I understand the complaints on this from a lot of people but me personally I love the new system.
It's vastly more precise and capable than RCT's system was. (with the exception of lights, lasers, water and a fireworks editor)
Now I do have a background in theatre and liveshows so working on things from a perspective of only using seconds is kind of second nature to me, and while it does take time to learn and adapt to it it is very powerful nonetheless. Usually going into a show all I am looking at is a timeline of anywhere between 10 to 150 events lined up and ready to be called in sequence in a very similar way that the current UI also represents it.
As for the firework timings, these are always timed on launch and never on detonation. You just have to account for fuse times, which would be very nice to see listed in the description of a firework to help make that easier, since it's a bit of a guessing game right now for some shells.
I think a great trade-off would be to be able to add sequences/triggers on a timeline but still be able to edit them in such a way that you can get them timed to the second values and cluster them into groups as well.
But keep in mind that some of those very pretty rct firework shows some people have posted here used to take months to complete. From creating a custom fireworks pack for the show, to the music needing mixed, decor needing to be built (often even from custom scenery that needed importing), and then final recordings and editing it all as well. It wasn't an easy process either, but it was probably a bit more manageable which is partly due to everything being much more documented as well.
My biggest gripe is the limitation of the Show Controller unit itself. For about a minute of fireworks and lights I already blasted through 4 Controllers and it's nearly impossible to get a nice smooth fade from color to color or to an off-state with the current light system.
Nevertheless, the system is there and there's still many patches left for them to improve upon it so let's see what the future will hold!
It's vastly more precise and capable than RCT's system was. (with the exception of lights, lasers, water and a fireworks editor)
Now I do have a background in theatre and liveshows so working on things from a perspective of only using seconds is kind of second nature to me, and while it does take time to learn and adapt to it it is very powerful nonetheless. Usually going into a show all I am looking at is a timeline of anywhere between 10 to 150 events lined up and ready to be called in sequence in a very similar way that the current UI also represents it.
As for the firework timings, these are always timed on launch and never on detonation. You just have to account for fuse times, which would be very nice to see listed in the description of a firework to help make that easier, since it's a bit of a guessing game right now for some shells.
I think a great trade-off would be to be able to add sequences/triggers on a timeline but still be able to edit them in such a way that you can get them timed to the second values and cluster them into groups as well.
But keep in mind that some of those very pretty rct firework shows some people have posted here used to take months to complete. From creating a custom fireworks pack for the show, to the music needing mixed, decor needing to be built (often even from custom scenery that needed importing), and then final recordings and editing it all as well. It wasn't an easy process either, but it was probably a bit more manageable which is partly due to everything being much more documented as well.
My biggest gripe is the limitation of the Show Controller unit itself. For about a minute of fireworks and lights I already blasted through 4 Controllers and it's nearly impossible to get a nice smooth fade from color to color or to an off-state with the current light system.
Nevertheless, the system is there and there's still many patches left for them to improve upon it so let's see what the future will hold!