FDS EVAC STAIRCASE

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roland.h...@gmail.com

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May 7, 2021, 3:33:58 PM5/7/21
to FDS and Smokeview Discussions
Hy, i want to try to evacuate pupils with a staircase.

I cant understand the mechanism. The Agends do not go downstairs. Can anybody help me.

Thats my code:

 FDS+Evac version: FDS 6.6.0, Evac 2.5.2 (GIT FDS6.6.0-914)
 All material properties etc. are completely fabricated.


// Hieslmayr Roland 26.04.2021
// Version fds-grundfile: 1.1 R 20210426
// Personenstromanalyse  Bakip Honauerstraße


// Identifikation: Beschreibung
// Abkürzungen
// RSH = Simulation der Rauchschichthöhe
// MMH = Simulation der Meldermontagehöhe
// LST = Simulation der Leiterseiltemperatur
// PSA = Personenstromanalyse



&HEAD CHID='PSA_Honauerstrasse_V10', TITLE='Personenstromanalyse Honauerstrasse Version 1.0' /

 Fire mesh for the staircase
 
//&MESH IJK= 980, 300, 220, XB= 0.0, 49.0, 0.0, 15.0, 0.0, 11.0 /
// b  *  l *  h
// 49 * 15 * 11

//Evacuation Meshes
//dx=dy=0.05 m
&MESH IJK= 980, 300, 1, XB= 0.0, 49.0, 0.0, 15.0, 0.8, 1.2, 
      EVACUATION=.TRUE., EVAC_HUMANS=.TRUE., ID='EMesh_EG' / 

&MESH IJK= 980, 300, 1, XB= 0.0, 49.0, 0.0, 15.0, 4.6, 4.8, 
      EVACUATION=.TRUE., EVAC_HUMANS=.TRUE., ID='EMesh_1OG' / 

&MESH IJK= 980, 300, 1, XB= 0.0, 49.0, 0.0, 15.0, 8.2, 8.6, 
      EVACUATION=.TRUE., EVAC_HUMANS=.TRUE., ID='EMesh_2OG' / 

&TIME T_END=500.0, DT=0.1 / 

&MISC EVACUATION_DRILL=.TRUE., /
&RADI RADIATION=.FALSE., /

// Choose a color for the evacuation mesh OBSTs
&SURF ID= 'EvacSurf', COLOR='GREEN', EVAC_DEFAULT=.FALSE. / 

&SURF ID= 'Wall' , DEFAULT=.FALSE.
      MATL_ID= 'Concrete' 
      COLOR= 'GRAY 35'
      THICKNESS= 0.05  / 


&SURF ID= 'Chair' 
      MATL_ID= 'Concrete' 
      COLOR= 'RED'
      THICKNESS= 0.05  /   
  
  
&SURF ID= 'Blackboard' 
      MATL_ID= 'Concrete' 
      COLOR= 'RED'
      THICKNESS= 0.05  /   
    
  
                                               
&MATL ID= 'Concrete'               
      FYI= 'Just an example' 
      CONDUCTIVITY= 1.0                   
      SPECIFIC_HEAT= 0.88                  
      EMISSIVITY= 0.8                   
      DENSITY= 2200. /               
  
 Note, evacuation flow field dumps do not use dt_slcf.
&DUMP SMOKE3D=.FALSE.,
      NFRAMES=500,
      DT_PART=1.0,
      DT_HRR=1.0,
      DT_DEVC=1000000.0,
      DT_SLCF=1000000.0,
      DT_PL3D=1000000.0,
      DT_ISOF=1000000.0 /

 Landings and stairs as EVSS-namelists (landings are at different z position
 than the evacuation meshes ==> EVSS is needed (humans are at correct position
 in the Smokeview pictures...) NOTE: Landing has HEIGHT=HEIGHT0 ==> IOR does
 not matter.
 

