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Found 9 results

  1. As far as I know you can not accelerate the speed of an entity on any link? you should use tricky solutions to overcome this difficulty. One of the trick is setting the speed of entities to infinity right after entering node a. then changing the desired speed of path 3 and path 5 to some meaningful values. In the attached model this trick is applied. Note that the assigned values (i.e., Path3.Contents.NumberWaiting) should be replaced by any reasonable values. This assignment is only for illustrative puposes. Note that by this way we made the speed of modelentities limitless but at the same time we limit their speed with the speed of paths. you can do any other tricks as well... One of them maybe changing the type of the modelentities right after entering path 3 and path 5 (say path3_modelentities and path5_modelentities) by creating a copy of the associatedobject. Be sure to destroy the original one. And then whenever you need to increase their speed you should search their population by a search step and then assign appropriate speeds to them individually. These are the ones that come to my mind at the moment, but you can find some better methods by pondering. EntitySpeed4_me.spfx
  2. I have created a simio model with a big amount of conveyors and i would to change the desired speed of this conveyors while the simulation is running. Is it possible import data with the model is running and change the variable Desiredspeed associated the conveyors? Regards. Thanks you.
  3. I assume that you are aware that on the Run Ribbon > Units Settings you can set any of the units defaults. For example, you can change the default Length & Distance from Meters to Feet. While this does not change the default in any object, it does change things like: the grid in the facility view will now be in feet, distances in the trace window with be in feet, and output statistics of type length or distance will be reported in feet. I expect that you are requesting that when you place a object with a distance-related property like Initial Desired Speed on ModelEntity, that it would automatically be labeled in Feet per Minute rather than Meters per Second. Of course you would also want the corresponding default value to change along with it, for example from 1.4 m/s to 275 f/m. While I expect that is possible, it seems to me that is best as defined object behavior. For example, you could easily subclass ModelEntity to create a ModelObjectImperial that has those values and units as you desire and simply use that in all your models.
  4. Thanks for your reply! That's something that worked indeed. Although I'd like to model it in a different way. At the moment I am trying to store the location.x of each entity in a vector, and keep this updated by using an add-on process with a loop. From there I would like to let every entity use the find step, to look for the lowest value in the list for location.x - (their own location.x). When this is done, they should switch to a boolean state in which they are trying to "couple". If this is true, these entities will not show up in the previous list with the lowest location.x. When this boolean state is active, I would like to let the entity behind speed up, until the distance between the targeted entity is for instance "1m", after that they should proceed with the same desired speed. I did find some interesting simbits which does something similar like "FindAMinimumStateValue.spfx", although. Instead of updating serverprocessing times, I would like to store the location.x of each created modelentity. Is there any way to do this?
  5. Depending upon your model logic, you may wish to use the Add-On Process Triggers in either a TransferNode/BasicNode object or a Worker object. If the worker's desired speed (which can be accessed with the WorkerName.DesiredSpeed state variable) changes at various transfer nodes in the model, you could use the Worker's Entered Node add-on process - then within that process, have a Decide step (or multiple ones) to check the node name, destination node and then Assign the desired speed as appropriate. If the worker's desired speed is pretty constant except for a few occasions, you could instead have the add-on process at a specific TransferNode through its Entered add-on process, where you already then know the location and just have to Assign the desired speed as appropriate (or perhaps Decide where the worker is going via destination node and assign).
  6. The pipe object appears to have artificial maximum on its rate of transfer. The pipe initially starts with a desired speed state value of 2 m/s has a hidden property input. This means that any entity transferring into the pipe starts at a maximum of that speed. Attempting to transfer entities at mass/volumes that correspond to a linear speed greater than 2m/s doesn't work. Changing this property/state however, does not appear to fix the problem. Entities remain capped at 2m/s.
  7. No, as if entities could physically queue, they would no longer have a travel time equal to the input. The definition of a timepath is that when an entity enters, it takes a set amount of time to reach the end. A way to achieve what you want would be to subclass the path, add a new property called 'travel time', hide the speed limit property, and change the logic to use this travel time property for setting the entities movement.rate rather than using the entities desired speed combined with the paths speed limit. Just as before, set passing to 'false'. Alternatively, try animating the queue of entities attempting to enter the node/path/station after the timepath to visualise the queue.
  8. So, it turns out the travel step was the answer However, I have noticed some interesting behavior. Namely, at the end of the travel duration, the entity is assigned its "end travel speed" regardless if the entity was able to accelerate to that speed. In my case, I have short travel distances in which the entity is not able to acheive its ending speed. Instead of just remaining at the max speed it was able to accelerate to, the entity jumps to the desired end speed resulting in a discontinuous velocity situation. This is in sprint 90. If it hasn't already been addressed, it would be great if there was an additional option to "override" the entity's current speed with a desired end speed (or not, in this case)... that way the entity can accelerate towards a desired end speed, but not have a discontinuous velocity if that speed is not reached. My current work-around is to set the desired end speed as a calculation that returns the desired speed or the max/min speed achieved, but that is cumbersome and relies on my correct understanding and application of basic phyics Thanks! Adam
  9. Agreed Adam, very counter intuitive... especially considering that an entity can have a 'acceleration' of 0.1, an 'accelerationDuration' of 10, but NOT be accelerating because its already completed the acceleration. Therefore, the actual (non Simio) state of the entity is acceleration of zero as it is not accelerating. Regarding the unit conversion Adam, you can safely take the 3600 out of the expression if you ignore the units and set them as 'hours' for duration. You are double unit converting... first you are taking an hours expression (the calculation) and dividing it by 3600 to put it in seconds, then telling Simio it is in seconds. Just leave it as hours and it works. The calculation in your step is as follows: ModelEntity.DesiredSpeed/(ModelEntity.Movement.Acceleration/3600) in seconds. Desired Speed = 1 m/s, or 1/3600 h Acceleration = 1 m/s/s, or 1/3600^2 m/h/h Therefore, the calculation carried out is: (1/3600) / ((1/(3600^2))/3600) *3600 -- the final 3600 is the conversion from hours to seconds that Simio does because you have selected a unit of seconds. Leave it in hours and take off your 3600 conversion factor and it will all work. PS. The above reads clear as a good stout to me. If anyone feel frees to convert it to a nice light beer go right ahead!
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