Alastri is pleased to announce the release of v21.2
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Starting with v21.2, the concept of Early Access has been retired. All users now have access to all versions - for assistance on which version to use, consult this guide: /wiki/spaces/DED/pages/27230462 If you work for a large company, consult your company’s central Alastri contact for when to switch versions. |
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Problem: In version 21.1 we introduced the Truck Dispatch system, which was a significant improvement over the previous trucking system, which mixed instantaneous logic with TUM logic. When using the Truck Dispatch mode, it was highlighted that it was very difficult challenging to troubleshoot why the optimiser was doing certain things, i.e. – , sending material to a stockpile despite the crusher being starved. This was a result of the schedule needing to complete two passes to assign the trucks. Other limitations existed around the period-based digger assignments.
Solution: In version 21.2, trucks have been included as part of the optimisation equation. Introducing the trucks into the objective function results in the truck allocation being fully optimised. The digger priority table in the calendar has been removed as cash flows dictate where trucks are assigned. The truck allocation is now determined by how much diggers are contributing contribute to the maximisation of the objective function. In most situations, the highest cash flow will be to feed ore to the crusher. As a result, when a new steady state is created, causing the a new optimisation to runcycle, diggers which are sourcing crusher feed should be first in line to receive trucks.
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Problem: It is common practice to model tramming delays for drills and, in some cases, diggers. The only way to achieve this in APS currently is to have multiple sequence bars containing one pattern with delay bars inserted between them. This process is rather inefficient, and users lose the ability to quickly draw their sequence in one go using the sequence painter. If during the schedule, a pattern is delayed during the schedule, all of the delay sequence bars need to be repositioned, which is a time-consuming task.
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Solution: A new Sequence type has been developed called a ‘Delay Sequence’ which enables , enabling users to insert delays directly between blocks chosen in the block picker. The delays can be configured Users can configure the delays in the XXX which is found in the Sequence Painter UI or in the properties panel of the selected sequence.
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The type of delay to be applied to the end of the record can be set by either clicking in the duration box next to the pattern name and selecting the delay from the list , or from the drop-down list in the multi-select input located down the bottom. Like the delay type, users can enter the delay duration can be entered directly in the duration box or in the delay length input located down the bottom. Delays Users can be inserted insert delays at the start of the sequence or at the end end of the sequence by using the two buttons located on the far left of the toolbar.
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Wall Panels
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Min Rate
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Production Blasting and Presplit Blasting in Chrono Report
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Period Filter for Animation Export
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Improvement in drill hole visualisation
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Force new decision point after build finishes
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Properties Gird available in Destinations tab
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Please note that ‘Can Skip Tasks’ is not available in the new Delay Sequence. Tramming delays should take into account the distance between the predecessor and successor records. For this reason, it makes no sense to jump ahead as the delay duration may increase or decrease based on the location of the chosen record. |
Sequence Reordering
Problem: If a user wants to reorder the blocks in the sequence, the Sequence Painter window would need to be launched for that sequence, and then the records reordered. This process can get quite tedious if the order of the is constantly changing.
Solution: To help speed up the process, we have added the functionality to move blocks around directly in a sequences properties panel. Records can be repositioned using drag-and-drop or via the up and down buttons located in the toolbar.
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Code Filters
Problem: Sometimes, it is required that material with certain characteristics can go to a particular destination. When the parcel definition does not go down to this level of granularity, it is hard to achieve this kind of logic. Instantaneous grade targets are not a hard constraint. As long as the average grade within the steady-state passes the criteria, it can allow material whose grade fails the criteria to be sent to an undesired destination.
Solution: Code filters have been introduced to help enforce hard constraints when Agents are selecting a destination. A Code Filter is an additional piece of logic evaluated when agents select a destination rule to use. Code filters can either be scripted in which is recommended where a large number of code filters need to be written, or they can be created through an inbuilt Code Editor in the Destinations Rules step. More information about Code Filters and how to construct them can be found at the following link https://alastri.atlassian.net/wiki/spaces/212AD/pages/5483987078/PS+Code+Filters.
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Flow Optimisation - Minimum Rate
Problem: When the optimiser runs, it is a possibility that a mining Agent will be selected to operate at a rate that is not practical in reality. This has the potential for impractical plans to be published.
Solution: It is not possible to define the minimum rate that a mining Agent may operate at. This option can be enabled in the Final Configuration step and enabling it will add an additional row per Agent in the calendar.
Chrono Data Sources - Production Blasting and Presplit Blasting
Problem: When creating reports, it is not uncommon to wish to include blast data; however, blast data is not an available Data Source inside Chrono Reports.
Solution: The Data Sources within Chrono reports have now been updated to include ProductionBlasting and PresplitBlasting. PreplsitBlasting will only appear if the activity has been enabled within the project.
Custom Wall Activities
Problem: Within APS it was not possible to schedule multiple wall-related activities on a wall section → Scaling → Rock Bolting → Shotcrete
Solution: It is now possible to model up to 10 user-defined wall activities on a section of wall. To enable this functionality, the “Model Wall Panels” feature must be enabled as well as enabling the creation of wall panels within the RR project. More infomration regarding Wall Activits can be found here (Insert Document Link).
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Improvement in drill hole visualisation
Problem: When Preplist drilling and charing was enabled, it was difficult to visually distinguish the drilled and blasted states.
Solution: The appearance of presplit holes has been reconfigured to make it easier for users to determine the current state of the activity. Two additional visualization options have also been given to the user in the “Production Mode Features” Step.
Option | Description |
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Show Undrilled Holes | If enabled, when preplit drilling begins on a pattern, empty production holes won’t be laid out on the reamaing area. |
Show Blasted Holes | If enabled, once presplit holes have been fired, the blasted holes will remain present on the pattern until blasting of the production holes occur. |
Stockpiles - Force new decision point
Problem: When stockpiles in a mutex set have a build target type, it was evident that when a new build started, the “Hours between stockpile decision” input could cause loaders to remain on stockpiles that do not align with the new build targets. The result would cause a volatile grade curve for the stockpile build.
Solution:
Period Filter for Animation Export
Properties Gird available in Destinations tab
Tactical Scheduler
Extension Data Sources & Parameters
Dependencies
Custom Exports
Spatial Conformetrics
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