Adding an option to the "Wait" column

This feature request came to me after a DSM made an error and called a cue too early. Fixtures were still fading off that were used in the next cue in different positions. As the next cue had a 30 second fade in time you can imagine how ugly that looked as everything very slowly moved and flicked through gobos!

It got me thinking about having a new option for the Wait column, which would not allow the cue to be played until all marking had been completed.

So in my scenario above, when the operator was told to press GO too early, the current cue would continue and as fixtures reached zero they would mark, and only when everything was marked the next cue would then continue to run. This could be indicated with a flashing red box perhaps in the wait column.

I'd like to see the Goto command still be able to move past the cue, but not the GO command, unless everything is positioned first.

I think this could be a very useful option to help prevent seeing live moves at critical points in a performance.

Thoughts anyone?
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  • Isn't all the spam lovely at the moment?!!

    Right back to this thread....indeed, you are absolutely correct. Now, please see your example of an operator hitting GO twice, too close together in the same way as the DSM calling 2 cues too close together. This is exactly what my request is about. Of course you can add all these extra cues in like you say but it doesn't fix the fundamental problem of it is possible to hit GO too soon and fixtures will not have marked. Sometimes you can get away with this not looking too bad and other times it can look terrible.

    Therefore, I want an option to set the cues where it would look terrible if this double GO happened, so that even though the operator has hit GO twice by mistake, or the DSM has called 2 cues too close together, the console WILL NOT play the second cue until all marking has completed.

    It's about making the best out of a bad situation. Ideally all cues would be played at the right time, but this way, for example, if cue 2 is a very long timed cue, you won't have all your fixtures very slowly moving to their correct position. Instead, the cue will simply wait, and then GO once fixtures have marked. It may well still be too early for the show, but at least it will not be messy.

    I hope i've made my request clear now and justified my reasons for the request.
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  • Isn't all the spam lovely at the moment?!!

    Right back to this thread....indeed, you are absolutely correct. Now, please see your example of an operator hitting GO twice, too close together in the same way as the DSM calling 2 cues too close together. This is exactly what my request is about. Of course you can add all these extra cues in like you say but it doesn't fix the fundamental problem of it is possible to hit GO too soon and fixtures will not have marked. Sometimes you can get away with this not looking too bad and other times it can look terrible.

    Therefore, I want an option to set the cues where it would look terrible if this double GO happened, so that even though the operator has hit GO twice by mistake, or the DSM has called 2 cues too close together, the console WILL NOT play the second cue until all marking has completed.

    It's about making the best out of a bad situation. Ideally all cues would be played at the right time, but this way, for example, if cue 2 is a very long timed cue, you won't have all your fixtures very slowly moving to their correct position. Instead, the cue will simply wait, and then GO once fixtures have marked. It may well still be too early for the show, but at least it will not be messy.

    I hope i've made my request clear now and justified my reasons for the request.
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