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«AND» | «OR» | |
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View | Shown in pink. | Shown in blue. |
Logical Function | Returns TRUE if all of the conditions evaluate to TRUE. | Returns TRUE if any condition evaluates to TRUE. |
Explanation | Defines "AND" type dependencies, which means that the block pointed by the arrow will be processed after the block from where the arrow comes (the first arrow AND the second arrow) has been mined. | Define "OR" dependencies, which means that the block pointed by the arrow will be processed after either the first block from where the arrow comes OR the second block has been mined. |
Example 1 | ||
Example 2 | Selected and highlighted in yellow Blast 3008 will only be mined after blocks 36 AND 106 have been mined. | Mining on the selected and highlighted in yellow Blast 109 can begin after mining any of the blocks pointing to it with blue arrows (114 OR 107 OR 105 OR 106). |
Switching the Dependency Type |
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Operation | Description | Tool | ||
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Drawing Dependencies | Press the Draw Dependencies icon to drag manual dependencies between blocks. Select a block to start drawing - it will be shown in yellow. To continue the dependency from the last block, click the source block so that the block to continue the dependency is highlighted in yellow. Use the <ESC> key to cancel the last step. | Dependencies can also be created by clicking the successor, clicking all predecessors, and then clicking back on the successor to finish. | ||
Changing the Dependency Arrow Size | Use the horizontal arrow size slider to customise size of dependencies. | |||
Switching the Dependency Type | To toggle between "AND" and "OR" types when drawing a dependency, press (and hold to keep your selection) the <CTRL> key. | |||
Deleting Manual Dependencies | To delete manual dependency arrow:
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Clearing Manual Dependencies. | To clear manual dependencies:
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Time Delay Setting | You can apply a time delay on manually drawn dependencies, for example, to specify that you can’t mine a trim shot until a week after the production one has been completed. The remaining duration of the delay can be queried by launching the “Dependencies” dialog of the dependant block in the Animation tab. | |||
Resetting currently selected rule | You can reset currently selected rule by pressing the red stop button. Note that this action will reset manual dependencies as well. Press YES in Reset Rule window if you want to proceed. | |||
Clearing Automatic Dependencies | Automatic dependencies can be removed by selecting the block(s) and pressing the Remove Auto Dependencies button. Excluded from AutoDependencies blocks will appear shaded dark grey (as per the Legend).
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Restoring Automatic Dependencies | Automatic dependencies can be restored by selecting the block(s) and pressing the Restore Auto Dependencies button. | |||
Restoring automatic dependencies by mine/pit/stage | To restore Automatic dependencies:
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Operation | Description | Tool | ||
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Placing a Starting point | Select the Drawing Starting Point icon from the top toolbar (the last one in the row) and click the blast you want to put it on. The auto dependency arrows will automatically target that point. | |||
Deleting a Starting point | To delete, select the defined Starting point (it will be shown in yellow) and click the red cross icon. | |||
Placing multiple Starting points | If a bench is divided into two or more parts, you need to set a Starting point for each of them. You can also set multiple Starting points for benches with multiple ramps. | |||
Clearing all Starting points | To clear all Starting points from the bench, select the record from the tree structure on the left, right-click on it and select the "Clear All Starter Points / Lines" option. | |||
Replacing Starting point auto tool | When you have a ramp shot defined in the Designer tab of Rapid Reserver, you can use the Auto Starting point tool. It will try to guess where the starting point is based on the currently loaded Haul Infinity Model.
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Error message | Circular Dependencies
You will not be able to proceed with the setup without at least one Starting point set on benches with "Blasts" and "Branching" type dependencies. If there are no distinct ramp or trim blasts, the Starting point(s) must be set at the bench access location.
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Bearing rule
Anchor | ||||
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