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Showing results for tags 'transporter'.
"muli direction server"
multiple destination vehicle
buffer transfer node
Found 3 results
Dear All, I have a Vehicle which has a default ride capacity as 1, but i want this vehicle to change its ride capacity. If the vehicle picks empty tub it should pick 2 tubs , but if the tub is full it should pick 1 tub. How can i do this? it would be great if anybody can help me with this. Thanks.
Hello, I am doing a project on buses picking up entities and dropping them off at an office. I have a list of 4 vehicles (each vehicle has different capacity), and they enter the system from a source object called garage. The task performed by these buses area as follow: Go to station > Pick up entities > Drop entities at office > Go to station > Repeat. I name the buses: Bus1, Bus2, Bus3, Bus4. These buses will not depart from the station until they have filled their capacities. The problem I have is that when all 4 transporters are present in the station, the entities would always go to Bus 1 although other buses have waited in the station for a longer time. Let's say Bus1 has filled its capacity and departed to the office. The entities then started loading into Bus2. Before Bus2 is filled, Bus1 has already returned to the bus station. The entities then stopped loading into Bus2 and instead started loading to Bus1. At first, I tried putting "reservation method" as "reserve closest" with a "selection goal" of "preferred order", but it did not work. Then, I tried changing the "selection goal" as "smallest value" and "selection expression" as "Candidate.Vehicle.DirectDistanceTo.Object(Output@BusStation)". However, it still did not work. Any help or idea would be greatly appreciated. Thank you in advance! Please let me know if any of my description is unclear or more information is needed.
Hi I am currently working on modeling a facility whose description I provide below and attach its simio file to this message: 1)There are Two entities each titled 'Small Package' and 'Large Package' that enter the system through a Server titled 'Shooter' 2) Four worker elements take the incoming packages to 16 Sinks titled as 'Carts' 3) I have set up a process at the Output@Server1 so that each worker element serves a specific set of Carts Worker 1 -> Cart1, Cart2, Cart 3, Cart 4 Worker 2 -> Cart 5, Cart 6, Cart 7, Cart 8 Worker 3 -> Cart 9, Cart 10, Cart 11, Cart 12 Worker 4 -> Cart 13, Cart 14, Cart 15, Cart 16 4) I have used paths elements to keep track of worker distance covered over the period of time I run the simulation 5) I have also placed 8 Transfer Nodes whose locations will be clear on viewing the attached file. My questions are as follows: Q.1) Say worker 1 collects his first package and goes to place it on to cart 4, can worker 1 than collect the next package for say cart2 from the transfer node close to cart 2? Essentially I would like the workers to move as less as possible because in reality they just pick packages from in front of the respective carts. Is there a smart way to do this keeping my process logic for Output@Server1 intact? Q.2) Currently I have my experiments monitor Utilization of workers, their Idle time and distance covered. I would love to hear from experts here as to what other Responses might be good yard sticks that can help better understand the efficiency of the system or its bottle necks? Thanks, Best Regards, 16sinks_edit3.spfx