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Test of Pyrotechnics

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The Test of Pyrotechnics
The Test of Pyrotechnics
(Test - Art and Music)
Other Requirements
Verification

Unverified


You must make the most dazzling fireworks shell you can, and enter it into a competition. Winning a competition gets you closer to your goal. The more people you beat, the faster you progress.

Test Description

You are now signed up for the Test of Pyrotechnics. To read about various aspects of pyrotechnics competitions, including exhibiting, judging, and scoring, visit any Pyrotechnics Stadium Headquarters.

Principles

Principles of Pyrotechnics will walk you through the steps needed to exhibit your first shell at a Pyrotechnics Competition. You may request a Star Lab to create more Star Recipes for the Test, but it is not necessary for passing the Test.

  • Learn any Star Recipe from the University of Art & Music
  • Make Gunpowder
  • Grind Aluminum into Powder
  • Learn the Neutralization Skill from a University of Thought
  • Build an Acid Bath
  • Start a batch of Salts
  • Complete 21 Salts
  • Build a Star Rack
  • Make a Batch of Stars
  • Build a Mortar
  • Arm and Test-Fire a Mortar
  • Register as an Exhibitor for a Fireworks Show
  • Exhibit your legitimate shell at a show

Pyrotechnic Stadiums

  • Asyut (1882, 1780) near Avaris
  • Meroe Desert (-108, -6869) near Meroe
  • Giza (1143, 6602) near Tanis

Player Guides

In all of the tales it has always been very difficult to trigger a pyro contest. However, once the contest has been scheduled, people come to watch and judge. What if the contestants were to place their works in the slots of a pyro stadium in the same way that beetles are placed in a beetles garden, and a contest is triggered once the 9 slots of an stadium are full? The contests will be similar to the exhibitions: they are announced, people get free waypoints to come and the mortars are fired automatically one by one. The contest will be repeated several times (with a minimum of 3) at different hours for an opportunity to allow players from different time zones to assist until a minimal amount of votes is reached. Posted by Robare (feedback appreciated)

Interface

The following is from T3 wiki.

When you edit the design of a mortar, the mortar widget will appear. Through this interface you can specify how the firework behaves. A firework is comprised of between 1 and 12 stages. These stages are listed in the mortar widget with the values that define their behavior.

  • Add a new stage by clicking "Add Stage."
  • Delete a stage (except for stage 0) by clicking that stage's "delete."
  • Test fire the firework by clicking "Test Fire." You must have the necessary resources on hand, which are then loaded into the mortar. You can reclaim the resources by disarming the mortar. Test firing does not consume the resources, but only the mortar owner will see the firework.
  • Scroll among the stages using the scroll bar at the bottom.
  • Resize the window using the handle in the lower right.

Note: You cannot "Arm the Shell" from the menu without first "Editing the Design" and adding a star.

Design

Mortar Construction

First, you'll need a mortar, which cost 10 Firebricks and become available after starting the Test of Pyrotechnics.

Mortars are reusable; the design can always be changed and the mortar rearmed and fired.

Mortar Interface

When you click on the mortar, you'll bring up 12 stages with the following options. Stage 0 is launched from the mortar; stages 1–11 are launched from another stage which you specify.

  • Launch From
The parent of the current stage. Not available for the first stage.
  • Flight Time
How long this stage will live. Range: 0.1 to 99.9 seconds
  • Rockets
The number of rockets to use per repetition. Used for rings, fans, omnis and random. Range: 1 to 4000
  • Direction
The direction that the rocket is launched from the parent: Forward, Backward, Pitch Up, Pitch Down, Yaw Right, Yaw Left, Ring, Fan, Omni, Random.
  • Launch Speed
The speed of the rocket when it is first launched from its parent stage. Range: 0 to 6500 ft/sec
  • Launch Roll
Rotates the rocket around its forward axis. This is a one time rotation at the moment of launch and not a rotation over time. Range: -360 to 360 degrees
  • Thrust Forward
The acceleration on the rocket in the forward direction. Range: -300 to 300 ft/sec^2 (Note: Negative thrust can give you some strange and fun results as the speed reaches 0 and the rocket then endlessly flips over).
  • Thrust Pitch Up
The acceleration on the rocket in the vertical (z-axis) direction relative to the orientation of the rocket. Range: -300 to 300 ft/sec^2
  • Thrust Yaw Right
The acceleration on the rocket horizontal (left-right or y-axis) direction relative to the orientation of the rocket. Range: -300 to 300 ft/sec^2
  • Launch Reps
Launch another set of rockets every N seconds, where N is total time of the parent stage divided by the number of repetitions. Range: 1 to 250
  • Launch Offset
The delay after the parent's launch before this stage is launched. Effectively reduces the total time for repetitions mentioned above by the value specified here. Range: 0.0 to 99.9 seconds
  • Star
The type of star to use. Only lists stars that you currently have in your inventory. You must select a star type to launch or test. See Star Recipes for available types.

Notes

  1. Egypt appears to have a gravitational acceleration of -33.00 ft/sec^2.
  2. The initial stage appears to last 0.1 second longer than the entered time. If stage 0 is a forward launch, you can simply reduce the Flight Time to get calculated values to work (example: 0.9 sec flight time with a 33 ft/sec launch speed will give you a stationary platform for the next stage).

Launch Directions

It is important to remember that child rockets will retain the movement and orientation of the parent stage at launch (Example: firing backwards from a rapidly moving rocket may well only give you a slightly slower child instead of one moving the other way). Also, now that a rocket's orientation is defined by its direction of travel, the launch directions will vary as the parent travels along its path.

  • Forward
Sends the child in the same direction as the parent is heading.
  • Backward
Sends the child in the opposite direction to the parent (this will either give a slower rocket moving in the same direction or one moving in the opposite direction depending on parent speed at launch and child launch speed).
  • Pitch Up
Sends the child upwards (from the parent's point of view)
  • Pitch Down
Sends the child down from the parent rocket (this does not necessarily mean towards the ground).
  • Yaw Right
Sends the child to the right of the parent rocket.
  • Yaw Left
Sends the child to the left of the parent rocket.
  • Ring
Child rockets fly away from the center in a ring in the plane perpendicular to the forward direction of the parent. Rockets are evenly distributed around the ring. The down direction of the children matches the backward direction of the parent.
  • Fan
Child rockets fly forward and away from the center in a half circle in the plane defined by the forward direction and yaw direction of the parent (need verification for all circumstances). The down direction of the children matches the down direction of the parent.
  • Omni
Child rockets shoot away in a sphere.
  • Random
Each child is fired at a randomly chosen direction away from the parent.

Resource Costs

To arm a mortar you'll need some Papyrus Paper, Gunpowder, and the appropriate Stars . Once the mortar has been armed, it may be fired.

  • Papyrus Paper - 1
  • Stars - Total # of rockets over all stages that use that type of star.
  • Gunpowder - For each rocket in the mortar: ( <launch speed> / 50 ) + ( <duration> * <total thrust> / 100 ) where total thrust is the sum of the absolute values of the 3 individual thrust settings. Total gunpowder required to arm is the total (rounded up) for all stars in the mortar.