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Troy avatar image
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Troy asked Joerg Vogel commented

how to develop a custom task executer

I am trying to replace the build-in task executer to my model below:

custom-te.png

and I want to add some custom logic, animations, but I don't know how to do it, it cannot be found any tutorials in user manual, any help would be appreciated.

FlexSim 22.2.0
taskexecutor
custom-te.png (129.7 KiB)
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Arun Kr avatar image Arun Kr commented ·

This looks like a container terminal quay crane. Have you checked FlexTerm?

https://www.flexterm.com/

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Troy avatar image Troy Arun Kr commented ·

My company only have FlexSim licence, so I am afraid I have no choice

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Julie Weller avatar image Julie Weller commented ·

Hi @Troy, was one of Joerg Vogel's or Jason Lightfoot's answers helpful? If so, please click the "Accept" button at the bottom of the one that best answers your question. Or if you still have questions, add a comment and we'll continue the conversation.

If we haven't heard back from you within 3 business days we'll auto-accept an answer, but you can always unaccept and comment back to reopen your question.

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Jason Lightfoot avatar image
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Jason Lightfoot answered Jason Lightfoot commented

It depends on what aspects you need to customize. If it's the finer detail of the load and unload behaviour outside of any travel task the you can customize the offset travel.

Then the first approach to try would be using a Basic TE with you own definitions for the offset travel. You add that using triggers for beginOffset, uopdateOffset and finishOffset.

If it's visuals you can change the base shape but just importing or add components to animate or apply kinematics in the drawsurrogate part of the visual attributes.

You can also create a module for your own class of TE if needed, but I would try the other options first.

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Troy avatar image Troy commented ·

Thank you for your answer. It sounds complicated, I'm not sure if I can finish it, are there any tutorials for that?

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Jason Lightfoot avatar image Jason Lightfoot ♦ Troy commented ·
There's not much material about. There's this example in another post.


Other than that you can look at the Basic TE documentation and the same for Kinematics. Note that you can also using draw code to fill in the gaps. So for example while you might change the height of the crane 'grab' you can draw the lines from the grab to the point of suspension using code - it has no bearing on the timing or activity or object location so it doesn't matter how frequently it's drawn or if it is at all (if the 3D view is closed or you're running replications).


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Joerg Vogel avatar image
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Joerg Vogel answered Joerg Vogel commented

Even if my approach look a bit weird, you could see this crane as a sub model.
A transporter is travelIng on a network. This network is inside of a plane, which is a subnode of an Automated Guided Vehicle object. A dispatcher is dividing incoming transport jobs into a coordinated tasksequence to let travel the AGV and the transporter.

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Troy avatar image Troy commented ·

Thank you for sharing this experience. Your approach may seem unconventional, but it highlights the importance of viewing systems as composed of interdependent sub-components. I am inspired by your experience, Thanks a lot.

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Joerg Vogel avatar image Joerg Vogel Troy commented ·

@Troy, you have started a new question. I add a link to an older thread. https://archive.flexsim.com/threads/thread3149.html. But I still think you get to a faster result, if you compose a sub model of objects, rather than if you build an object from a custom basic taskexecuter.
You can naturally customize a standard crane. Every part of main functionality already exists. You need only to add at each node level new objects, replace their shapes and set default node objects invisible.

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