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Solution: In version 21.2 ofAPS, Dynamic Haulage has been included in the Setup items. Dynamic Haulage works the same as it does in ATS and contains the same trigger types. More information regarding Dynamic Haulage can be found here /wiki/spaces/212AD/pages/30937116 .
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Truck Optimisation
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 challenging to troubleshoot why the optimiser was doing certain things, i.e., sending material to a stockpile despite starving the crusher. 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. Agents are now automatically assigned to Agents based on how much revenue each Agent is making. The digger priority table in the calendar has been removed as cash flows dictate how trucks are assigned. More information on the subject can be found here PS Haulage Calculations.
This is the last major change to haulage in APS as it is now perfect with respect to how APS currently selects destinations.
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Solution: Code filters have been introduced to help enforce hard constraints when mining Agents select 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 added by Alastri in the extension, or created through the inbuilt Code Editor in the Destinations Rules step by end users. 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. here.
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Flow Optimisation - Minimum Rate
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Solution: It is now possible to model up to 10 user-defined wall activities on a section of the wall. To use this functionality, the “Model Wall Panels” feature must be enabled, as well as enabling the creation of wall panels within the RR project. More information regarding Wall Activities can be found here /wiki/spaces/212AD/pages/30938661 .
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Improvement in Presplit Drill Hole Visualisations
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The Bench Depletion step deals with material that exists within the flitches of the depleted phase solids. In Bench Depletion, material within a flitch can only be removed or sent to the flitch below. The intention of this step is to allow users to remove/push down any remnant material that may be present. It is important to know when the material is sent to the flitch below; it will be trimmed to the below bench’s silhouette. More Information on Bench Depletion can be found here/wiki/spaces/212AD/pages/30938521 .
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Wall Panels
Within APS, it is now possible to model wall-related activities. These wall activities occur on wall panels which are required to be generated through RR. Inside the Phase Details step, this functionality can be enabled and configured. More information regarding Wall Activities can be found here /wiki/spaces/212AD/pages/30938661 .
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Temporary Ramps
New functionality has been introduced to allow for better visualization of situations where a temporary drop-in ramp is used. Inside Rapid Reserver, the dig solid located inside a blast which is scheduled to be the temporary drop in location can be set up to have an azimuth. The solid will then be sliced diagonally in the specified azimuth direction which can be set in the Settings table of the dig solid. To help set the right azimuth value, an arrow will appear on the block reflecting the current azimuth value. To remove the azimuth value, the red cross icon next to the value can be clicked.
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