Addressing

Overview

Addressing is the assignment of module and pin numbers to the effects in your show. This section explains the different approaches for computer-fired and manual-fired shows.

Address Formats

In Finale the word "Module" can refer to a module or a slat, depending on the firing system. It always refers to the most specific addressable unit, which for some firing systems is a module (e.g., module 102) and other firing systems is a slat (e.g., slat 102-A, referring to slat A of module 102). As far as Finale is concerned, each slat is itself a module, just with a two-part address like 102-A instead of a one-part address like 102.

Finale supports multiple formats for writing module addresses, to accommodate different firing systems. One-part addresses can be specified in the following formats: "1", "X", and "$1", where the number 1 indicates any number (optionally including leading zeros), the letter X indicates any letter, upper or lower case, and the dollar sign indicates that the following number is a hexadecimal number, which may contain digits 0-9 and letters A-F in upper or lower case (PyroDigital firing systems use hexadecimal addresses). Two-part addresses can be specified in these formats: "1X", "1-X", "1-1", "$1-X", "$1-$1", "$1-1", or "1-$1". The second part of the address specifies the slat.

In Finale the electrical terminals on modules are called pins. Each pin has an address in the format "1" or "A" or "$F". Unlike module addresses, the pin addresses are always upper case.

The number format for both module and pin addresses can be padded out to multiple digits, both in the decimal and hexadecimal variations. For example, module addresses can be written "001" or "01" or "1" equivalently. When you specify a module or first pin address, the number of digits you use in the specification will be used as a template for other addresses. For example, if you specify "001-01" as a module address, then other module addresses will be written in the same format, with three digits in the first part and two digits in the second part, e.g., "101-99".

Specifying the Address Format

If you select your firing system with "Show > Set firing system" then the selection will specify the address format for the chosen firing system. However, you can also customize the format yourself by doing "Show > Set firing system > Customize" and entering the module address and first pin address. Finale will follow along with the format you specify when you customize these address fields. For example, if you type the first module address as "a" then Finale will display module addresses as a, b, c, etc. If you type the first module address as "1-A" then Finale will display module addresses in that format, e.g., 1-B, 99-J, etc.

If you add modules specifically to launch positions, as described below, then the addresses you specify in those modules explicitly will determine the address format used with those modules.

When you export a script for your firing system, Finale will automatically convert the format to the required format for that firing system's script, so it is not necessary to use any specific format yourself, but usually it is a good idea to use the same format as your firing system uses.

Automatically Generated Module Addresses

Some of the approaches for addressing computer fired shows involve letting the computer generate module addresses as necessary for the show, counting up. The idea of counting up is simple for one-part module addresses. If the format is "1", then counting up is just 1, 2, 3, etc. If the format is "a", then counting up is a, b, c, etc.

Counting up for two-part addresses means incrementing the second part until the last possible second part is reached, and then incrementing the first part and starting over on the second. For example, for two part addresses like "1A" if the second part (the "A") had four possible values A-D, then the first six two-part addresses beginning with "1A" are "1A", "1B", "1C", "1D", "2A", "2B".

Counting up for two-part addresses is a little more complicated, because you have to know how many values there are for the second part. When you customize the firing system or add a module, you specify a description (the field is sometimes called the module/slat type). In this description, you can specify the number of values for the second part of a two-part address by including in the description a specification of the number of slats, e.g., "[slats32]". The description can have other words outside of the brackets, but inside the brackets must be the word "slats" and a number. If you don't include this in specification in the description, then a default will be used, which can depend on whether the firing system name is included outside the brackets.

Standard Approaches for Addressing Computer Fired Shows

There are five standard approaches for addressing computer fired shows, ranging from a fully automatic method in which the computer assigns all the necessary hardware and addresses to fire the show to fully manual methods including exporting the show to Excel and editing the addresses by hand. The best approach for any given show depends on the circumstances, as explained below.

Approach 1: Set the Firing System; Computer Adds Modules Automatically

The simplest method of assigning modules and pin addresses for your show is to let the computer do it all for you, adding modules starting with the first address in the front-left launch position and counting up from there. If all your modules in the show are the same type, and if your firing system doesn't require multiple modules to have the same address for firing fronts, then this simple method is probably all you'll ever need. All you need to do is,

  1. "Show > Set firing system > Pyrodigital" (or whatever your firing system is).

  2. Look at and possibly adjust the settings in "Show > Set addressing options".

  3. If you want to change the number of pins per module from the default, such as 15 instead of 16, then do "Show > Set firing system > Customize..." Similarly if you want to change the maximum e-matches per pin, this is the menu item.

