Hand-author how a training fire grows and how it burns down over the drill clock, then scrub to preview it — a replayed timeline, never a computed fire.
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What this does not do
**training incidents only** — ramps are inert on a real incident by design. This is authored illustration, not fire modeling; the app replays what the instructor wrote and computes nothing.
A growth ramp lets a training officer hand-draw how one fire changes over a
drill — when it grows, when the knockdown starts, when it's out — so the fire
plays back the same way every time you scrub the drill clock.
Training incidents only
Growth ramps are reachable only on a training incident, on its synthetic
drill clock. On a real incident there's nothing to open: a condition holds
whatever severity you painted, and nothing grows or dies down on its own
between your updates.
Open it
Paint a fire or smoke condition first, with the Conditions tool. Then, in the
Conditions panel, find Growth ramps (training) — a list of every fire and
smoke cell you've placed. Pick the one you want and expand Growth ramp
(training) on its row.
What a ramp is
A ramp is an ordered list of keyframes: a time, a stage, and the severity
that stage renders at. The four stages, in order, are Incipient,
Growth, Fully developed, and Through the roof. The first keyframe
you add can only be Incipient or Growth — a fire cannot begin as an inferno.
It has to evolve into one across the timeline you draw.
Add keyframe drops a new keyframe at the drill clock's current position,
holding the previous stage; pick its stage from the chip row underneath.
Scrub preview moves the drill clock so you can see the ramp play out on
the map, floor plan, and 3D scene as you drag it.
Knockdown
Add knockdown appends a descending tail to the ramp — one rung per stage,
evenly spread — from wherever the fire currently sits down to Incipient,
over a band you set from 30 to 120 seconds. The descending rungs keep the
same stage color as always and add a diagonal stripe pattern, so a knockdown
reads as "a lower stage than the one before it," never as a different kind
of marker. Hover a rung and its tooltip says (knockdown).
Replay
Replay shows the ramp exactly as you drew it — a timeline the instructor
authored, played back, not a fire the app computed. A ramp is inert outside
training: even a ramp copied onto a real incident does nothing there, because
growth ramps only replay against a training incident's synthetic clock.
Suppression flow rate — gallons per minute per hoseline assignment — is a
department-wide default an admin can set under Admin → Preferences →
Hoseline flow rates.