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  1. Thank you for the tip on a time path. Do I change my current paths to have a time path for just the portion that is within the 2 minutes? Is there a way to put a range ring around the pickup location to designate the 2 min range without changing the paths? Or is there a different way to solve it with the Process Map?
  2. Simio does not support candelling ride request or remove item from 'Visit Request' queue,but in some situation, we have to forcibly cancel previous request and allow the Entities with higher priority to be picked up first. we face a problem, low priority items comes first and request the Vehicle.,and high priority item come later,but before the Vehicle arrived at the pickup location...it is quite hard to achieve this ,we have to subclass the vehicle to modify the internal processes,but seemingly this is too much for a simple case like this.....thanks!
  3. Yeah I will caution you against your approach as it is the entity's Destination property that resides in the the transporter's ride queue which dictates the transporters steering behavior. I will subsequently leave that entity in the ride station. If you need the transporter to pickup more than one entity, simply increase its capacity.
  4. Typically, there will be an entity residing on the conveyor that would request the vehicle for pickup - at that time, you could have logic within the Evaluating Transport Request add-on process of the vehicle that will evaluate the entity request(s) based on the capacity of a single or group of conveyors and other entities. The Evaluating Transport Request would either accept or reject the requesting entity on the conveyor requesting the vehicle.
  5. We will add this to the user request list. A possible work around is to use Entities instead of vehicle and use the Travel step to move to places in freespace and use the Batch step to pickup a different entity.
  6. You need to modify some logic in OnVisitingNode and OnEvaluatingRideReservation of a subclassed vehicle to realise multiple pickup . The fixed route method only deals with Fixed Route pickup /dropoff...
  7. Feature request: Vehicle can pick up and drop off things(Entity)at (x,y,z) in free space , NOT node. This is especially useful to model battle field rescue work, when wounded soldier was randomly created in a zone (not on nodes). thanks
  8. Hi Petr Thank you for your hint. I have no created a subclass of entity and added a station with a queue to the new class. So it can pickup other objects.
  9. Hi I want to modelling the following problem: A source1 is creating Entities which are wander in free space. Another source2 is creating other Entities. This entities acts as firefighters and should be able to pick up other entities which are created from source1. When an entity of source1 has a value of a specified property below a minimal-value (the health) it should be picked up by a firefighter-entity which was created from source2. Can someone give me some hints, how I can modeling the firefighter-entity to pickup other entities? - Thank you for your help. Best Regar
  10. Hi, If you look at the model trace, you will notice that the said process is associated with a model entity and not a transporter. Within the 'PickUp' step's advanced options, you have to specify transporter type and currently it is set to 'Associated Object' which in this case is a model entity. Since the Pick Up step is looking for a transporter you are getting this error. One solution is to define a 'transporter reference state' and then using an 'Assign' step at the beginning of the process assign 'vehicle', to it, this will assign the current vehicle to the 'transporter reference s
  11. Dear all, I have this problem: When an transporter is empty, he first has to search if there is an entity somewhere waiting to be picked up with the state: "Scan2=true". I tried to model this with the following process: - First decide if the vehicle is empty? - Search if there is an entity with this state waiting in his own VisitRequestQueue (search in Vehicle.visitrequestqueue for the match condition Candidate.ModelEntity.Scan2 == True) - Search is if there is an entity waiting in the rest of the model (search in Global.VisitRequestQueue for the match condition Candida
  12. While I'm sure you could do this using vehicles, it sounds like whet you described might be modeled easier by simply having two types of entities: Buses and Passengers. Use the Combiner to let buses pickup passengers and the separator to drop off passengers.
  13. Hi, If I understand correctly, the vehicle must first be released before it will pick up the entity to transport it. See attached model. Alternatively you can set the vehicle's home node to the node you want it wait at. Just set the vehicle default to go to home node and set the home node to the pickup node. Regards, Imre Model1_fix.spfx
  14. Alan is correct. So the best choice is to make the entities smart and each knows where it is going. A more difficult approach is to use a custom vehicle object that "knows" about inventory status and allocation strategy and has process logic that will replace the standard pickup/dropoff logic to implement that logic. But vehicle is a rather complex object and I cannot recommend this approach.
