FWsim 3.5 Beta Feedback

About the motion blur. The motion blur and increased light intensity have done wonders for the look of fountains. However, they need to be unrealistically large (The default has a height of 45 meters). Would it be possible to adjust the gravity and drag for fountains? It should have the look of the default but generally most fountains are between 1-5 meters. Maybe adding a slider to increase/decrease the drag?

Will there be some documentation released for the new version. There are different things I am unsure about. For example, what is the diameter setting for under mines? It doesn’t seem to do anything. What is the quantity and caliber setting for under the “Change type or caliber”?

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I see. Maybe its just me but I am more keen to the motion blur in the non beta version.

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Hi.

I have a small problems in the beta

When export the firework show with 3d model, the model is dark on the video.

I dont know if you have the same problem.

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Hi Jordan,

welcome to the FWsim community forum. Please try again in the latest beta, version number .312 (or higher, if you read this post later). I believe this problem has been fixed in that version, please let me know if it’s also fixed for you.

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Hi,

Thanks. I’ve been playing this game for a few years, which I find incredible. Glad it’s still in development.

I will try and come back to you.

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I just updated to the latest beta version (yesterday’s or today’s one) and the software crashes at startup. I tried to load up the demo files rather than making it load the latest file, but it crashed again. The error log throws me a NullReferenceException type of error. How can I download the version previous to the newest update?

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He’s investigating currently until it released the next update

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Good to hear that. Please keep me informed so I can download here the updated beta, as I cannot access the in-software downloader.

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I have the same problem

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The crash should be fixed in version .318, download links in the post above.

Please let me know if any further problems appear, and thanks everyone for testing.

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The crash doesn’t happen anymore, although, with the latest beta, I noticed the software automatically adds explosive bursts. Is it possible to have a toggle per explosion so it doesn’t appear in some cases? For example, here I am using a cake to simulate a vertical-spreading stutata with a shell-of-shells system, but as you can see the explosions in the middle are “ruining the magic”

.
It’s great to have this feature for making quick shells but sometimes it can get in the middle. If possible, could there be a toggle to enable/disable the mortar firing? I would like to disable it along with the sound of it in some cases - or if I want to make a custom-looking firing burst -

Thank you for your attention.

EDIT: Has the fireworks category tab been removed in the firework editor, in the File panel? I cannot find it anymore and I use it often to divide the various fireworks by specific types (for instance: shells of a company, small cakes, large cakes, etc.)

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What are everyones experiences with performance? Does the new beta run smoothly, or are there problems?

Version .319 was just released. We have fixed most of the bugs reported in this thread, but not all of them (still working on a few).

Has just been re-added. (Please note that we will modify this functionality in a future update, so you may see changes over the next updates)

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There’s an issue about the ground and 3D models textures:


  • and some stars are invisible and some are wrong and cannot change color from the show editor
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with the newest update everything turns blue.
green = Blue
red = blue
Purple = blue and gold

and so on…



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When creating a new effect, I cannot select explosion sparks as a tail for stars. The files are there, I’m just not able to use them.

Also, when choosing the microstars, the particle size slider from the spark tails is taken into account while the slider is not visible. So to change the particle size of the microstars, you have to switch to sparks again, change the slider, go back to the microstars. I think the slider should just be there when a microstar tail is selected

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@fy1vo51 and @Henrik , thanks - problem fixed in update .320 which will be released shortly.

This is intentional, because we are now using those “explosion sparks” components for internal purposes. They are added automatically to explosions. If you want to use them yourself, please follow these steps:

  1. find the component file
  2. make a copy and change the filename to something else. You can put the copy inside Documents → FW-Sim → Effect Components.
  3. open the file with a text editor
  4. find the and lines and change it to something else

Thanks, we changed this now so that the slider only works for sparks. I realize that this now removes the option to gradually adjust the size of Microstars. If this is a problem for you, please send me a private message and we’ll talk about it again.

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The Microstars tails are both in the same size, not from specific values and the problem is I can’t even resize them in the Effect Editor. I thinks it’s really better to add a slider to change size to all of type of tails.

Some few questions:

  • Is Sunset will be set as default when creating new show?
  • How can I remove explosions sparks from specific effects?

I second @fy1vo51 's post, I finished updating now and due to the microstars size being changed the whole effects look more… “dense” and break a lot of things, potentially removing possibilities of fine-tuning. If I had to say, the pre-patch version looked better - simply because their size was editable.
For instance, here’s the same cake before and after the latest patch:
BEFORE patch:

AFTER patch:

Please really reconsider enabling the slider as this option really improves the experience for creativity and immersion.

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The multi color-changing is not working and the full release is due tomorrow

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As well as the stars (shortens time)

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