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Showing content with the highest reputation since 12/20/2024 in Posts

  1. It seems the approach I had in mind was much more complicated than necessary. Thanks to your suggestion, I was able to resolve the issue. After applying your method, it worked seamlessly in my model. Thank you very much for your help.
    1 point
  2. You could improve this with a monitor inside a subclassed vehicle verifying the ResourceState change and executing a process to add the wages aswell. But for now, I think the solution above is fine.
    1 point
  3. You are correct. When they are moving to pickup the cost is not considered. Easy way to verify is to change the velocity of the vehicle to a really high value. You'll get the 1440 as expected. I would probably not use Costs directly. Instead, I would create a Process on Run Ending. Search through the population of vehicles and save the values accordingly, like: vehicle.resourcestate.TotalTime(0)*2 -> would give you 2 USD per hour on a given state, in this case state 0 (idle). vehicle.resourcestate.TotalTime(1)*2 -> would give you 2 USD per hour on a given state, in this case state 1 (busy). If you need to see these values separated, you would need a matrix to save these values depending on the number of the vehicles. Or, you subclass the vehicle and create a vector where each element of the vector would save each cost. Else, you just keep adding to a variable for each vehicle on the system. There is probably another way manipulating the cost inside the process of the vehicles, or using a monitor verifying resourcestates changes on a subclassed vehicle.
    1 point
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