  15. Hey guys, first of all, thanks for the contribution on these forums, I have learned a lot from the SimBit solutions along with forum threads. Herewith my first post/question: Based on the Vehicle Fixed Route SimBit, I've set up the following model: There are specific pickup/drop-off locations in each of the vehicles' fixed routes. Entities entering at the various Sources will each be allocated a destination location Sinks randomly (ie. at Source_1 Output Node the destination is randomly selected from a DestinationList, which contains all destination nodes). Enities in the right-sid
  16. Breno: Go to the 'Add-On Process Triggers' property category of the Vehicle object. Perhaps use the 'Loaded' add-on process trigger to execute a process that assigns an entity state variable reference variable equal to the entity just loaded (e.g., Assign: CurrentEntityReservingVehicle1=Entity). Perhaps use the 'Unloaded' add-on process trigger to execute a process that clears the entity state variable reference if the vehicle has unloaded the entity into the last destination in its sequence (e.g., Decide: Entity.Sequence.CurrentJobStep==Entity.Sequence.NumberJobSteps...if True
  17. Possible approach is to: 1) Define an entity reference state variable storing a pointer to a reserved entity for a vehicle. 2) For the 'Evaluating Transport Request' add-on process of the vehicle, only accept a transport request if the entity reference state variable is 'Nothing' or is the currently active entity assigned to the vehicle. Thus, the vehicle can only pickup that assigned entity until that reference variable is cleared. 3) When you pick up a new entity, assign the vehicle's entity reference pointer to that entity. 4) When you drop of an entity at the last desti
  18. Alan, Just a tip...You don't need so many tanks... Tanks are independent and will only be needed if you want to see the animated flow... Thus only one tank per pickup point is needed.... Also, You HAVE to use monitor else you will see your ... due to rounding....It does not always hit the Above Low Mark Function....
  19. lhu123, Your model is working -- transport requests are rejected. However, pickup requests (at the node itself) are not, so the vehicle picks entities up. This is because you have not modified the vehicles 'OnEvaluatingRiderAtPickup' process. The standard library vehicle calls the 'Evaluating Transport Request' add on from both the OnEvaluatingTransportRequest and OnEvaluatingRiderAtPickup processes. To bring this logic into the vehicle, you will need to subclass both processes.
  20. Yes, but in your case the entity seizes the worker. I want the worker to deliberatly pickup the entity, drop it in a queue for example and pickup her at some future time (another problem is how to define this future time, i.e. when?) and process it at a server for instance. This is possible? Possible scenario: The Clerk selects the Town Planning work items that she will undertake today although she only commence working on them at some future time.
  21. This should be possible using the onSeizeRequest and onTransportRequest add-on processes. You can have a worker 'reject' a request from an entity based on the workers states/position/etc. Later you may need to use the planVisit/selectVisit steps to trigger the worker to go pickup the entity.
  22. It is possible to a Worker deliberatly pickup entities and process them at some future time? Edit: I want to model a common pattern on workflow execution in which a resource (human) has the ability to undertake a work item deliberatly without needing to commence working on it immediatly.
  23. To avoid all that searching, would this work? Consider a custom vehicle with an integer state variable called LoadSize (or something like that) that represents the number of 20' slots loaded. It would always have a value of 0-4. The Loaded add-on process would increment this by 1 or 2 depending on the load just processed. The Evaluating Transport Request would compare the size of the potential load against LoadSize to accept or reject pickup. If you allow 2 20' loads on the top level, then the table would be: LoadSize Candidate Action 0 Any Accept 1
  24. Modeling multiple cranes on a common (shared) runway is hard to do well. Still harder when you take into account acceleration, crane blocking, and good 3D animation. If you have encountered this problem, here is a solution. For standard bridge crane movement, we recommend the simpler Crane object in the Extras library. But if you need the underhung cranes with cabs moving between bays, read on... The Simio Crane Library is a collection of objects designed for modeling multiple cranes operating simultaneously in a bay. The library is provided as an example of complex material handling
  25. The change of the capacity of the worker/vehicle happens automatically internally. Thus, within the 'OnCapacityChanged' process, when the capacity is 0 (off shift), you would have to assign a variable flag saying that you were changing the capacity manually, then manually change it back to the 1 (which would in turn immediately trigger another token to enter the process that you would need to dispose if the 'flag' is on). Then, within the logic after you change the capacity back to 1, you would need to loop around and see if you have all the outstanding entities for pickup. Then set the 'flag'
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