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Sequences fail to run, tests good

Started by Bman313, November 28, 2019, 08:46:25 PM

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Bman313

Hello all,

This is my first year and it has been a learning experience for sure. I have built all my controllers and have tested all my display groups using falcon controller and FPP via my raspberry pi cpu. Everything works in test mode but none of my sequences make my pixels dance. I have data streaming to my falcon controller I can see on the status page, but no lights. It must be a config issue but I can't figure out the problem.
I attached config pics of FFP, Falcon controller, and Xlights set up.
Thanks for your help.😁

Bman313

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AAH

Have you got a playlist and schedule enabled?

jumblinjim

Did you get this resolved?

If no, I saw two potential issues, but full disclosure I'm still somewhat a newb:

1. On the Falcon controller setup rows one and two both use universe 100 for a total of 900 Channels. No Bueno.
2. On the Channel Output screen you only have one universe (#100) setup. See my attached example of my output configuration. You need to make sure all your universes/channels/IP addresses are accounted for on that screen.

Poporacer

Quote from: jumblinjim on November 30, 2019, 07:55:57 PMDid you get this resolved?

If no, I saw two potential issues, but full disclosure I'm still somewhat a newb:


No worries but we all were newbies once, but I will fill you in

Quote1. On the Falcon controller setup rows one and two both use universe 100 for a total of 900 Channels. No Bueno.

No actually Port one starts on Universe 100, Channel 1 and ends on Universe 100, Channel 450 and Port 2 starts on Universe 100 Channel 451 and ends on Universe 101, channel 390 which is totally fine and used quite often.

Quote2. On the Channel Output screen you only have one universe (#100) setup. See my attached example of my output configuration. You need to make sure all your universes/channels/IP addresses are accounted for on that screen.

In the Channel Output screen, you have the option (and it is usually recommended to create several similar universes on one line. In his Channel Outputs he actually created Universes 100-139. The Universe Count is how many universes you want to create Starting with the Universe number entered.

Also, it Looks like you are creating a universe for each port? Many people make the mistake of thinking that universes have a direct correlation with ports or models. That is not the case. Do any of your ports control more than 170 Pixels? What port are your mini trees on and how many pixels on all of the mini trees?
If to err is human, I am more human than most people.

jumblinjim

OK - this still always throws me. So, for Bman's Port Configuration on row 2 the Falcon knows to automatically go to universe 101? I guess that makes sense since the "End Univ" jumps to 101. 

My first year I did keep to one universe per port to keep it easier. Plus, I used absolute addressing, but converted over just this year. It works, but clearly I still don't have a grasp on all of this.

It also makes sense what you said about the E1.31 tab in FPP.  What I don't understand is that when you do it the way Bman did (and, sounds like most do) the "Universe Count" value remains set at 1. Is there a reason for this? My configuration has the value set to 17 as I have 17 universes defined. 

My mini trees (7 of them) are dumb RGB and I run them off one of the DMX ports. The Sticks Left Tall (output 16) has two models tied to them (albeit less than 170 pixels). 

Thanks for the correction, always learning...

Poporacer

Quote from: jumblinjim on December 01, 2019, 06:04:35 PMOK - this still always throws me. So, for Bman's Port Configuration on row 2 the Falcon knows to automatically go to universe 101? I guess that makes sense since the "End Univ" jumps to 101.

Universes are the transportation method to send the data out to the controllers and is not directly related to ports/models. The controllers need to know which Universes it is responsible to "listen to" and what port to send the data to once it gets it. Many times you will have more pixels than one Universe can handle. For example, a controller might be able to control  1024 pixels which is 6 Universes of 512 channels (or 7 if you want to use 510) So you just have to tell the controller which Universe and Channel number each port starts on and how many pixels it is controlling and the controller will keep using the next Universe/Channel until it has the information for all of the pixels it is controlling. You might want to check out the section in the FPP Manual titled Universes, Channels and Ports, oh my!

Quote from: undefinedMy first year I did keep to one universe per port to keep it easier. Plus, I used absolute addressing, but converted over just this year. It works, but clearly I still don't have a grasp on all of this.

But this limits you to 170 pixels per port which is a waste in my opinion. And if you ever go beyond 170 pixels on a port, then you have to totally renumber/realign your configurations in several places which increases the chance of errors.

Quote from: undefinedIt also makes sense what you said about the E1.31 tab in FPP.  What I don't understand is that when you do it the way Bman did (and, sounds like most do) the "Universe Count" value remains set at 1. Is there a reason for this? My configuration has the value set to 17 as I have 17 universes defined.

I am confused, but I think I see what you are talking about. The "Universe Count" you are referring to is the Section above the actual Universes to the left of the Set Button? That box has NO relevance on your actual Universes Configured. It is used to add/delete to the Universes that are identified in the table below.

Quote from: undefinedMy mini trees (7 of them) are dumb RGB and I run them off one of the DMX ports. The Sticks Left Tall (output 16) has two models tied to them (albeit less than 170 pixels)

Thanks for the correction, always learning...

OK that works, and we are all learning things!
If to err is human, I am more human than most people.

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