  4. Do "Show > Re-address show".

The "Re-address Show" function will add all the modules required for your show, and will assign pin addresses for all of the effect ignitions. If you make any changes to the show, simply repeat step 4.

Approach 2: Set a Template Module at Each Launch Position; Computer Adds Modules of the Same Type Automatically

If you have different types of modules at different launch positions, you obviously need to specify what kind of hardware goes where. Firing system companies often make different types of modules that can be used in the same show but have different numbers of pins or slat configurations, so needing to specify what kind of hardware is at the positions is quite common.

  1. Right-click on a launch position to edit it, then click "edit modules" on the launch position's edit dialog.
  2. In the module dialog, click "add module" and configure the module by typing in its description, address, first pin, no. of pins, e-matches per pin, caliber filter, and angle filter. These parameters are explained in more detail below.
  3. Repeat for all launch positions, adding a single module to each launch position. All modules should have different addresses.
  4. After scripting the show, do "Show > Lock addresses" so that any subsequent changes will not change the existing script. DO NOT do "Show > Re-address show" because doing so will replace all the modules you added manually with modules based off of the default setting, as in Approach 1.

As you can see from the Firing View (control-F) or Equipment View (control-E), Finally will automatically add as many additional modules to the launch positions as is required to shoot the show. The automatically added modules for each launch position will be the same type as the last module in the module list for the launch position. Thus you can manually add more than one module to a launch position if you want, and the one at the bottom of the list will be the template for additional modules added automatically.

The automatically added modules will use the first available free addresses that don't conflict with other manually or automatically added modules. If the template module has a two-part address, like "1A", then the automatically added modules will contain the next available two-part addresses, like "1B", "1C", "1D". After reaching the module type's limit on number of slats (discussed above), the next automatically added module address will increment the first part of the address and start over on the second part, e.g., "2A".

If your firing system has slats with two-part addresses, bear in mind that in Finale the items in the module list actually represent the slats, even though we refer to the items as modules.

Approach 3: Set all the Modules at Each Launch Position Manually

If your firing system requires "piggy-backed" or same-address modules for fronts containing simultaneous shots at different launch positions, then you'll need to specify the modules at the launch positions manually. The procedure is the same as Approach 2, except you specify all the modules instead of just one template module per position.

  1. Right-click on a launch position to edit it, then click "edit modules" on the launch position's edit dialog.
  2. In the module dialog, click "add module" and configure the module by typing in its description, address, first pin, no. of pins, e-matches per pin, caliber filter, and angle filter. These parameters are explained in more detail below.
  3. Repeat for all launch positions, adding all the required modules to each launch position. Use the same address for modules at different positions that are supposed to fire in parallel.

  4. After scripting the show, do "Show > Lock addresses" so that any subsequent changes will not change the existing script. DO NOT do "Show > Re-address show" because doing so will replace all the modules you added manually with modules based off of the default setting, as in Approach 1.

Just as with Approach 2, Finale will automatically add additional modules if required, so the only difference between Approach 2 and Approach 3 is whether you add all the required modules, and whether you have some modules sharing the same address.

If you are trying to keep to a specific set of hardware or number of modules, then after scripting a show, you will probably want to verify that Finale hasn't automatically added any additional modules beyond those that you added manually. Go to the Equipment View (control-E) and browse the equipment at each launch position. The rows will indicate the number of modules and pins used, in addition to the number of modules added automatically (highlighted in red).

Approach 4: Set the Modules Manually And Set the Pin Addresses Manually

If you want to set the addresses of all your shots manually, instead of using automatic pin assignments, then you can add all the modules manually as in Approach 3 and then edit the module/pin address of each firing row in the Firing View (control-F) by hand. In the Firing View you may have to change the mode from "Select only" to "Edit cells" first. Then you can click on the module and pin fields of each row, and set them to whatever you want.

Addresses you set manually are drawn in bold so you can visually identify them. There is no problem with setting multiple rows to the same address; that is naturally how you represent combined effects that are e-matched together on the same pin. If the effects are at different times, though, the addresses will be drawn in red to alert you that some sort of delay fuse will be required to shoot the show as designed. The red addresses are not an error; they just serve to bring the situation to your attention so you don't accidentally assign different effects at different times to the same pin.

As you set the module and pin address of a row manually, the other automatic addresses will recalculate in real time to avoid conflicting with your manual setting. Thus if you want to set to effects to the same pin, you have to set both manually.

