Professional Documents
Culture Documents
Construction
To start building the fluid model, you will need to start with a new model. Do not begin
with the models you saved from the previous lessons. It is expected that you know
how to create objects, connect their ports, and use their Properties GUIs.
If at any time you encounter difficulties while building this model, a fully functional
tutorial model can be found at http://www.flexsim.com/tutorials
To begin this lesson, drag out the following objects from the library. These objects can
be found in the library by clicking on the plus button next to "Fluid" found near the
bottom of the library window:
Note: When you create the first Fluid Object, a Ticker is automatically created and
placed at (0,0). You can move this to any point in your model where it is not in the
way, but do not delete it. It is required for the Fluid Objects to work.
Once the objects have all been created and positioned where you want them in the
model, they need to be connected. You use the same keys to connect Fluid Objects
as you do to connect Discrete Objects: the A key creates an input/output connection
and the S key creates a center port connection.
The default inter-arrival time for the Sources will work well for this model. They just
need to call an Operator to transport the flowitems they create to
the ItemToFluidobjects.
When the objects are created they will be different colors, depending on their class. It
is often helpful to color the objects based on the type of material that they will be
processing. In this model there are two processing lines that are each composed of
an ItemToFluid, a Pipe, a Tank and another Pipe. Using the Properties GUI, we will
change the color of those four objects on one line to blue and the objects on the other
line to red. This will cause pieces of the objects to change to that color as the model is
running.
Double-click on ItemToFluid1 to open its Properties window, and click
the General tab.
Click the button located next to the Color field. The color popup will appear.
Select a blue color from the the options, then click OK.
Click OK to apply the changes and close the Properties window.
Repeat this step for the rest of the objects mentioned above, coloring the other
processing line red instead of blue.
Next the ItemToFluid objects have to be configured to create the correct amount of
material for each flowitem that comes in.
The Pipes that lead away from the ItemToFluids are the next objects that need to be
configured. Pipes do not allow the modeler to specify the input and output rates. The
output rate is based on the actual rate that material was received.
Click the Layout tab. Adjust the FluidPipe, changing and/or adding sections of
pipe, so that it appears to start at ItemToFluid and end near FluidTank (the
actual values of your FluidPipe may be different than the ones shown below).
Changing the Layout does not affect the behavior of the pipes. More
information about this tab can be found here.
Click the OK button to apply the changes and close the Properties window.
Repeat this step for FluidPipe2.
The ItemToFluids now have a maximum output rate of 2, but the FluidTanks have a
maximum input rate 1. If these values are left as they are, the FluidTank's rate will be
used during the model run (because it is the lower of two values) and the FluidPipewill
not be able to send material downstream as fast as you have told it to. So the rate on
the FluidTanks needs to be changed. FluidTanks allow the modeler to set three levels
that will cause triggers to fire when the content of the FluidTank reaches them. These
values are called marks. They are edited on the Marks tab of the Properties Window.
For this model, the Tanks should keep their output ports closed until they have
received a certain amount of material. They will then open the output ports and leave
them open until the Tank becomes empty. They will always keep their input ports
open.
On the Marks tab, click theto add a function to the Passing Low Marktrigger.
Select the Open or Close Ports option.
Click where it says rising. The available options will appear.
Add the Open or Close Ports function to the Passing High Mark trigger in the
same way. Give it the following parameters:
Depending on where you placed the objects in your model, the Pipes that lead from
the Tanks to the Mixer may need to be adjusted so that they point toward the Mixer.
Again, this is completely visual, the size and layout of the Pipes will not affect their
behavior. Use the Layout tab to configure the Pipes in your model so that they look
good to you. The default maximum content of these Pipes is currently too large for this
model.
Double-click FluidPipe3 to open its Properties window. On the Pipe tab, change
the Maximum Content to 10. This will make sure that the material leaving the
Tanks takes just a little time to get to the Mixer.
Repeat this step for FluidPipe4.
Step 8: Set up the Mixer's step and recipe tables
The FluidMixer now needs to be configured to receive the two different materials and
combine them into a new material. This is done by changing the two tables found on
the Steps tab in the FluidMixer's Properties window. The Mixer Steps table is used to
define a series of steps that the Mixer must go through for each batch that it
processes. In this model, the Mixer Steps table needs 2 steps. The Mixer should pull
10 gallons of the first material from input port 1 during step 1. Then it should pull 20
gallons of the second material from input port 2.
The description of the steps is not important, call them anything you want. The delay
time for each step is executed after all the material for that step is received, and
before the Mixer starts receiving material for the next step.
Set the Delay for Step 1 to 0, and the Delay for Step 2 to 10.
On the Steps tab, under Mixer Recipe, change the Number of Ingredientsto 2.
Click Update. The ingredients will now appear in the table. Once more, the
description can be anything you want because the object does not refer to
these names. Call them Material1 and Material2.
For Material1, change the Port to 1, the Amount to 10, and the Step to 1.
For Material2, change the Port to 2, the Amount to 20, and the Step to 2.
The Mixer's level display is a useful tool to watch during the model run. It will display
how much of each material in the Recipe Table the Mixer has received at any point in
time. By default it is hidden behind the Mixer's 3D shape. More information about the
fluid level display is found here. You can also manipulate the size and shape of the
fluid level display so that it looks like part of the object to get a more realistic look.
The FluidProcessor's default values will work well for this model. It will receive
material from input port 1, process it for a certain amount of time and send it to output
port 1. The amount of time it spends processing is based on its Maximum
Content and the Maximum Output Rate that the modeler defines in
the FluidProcessor Properties window on the FluidProcessor tab. You can play with
these values if you want to see how they affect the model. To make the bar on this
object appear in front like on that of the Mixer, you will once again need to change the
Y location of the level indicator bar to 1, as done in the previous step.
The FluidToItem near the end of the line will convert the fluid material coming from
the FluidProcessor and change it into flowitems. The Fluid per Discrete Unit and
Discrete Units per Flowitem will be multiplied together to determine how much
material will have to be collected to create a single flowitem. In this case, 10 gallons of
fluid will become 1 flowitem.
After completing this lesson your should have an idea of how these Fluid Objects work
and some of their capabilities. There is far more that they can do than was covered in
this lesson. Read through their documentation and try other options and settings.
Soon you'll be putting together larger, more detailed fluid-based models.