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Showing content with the highest reputation since 06/19/2019 in all areas

  1. 1 point
    Change animation by setting a number or a expression on your object's Current Animation Index property. You can check its symbol available animation by right-clicking your object and selecting List of Animations of Active Symbol. In the Drawing tab, draw your wall using polyline or curve, set the Object Height and apply the texture by clicking in the wall. Check these two attached images for a better understanding.
  2. 1 point
    You can use a trick to do that, as attached...I used a transparent png picture as texture for the resource. haha:) Model toggle resource picture index.spfx
  3. 1 point
    In fact everthing is ok except you did not placed the subclassed sink objects (mysink type objects) into the facility layout. Probably you forgot to drag them from the project library (at the left bottom window) to the facility layout. I attached the fixed version of the same file. Do not hesitate for asking more. cutoff.spfx
  4. 1 point
    A sample is attached. Time In System.spfx
  5. 1 point
    First, you should define a "NodeReferenceState" on ModelEntity. After finding the appropriate sink to send use "set node" step to assign the found sink's input node as the destination node of the entity (ModelEntity.NodeReferenceState=input@sinkx). Then, do not use transfer step. Instead, set the entity destination type property of source object as specific and also set node name property as ModelEntity.NodeReferenceState. By this way each entity will find its own way via the links you defined.
  6. 1 point
    No, it seems your add-on process is working correctly. How do you transfer the entities to the sink? It seems there is not time advancement between creation and disposing the entities.
  7. 1 point
    place a delay step with a constant time (for example 5 minutes) in the same add-on process and examine the results?
  8. 1 point
    Hi Tom, thanks for your help! I've found a solution on my own in the meantime (probably not as sophisticated as yours but it works well). I additionally modelled a small version of the lift itself and created a wait process. The triggering event is "vehicle exits Node X". I used the process for my servers ("after processing"). So whenever a chair exits the node, the gates will open. This is actually quite close to reality where the gate opening interval is not fixed but depends on the speed of the lift and the point in time when an empty chair arrives. All the best, Nico
  9. 1 point
    Hi Nico, I haven't tried this out, so I can't guarantee this to work, but you could specify a Timer that goes off every 7.2 seconds. Additionally, you'd create a process that runs on the triggering event with the name of that Timer. This process Assigns a new value of 1 to Schranke1...Schranke6.CurrentCapacity. I'm unsure whether a delay is required for the entities to move through the system, but I'd try adding a Delay of Math.Epsilon after this Assign step, to ensure they do. Then, with a new Assign step, change the CurrentCapacity of Schranke 1 through 6 back to 0. You may have to change the Initial capacity of all your gates to 0 in the Facility window. Also, make sure you change the Off Shift Rule to finish work that has already started, on all your gates. Hope this works. Tom
  10. 1 point
    OutputBuffer is 0, ModelEntity balked due to being blocked into Source.Output Buffer.
  11. 1 point
    1) You can find what the save index value means by trial and error. Assign this value to a state variable and place a breakpoint onto the search step. Then, when simulation stops at that breakpoint check the state variable's value. 2) you can use match conditons sequential by using "&&" and "||" mathematical operators. For example, a) match condition with "&&": candidate.modelentity.color="red"&& candidate.modelentity.timecreated<500. The search step will found a modelentity when the expression written for match condition evaluated to "true". Fot match condition to be "true" both conditions have to be "true" (the value of candidate.modelentity.color="red" must equal to 1 and the value of candidate.modelentity.timecreated<500 must equal to 1). If not then the match condition will be "false". The search step can not found any modelentity. b) match condition with "||": candidate.modelentity.color="red"|| candidate.modelentity.timecreated<500. The search step will found a modelentity when the expression written for match condition evaluated to "true". Fot match condition to be "true" one of the conditions have to be "true" (the value of candidate.modelentity.color="red" must equal to 1 OR the value of candidate.modelentity.timecreated<500 must equal to 1). If not then the match condition will be "false". The search step can not found any modelentity.
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