Approach 5: Export to Excel, Set the Addresses, then Re-import to Finale

Some types of large shows have too many rows to set their module and pin addresses manually as in Approach 4, but involve site specific considerations that the automatic addressing methods of Approach 1-3 don't take into account. For these shows, the best approach is to export the show in the Finale Generic CSV format and then edit the addresses yourself in Excel.

The menu command "File > Export show to Finale Generic CSV" creates a CSV file that you can open in Excel by selecting the "Text Files" file format option in the open dialog in Excel. You can then sort and re-arrange the rows at will, and use Excel's powerful editing tools to fill in the module and pin addresses. When you are all done, you can save the CSV file from Excel using any of the CSV format options available on Excel's save dialog, and re-import the show to Finale using the menu item "File > Import show > From Finale Generic CSV."

The Finale Generic CSV format includes all of the firing rows in the script, but doesn't include other information like the site layout, racks, sound track, preferences, and custom effect animations. Thus when you export to Finale Generic CSV and re-import you are guaranteed that the firing system related information is preserved, but not the other stuff. You will have to re-position the launch positions after import but since you assign racks after addressing anyway, the repeated work may be small on the whole relative to the benefits of the approach.

For reference, the Finale Generic CSV is described in detail in Finale Generic CSV. You can find background on the CSV format in CSV Format.

Standard Approach for Addressing Manually Fired Shows

Unlike computer fired shows, manual or electrically fired shows are typically addressed sequentially, so an operator can step through the cues in order without getting confused. A large pin-board with several hundred push buttons or electrical trigger pins is one of the common arrangements, as are controllers with 50 or so buttons and a bank switch to re-use the buttons in several waves. In almost all cases, however, there isn't any jumping around. The operator progresses through the shots sequentially.

Several important implications follow from the sequential nature of manual firing:

  1. All launch positions typically share the same pin addresses globally. For example, if pin 37 at launch position A fires, then pin 37 fires at launch position B and C and D also. If an effect is meant to fire from position A on pin 37 while no other effects are firing at the same instant from position B, C, and D, then pin 37 remains unused at B, C, and D.
  2. Cues correspond to ignition events. Physically, the operator presses a button or trigger at each cue that electrifies a single pin on the firing system. Thus time cues correspond to groups of effects that fire at the same ignition time. By contrast, in computer fired shows a time cue typically corresponds to groups of effects having the same effect time even if their ignition times are different and even if they are ignited by different pins in the firing system.
  3. All effects ignited at the same time are ignited by the same pin. Some computer firing systems have limits on the number of e-matches that can be ignited in series on a single pin, so in a computer fired show if there are too many effects to be ignited by a single pin they can spill over into another pin electrified at the same time. For manual shows it is common practice for the operator to trigger only one pin at a time.

To script a show for manual firing you should first set the "Show > Options > Align prefires on cue markers (for manual fire)" option, before beginning to script the show. This option changes the way time cues work (which you can add with "Show > Add cue marker"), causing them to align the grouped effects with the same ignition time instead of the same effect time. This difference relates to consideration (2), above.

Next you should set the addressing options "Show > Set addressing options > Sort by ignition time" and "Show > Set addressing options > Modules fire in parallel at all launch positions (for manual fire)" because of consideration (1). You should also set "Show > Set addressing options > No limit on number of e-matches per pin (for manual fire)" and "Show > Allow multiple caliber effects on same pin (for manual fire)" because of consideration (3).

Finally, you should set the configuration of your firing system hardware by first doing "Show > Set firing system > Default" and then doing "Show > Set firing system > Customize" to set up the specific parameters of your firing system. If your firing system has 300 pins numbered globally 1 to 300, then just set the first pin address to 1 and number of pins to 300, leaving the module address blank. If your firing system has banks of 50 pins then you can set number of pins to 50 and set the first module address to "A" if the banks are labelled by letters or "1" if the banks are numbered. If your firing system incorporates multiple slats per module, then set the number of pins to the number of pins in a slat, and set the first module address to "1-A" so that the banks are labelled 1-A, 1-B, 1-C, ... 2-A, 2-B, 2-C, etc. To specify the number of slat letters per module, include in the module/slat description/type field the phrase, [slats 12] for whatever number of slats your firing system has. The description can also include other text, as long as the text inside the brackets specifies the slats, e.g., MyDIY [slats 12].

