowers to 'NonGlowing' so that it doesn't cost glowers. The shells are easily visible.

Duration in Seconds
How long this stage will live.
Launch Speed
The speed of the rocket when it is first launched from its parent stage.
Thrust Force
The acceleration on the rocket. (1)
Rotation in Degrees
The change in orientation of this rocket, specified in degrees per second. (2)
Rotation Axis
The axis that rotation acts upon: Left, Right, Upward, Downward. (3)
Star Type
The color of the star to use: Blue, Cyan, Green, Magenta, Orange, Red, Strange, Violet, White, Yellow, NonGlowing
Final Sound
Unimplemented
Launch From*
The parent of the current stage.
Launch Direction*
The direction that the rocket is launched from the parent: Left, Right, Upward, Downward, Forward, Ring, Funnel, Omni, Random (4)
Number of Rockets*
The number of rockets to use per repetition. Used for rings, funnels, omnis and random.
Launch Repetitions*
Launch another set of rockets every (Duration/Launch Repetitions) seconds.
Launch Offset in Seconds*
The number of seconds before the end of the parent stage that this rocket will launch. (5)
* Not set for the first stage.

Notes:

1) Egypt has a gravitational acceleration of -10.26 (approximately, results have varied slightly).

2) Using both thrust and rotation on the same stage might not work correctly. Specifically, using left/right rotation and thrust doesn't work. Using upward/downward rotation and thrust seems to work ok. For a little more information, see this post.

3) Left/Right rotation appears to work relative to the ground, not the current stage. For a rocket going straight up or down, left/right rotation will have no effect. Upward/Downward always seem to have an effect, though the direction might be opposite of what you expect.

4) These directions are relative to both the rocket and sometimes the ground.
Forward sends the child in the same direction as the parent.
Upward will generally send the rocket towards the ground, except when the parent is going nearly straight up or straight down. For a straight up/down rocket you'll want to experiment (my tests tend to say it was the last forward direction, for stage 1 that is north). To satisfy the nearly straight up condition, 5 degrees is close enough, 9 degrees is not.
Downward is opposite of up (so generally towards the sky).
Left (has not been verified - but currently I believe this to be the direction of your left if the top of your head is pointing in the forward direction and your facing the up direction).
Right is opposite of left.
Ring - rockets fly away from the center in a ring in the same plane as the up/down/left/right directions. A ring with 2 rockets is that same as having 2 separate stages launching each of left/right. 4 rockets from 4 separate stages launching each up/down/left/right, don't seem to act the same as a ring with 4 rockets.
Funnel - similar to a ring, but with a forward component of speed as well, so the child rockets move in a cone away from the parent. (need to note if the new stage rockets face forward in the direction of launch, or if they face outward like a ring)
Omni - the child rockets shoot away in a sphere.
Random - each child is fired at a randomly chosen direction away from the parent.

5) If stage 1 is 10 seconds long, and stage 2 is a funnel from stage 1 that has 4 launch repetitions with 10 rockets, then 4 funnels of 10 rockets each are fired when stage 1 is 2.5, 5, 7.5, 10 seconds old. If the launch offset is set to 2, they are fired when the parent is 2, 4, 6, and 8 seconds old. This is different than what I'd thought before - appear incorrect to anyone?

If stage 1 is 10 seconds long, and stage 2 is a funnel from stage 1 that has 1 launch repetition with 10 rockets and a launch offset of 3 seconds, 1 funnel of 10 rockets is fired when stage 1 is 7 seconds old.

Each mortar has some presets that allow you to experiment with pre-designed display.

Camel's Hoop
A simple ring
Blue Ring
Green Break
Yellow Hoop
Triple Sun
Three omni bursts. Similar to the classic fireworks seen in real life.

Resource costs

To arm a mortar you'll need some papyrus paper (papyrus growing guide: papyrus), Aluminum Powder, and gunpowder. To add color to your firework you'll need some glowers. Gunpowder and glowers are produced at a Pyrotechnics Laboratory. See Pyrotechnics Formulas for formulas. Once the mortar has been armed, it may be fired.

Papyrus paper
1
Glowers
Total # of rockets over all stages that use that colour glower.
Aluminium powder
0.1 * duration * total # of rockets, summed over all stages (rounded up).
Gunpowder
Initial speed cost = 0.1 * speed * total # of rockets, summed over all stages.
Thrust cost = 0.01 * thrust * total # of rockets, summed over all stages (not verified in game, but this probably should include '* duration')
Total cost = initial speed cost + thrust cost, rounded up.
Note: The 0.1 and 0.01 might be 0.01 and 0.001 instead.

See also: Pyrotechnics Examples, Pyrotechnics Bugs, Gardiner's Pyrotechnics simulator, RedStorm's PyroSim, Pyrotechnics Formulas, Public Pyro Labs, Pyrotechnics TechTree, Pyrotechnics Stadiums, Pyrotechnics Contests


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Last edited June 12, 2004 8:54 am by Sord (diff)
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