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Alastri is pleased to announce the release of v21.2

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Note

Upgrading to v21.2 of ATS and APS may require updates to your scripts if you are coming from a version prior to 20. 5. Consult your friendly Alastri Support team for assistance - it’s included as part of your subscription.

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All Products

Production Scheduler

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 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 optimisedAgents 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 where how trucks are assigned.  The truck allocation is now determined by how much diggers 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 a new optimisation cycle, diggers sourcing crusher feed should be first in line to receive trucks.   More information on the subject can be found here PS Haulage Calculations.

Delay Sequence

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 was to have multiple sequence bars containing one pattern with and have 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 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’, enabling users to insert delays directly between blocks chosen in the block picker. Users can configure the delays in the XXX found in the Sequence Painter UI or 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 selecting a delay from the drop-down list in of the multi-select input located down the bottomwindow. Like the delay type, users can enter the delay duration directly in the duration box or the delay length input located down the bottomin the multi-select window. Users can also insert delays at the start of the sequence or the and end of the sequence by using the two buttons located on the far left of the toolbar.

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Info

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 next selected 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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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.

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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 the 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 information regarding Wall Activits Activities can be found here (Insert Document Link).

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Improvement in drill hole visualisation

Problem: When Preplist drilling PreplistDrilling and charing was PresplitChargingweres enabled, it was difficult wasn't easy to visually distinguish the drilled and blasted states.

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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

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