Setting up the Addressing Options

As discussed above, there are a variety of approaches for addressing your show. All of them except the completely manual approach rely on the computer to assign pin addresses to the effects in the script. Before exporting the script for your firing system or paying much attention to the computer generated addresses, you need to make sure the addressing options are setup to match the way you lay out your shows.

There are two sets of addressing options: the global options, that apply to the entire show, and the per-module options, that apply to an individual module. The global options are all found on the "Show > Set addressing options" menu. The per-module options are based on the settings from the menu "Show > Set firing system" and any individual module configuration you do by adding and editing modules explicitly to the launch positions. We'll discuss the global and per-module options separately.

Global Addressing Options

The addressing options in the "Show > Set addressing options" menu apply globally to all modules in show. The first options are perhaps the most important of all--they control the sort order in which the addresses are assigned. The computer assigns addresses following the same two-step process that humans use: First, the computer puts all the effects in one big, sorted list. Second, it goes through that list in order, assigning the next available address to each effect. Thus the order of effects in the sorted list is basis of the entire algorithm.

Option

Explanation

Sort by ignition time

Sorts completely chronologically. Used for manually fired shows.

Sort by launch position / caliber / angle / category / product ID

Sorts first by launch position front-to-back, left-to-right (not alphabetical), then by caliber, angle, etc. After sorting by all these factors, resolves any remaining ties by ignition time.

Sort by launch position / caliber / angle / ignition time

Sorts by these criteria, in order, then resolves remaining ties by product ID.

Sort by launch position / product ID

Sorts by these criteria, in order, then resolves remaining ties by product ID.

Sort by product ID

Sorts by product ID.

The sorting options break down primarily into two groups: product ID-based, and ignition time-based. Generally speaking, the sorts that have product ID before ignition time are used to make the job of pulling shells from the warehouse easier or to group similar items on the same modules, whereas the sorts that have the ignition time before the product ID are used to facilitate rack layouts with mortars arranged in firing order.

The other sort option, which is more a matter of personal preference, is,

Sort calibers largest first

Sort calibers smallest first

Beyond the sort options are several additional global options that affect the sorting algorithm:

Option

Explanation

Modules fire in parallel at all launch positions (for manual fire)

Manual-fired shows typically have a global set of cue numbers that correspond to the same pin addresses at all launch positions. For example, firing pin 6 at launch position LEFT in a three-position show means that pin 6 at launch position CENTER and RIGHT will fire simultaneously. This fire in parallel option causes all modules, whether automatically generated or manually added, to fire in parallel at all launch positions; it is the usual choice for manual-fired shows.

Modules fire independently

Computer-fired shows typically have different modules at different launch positions that fire completely independently. This alternative modules fire independently option is the usual choice for computer-fired shows, for which each module applies only to the launch position at which it resides. It is still possible, even with this setting, to create fronts using modules of the same address at different launch positions firing in parallel. Please see the various approaches for addressing computer fired shows, described above

Option

Explanation

No limit on number of e-matches per pin (for manual fire)

Most firing systems support firing multiple e-matches off a single pin, but the allowable number of e-matches depends on the firing system and other electrical considerations. By default, effects that fire simultaneously from the same launch position will be assigned the same pin address, up to the limit of "max. e-matches per pin" specified in the per-module options. For manual-fired shows, you can set this option so all effects ignited at the same time will be on the same pin, ignoring any limit. For computer-fired shows, you would more typically set this option to Use e-match limit from firing system and specify the limit in the "Show > Set firing system > Customize" menu.

Use e-match limit from firing system

Use this setting to enable the max. e-matches per pin limitation which you can specify in the "Show > Set firing system > Customize" menu or directly in the module configurations. This is the typical setting for computer fired shows.

Option

Explanation

Allow multiple caliber effects on same pin

This option allows effects of different calibers to be assigned to the same pin address, subject to the e-matches per pin limit. Manual fired shows typically use multiple calibers per pin, but computer fired shows often use the One caliber per pin option for cleaner wiring. A module's per-module options may restrict the entire module to a single caliber, which renders this setting mute, but in the usual case that the module is not restricted to a single caliber, this setting applies and is important to set appropriately.

One caliber per pin

This setting limits effects ignited by the same to be of the same caliber. Computer-fired shows often use the One caliber per pin option for cleaner wiring.

Per-Module Addressing Options

The per-module addressing options are based on your choice of firing system, and any subsequent customization you do on the default module configuration or on the modules themselves. To start, set the default configuration for your firing system with "Show > Set firing system > FireOne" for whatever type of firing system you have (FireOne being an example). This menu item sets the default module configuration based on the standard parameters for your firing system. Next, do "Show > Set firing system > Customize" to examine the default module configuration and adjust any parameters that you want to adjust. The options are,

Module type

The module type is a text field that contains a short description of the module, plus extra configuration information in square brackets for some firing systems. Except for the configuration information, the text in this field is ignored by Finale and can be used for any purpose.

First module address

The first module address is the address of the module or slat if you are editing a specific module or slat, or the first such module or slat if you are editing the default setting for automatically generated modules. If the firing system's modules have slats, the address must identify a specific slat. These addresses usually have two parts, like 16-A. If the firing system's modules do not have slats, then the address just identifies the module. These addresses usually have one part, like simply the number 16.

First pin address

The first pin address is the address of the first pin of the module or slat, which is almost always 1 or A, depending on the firing system.

Number of pins

The number of pins is the number of pins on the module or slat. Some firing systems have configurable modules with different numbers of pins, requiring you to add the modules to the launch positions manually to identify for each module how many pins it has.

Max. e-matches per pin

The max. e-matches per pin is a limit on the number of simultaneous effects that Finale will assign to the same pin. If the field is set to 1, then each pin will ignite a single e-match. Many firing systems can ignite only a limited number of e-matches per pin, so this field must be set accordingly.

Caliber and angle filters

The Caliber filter and Angle filter fields place restrictions on the module's address assignments. It is a common preference, for example, to set the caliber filter to "Same caliber" in order to avoid a situation in which wires from a module feed racks of different calibers. In some cases, such as the pre-attached racks scenario described below, the modules must be filtered to "Same caliber" and "Same angle" because they are pre-attached to the racks they are intended to service.

The options from the "Show > Set firing system > Customize" menu apply to the default module configuration. These settings do not affect any modules that you've added manually to the launch positions, but they do affect the settings of modules automatically added to launch positions.

As discussed in the basic approaches sections, above, you can manually add modules to launch positions by editing the launch position and then clicking the "edit modules" link. The manually added modules have the same choices for options as the default configuration, but you can specify the options individually and differently on a per-module basis.

Restricting a Module to a Combination of Calibers like 3" + 4"

The caliber and angle filters in the per-module addressing options enable you to place restrictions on the module to limit it to 3" mortars, for example. But what if you want to restrict a module to a combination of calibers? If there isn't a filter option that matches the combination you want, you can partition a module into different ranges of pins and apply a different filter to each range. For example, if you have a module of 50 pins that you would like to apply to 3" and 4" shells, you can split this module up into a range of 25 pins to 3" shells and 25 pins to 4" shells.

The strategy for splitting a module into different pin ranges is to treat each range of pins as a separate module with the same address but a different First pin number. The 50 pin module example for 3" and 4" shells could be represented as two modules configured like this:

Module Description

Address

First Pin

No. of pins

E-matches/pin

Caliber

Angle

Custom

1

1

25

999

3" Mortar

Any

Custom

1

26

25

999

4" Mortar

Any

The highlights point out the module settings for splitting the module. Notice that the green fields define a range from 1-25 and the red fields define a range from 26-50. Each range has a different caliber filter, as defined in the yellow field. The addresses in blue are the same, reflecting the fact that even though these appear as separate modules to Finale, in the real world they are the same module.

Creating Fronts with Modules Having the Same Address

To create a front with effects firing simultaneously from multiple launch positions, you may need to have modules at the launch positions configured to have the same module addresses so they fire in parallel. In principle, computer firing systems can fire modules at the same time whether or not the module addresses are the same, but in practice for some firing systems including most of the wireless ones there are limits to the number of module addresses that can be triggered at once or in a short time window. To accommodate these limitations, it is common practice to configure modules at the different launch positions to have the same address so a single address will trigger multiple modules.

Fronts created with piggy-backed modules or modules that have multiple slats wired together are similar in that a single address is triggering ignitions at multiple launch positions, although in these piggy back or slat cases the firing system units at the different launch positions are actually electrically connected, whereas in the wireless case the units are only logically connected. In both cases, a single address is triggering ignitions at multiple launch positions.

To setup a show in Finale with modules or slats in different launch positions triggered by the same address you need to add the modules or slats to the launch positions and set their addresses manually, because Finale otherwise would assign unique addresses to the modules at each position. This requirement eliminates Approach 1 and Approach 2 in the approaches for addressing computer fired shows described above. Approach 3 is therefore the most common method for setting up fronts with modules having the same address. The section on Approach 3 describes the setup process.

A source of confusion with the slat scenario is that in the physical world the actual module resides at one of the launch positions while only its slats reside at the others, stretched out using wires like tentacles. In the script, how do you represent the difference between the module at one launch position and its slats at the others? The answer is that you don't. The script is only concerned with the addresses, so from the perspective of the script only the firing system units with addresses and pins matter. In Finale that means that if your firing system uses slats you only add the slats to the launch positions; the modules to which they attach are implicit in the addresses of the slats. Thus in the slat scenario for fronts you simply add slats with the same address to the launch positions in the front.

Scab Wiring From a Module at a Different Launch Position

In the real world it is sometimes practical to ignite an effect using a module that is far away from the location of the effect itself. For example, if you have a few large mortars placed far from the audience at an appropriate safety distance but you only have a few such mortars and you don't want to place a full module way out there to serve them, you may prefer to lay out long "scab wires" from the nearest module to ignite the effects in those mortars. This process is called "scab wiring."

Using Modules with the Same Addresses

In Finale, you can specify the modules available at each launch position using approach (3) or (4), described above. For scab wiring, lay out modules with the same address at both the location at which the module is physically present, and also at the location housing the effects you want to ignite with scab wiring. From Finale's perspective, these two modules are wired together in parallel.

Coming back to the example of a few large mortars in the distance, you can set up the show in Finale by placing a virtual module in the distant firing position with the same address as a real module in the firing position you want to scab from. The effects in the large mortars will then allocate pins on that module address. You need to remember when setting up the show that the distant firing position doesn't actually have a module; Finale doesn't know the difference between your virtual modules and actual piggy backed modules that fire in parallel.

Restricting the Scab Wire Pins

Firing systems have electrical characteristics that can in some circumstances require you to allocate only some specific pins for scab wiring, rather than making available all pins of a module at one position to be shared by the effects at another. You can restrict the pins that are available to be shared by setting the First pin and Number of pins fields of the module at the restricted location, to make it appear that the module has a smaller range of pins at that location.

For example, if you have a distant launch position housing four large mortars that you want to scab wire to pins 28-32 of module A at another location, you can put a module A at the distant location and set its First pin to 28 and Number of pins to 4. The effects in those mortars will be assigned to those pins, skipping over 1-27. Alternatively, you can manually assign those pins to those effects to achieve the same result.

Accommodating Modules and Rails that are Pre-Attached to Racks

If firing system modules connect to rails that are pre-attached to racks, then all the effects ignited by the rail must have the caliber and angle of the attached rack. In the picture below, it is obvious that the rail attached to the rack can only fire from the rack's mortars, which all have the same caliber and are pointing in the same direction. Assuming that each module or slat attaches to a single rail, this requirement boils down to the addressing restriction that a module is addressed only to effects that have the same caliber and angle.

danceoffirerack.jpg

To satisfy this restriction you can set the caliber and angle filters for the module as described above. You can set these filters on a per-module basis, or broadly as the default for the entire show with the "Show > Set firing system > Customize" menu item. By default, there are no constraints on caliber or angle.

Once the addressing restriction has been satisfied with the caliber and angle filters, you will also need to set the option "Show > Set rack assignment options > One module per rack" to limit each rack to a single module. Otherwise the rack assignment algorithm may assign effects from multiple modules to the same rack, which is consistent with the addressing restriction but obviously would not work for pre-attached rack scenarios. Rack assignment and firing system addressing are separate subjects, but this topic of pre-attached racks crosses over both subjects so we mention the "One module per rack" option here even though it is also covered in more detail in Racks and Mortars.

In some situations a module can be wired to multiple rails in parallel, as in the second picture below. With this wiring, a single pin on the module ignites a flight of simultaneous effects, one from each of the parallel-wired racks.

Parallel-wired racks

Setting the angle filter of a module to "Same angle" will not allow such flights to be assigned to the same pin if the angles of the racks are not the same. However, you can circumvent this limitation for specific pairs or flights while keeping the "Same angle" setting in place by chaining the flights of simultaneous effects that are intended to be ignited by the same pin ("Edit > Make chain"). The chain of effects ignited by a single e-match will have the same address as the corresponding flight of simultaneous effects ignited with multiple e-matches on the same pin. The only differences between a chain and a flight are the number of chains and e-matches listed in the reports and in some circumstances the order in which the effects are assigned to racks. For more information on racks, see Racks and Mortars.


Categories: Category_Addressing