// Stairs EG-1.OG




&EVSS XB=26.00,27.85, 9.4,11.35, 0.8, 1.2, IOR=+2, ID='Sair_EGc',
      FAC_V0_UP=0.5, FAC_V0_DOWN=0.7, FAC_V0_HORI=1.0,
      HEIGHT=3.7, HEIGHT0=2.75, MESH_ID='EMesh_EG'  /   
&EVSS XB=26.0,27.95, 11.35,13.20, 0.8, 1.2, IOR=+1, ID='Landing_EGb',
      FAC_V0_UP=1.0, FAC_V0_DOWN=1.0, FAC_V0_HORI=1.0,
      HEIGHT=2.75, HEIGHT0=2.75, MESH_ID='EMesh_EG'  /   
&EVSS XB=27.95,31.1, 11.35,13.2, 0.8, 1.2, IOR=+1, ID='Stair_EGb',
      FAC_V0_UP=0.5, FAC_V0_DOWN=0.7, FAC_V0_HORI=1.0,
      HEIGHT=2.75, HEIGHT0=0.95, MESH_ID='EMesh_EG'  /
&EVSS XB=31.1,32.60, 11.35,13.20, 0.8, 1.2, IOR=+1, ID='Landing_EGa',
      FAC_V0_UP=1.0, FAC_V0_DOWN=1.0, FAC_V0_HORI=1.0,
      HEIGHT=0.95, HEIGHT0=0.95, MESH_ID='EMesh_EG'  /
&EVSS XB=30.75,32.6, 9.4,11.35, 0.8, 1.2, IOR=-2, ID='Stair_EGa',
      FAC_V0_UP=0.5, FAC_V0_DOWN=0.7, FAC_V0_HORI=1.0,
      HEIGHT=0.95, HEIGHT0=0.0, MESH_ID='EMesh_EG'  /



//&HOLE XB=1.0,3.0, 0.0,2.3, 0.8, 1.2, EVACUATION=.TRUE. /

// Stairs 1.OG -> 2.OG


&EVSS XB=26.00,27.85, 9.4,11.35, 4.6, 4.8, IOR=+2, ID='Stair_1OGc',
      FAC_V0_UP=0.5, FAC_V0_DOWN=0.7, FAC_V0_HORI=1.0,
      HEIGHT=3.7, HEIGHT0=2.75, MESH_ID='EMesh_1OG'  /   
&EVSS XB=26.0,27.95, 11.35,13.20, 4.6, 4.8, IOR=+1, ID='Landing_1OGb',
      FAC_V0_UP=1.0, FAC_V0_DOWN=1.0, FAC_V0_HORI=1.0,
      HEIGHT=2.75, HEIGHT0=2.75, MESH_ID='EMesh_1OG'  /   
&EVSS XB=27.95,31.1, 11.35,13.2, 4.6, 4.8, IOR=+1, ID='Stair_1OGb',
      FAC_V0_UP=0.5, FAC_V0_DOWN=0.7, FAC_V0_HORI=1.0,
      HEIGHT=2.75, HEIGHT0=0.95, MESH_ID='EMesh_1OG'  /
&EVSS XB=31.1,32.60, 11.35,13.20, 4.6, 4.8, IOR=+1, ID='Landing_1OGa',
      FAC_V0_UP=1.0, FAC_V0_DOWN=1.0, FAC_V0_HORI=1.0,
      HEIGHT=0.95, HEIGHT0=0.95, MESH_ID='EMesh_1OG'  /
&EVSS XB=30.75,32.6, 9.4,11.35, 4.6, 4.8, IOR=-2, ID='Stair_1OGa',
      FAC_V0_UP=0.5, FAC_V0_DOWN=0.7, FAC_V0_HORI=1.0,
      HEIGHT=0.95, HEIGHT0=0.0, MESH_ID='EMesh_1OG'  /


//&HOLE XB=1.0,3.0, 0.0,2.3, 4.6, 4.8, EVACUATION=.TRUE. /


// Door Stairs 2.OG


&DOOR ID='Door_out_2OG', IOR=+2,
      COLOR='DARK GOLDENROD 4',
      EXIT_SIGN=.TRUE.,
      TO_NODE='Door_in_2OG',
      XYZ= 27.0,  9.20,  8.50,
      XB=  26.0, 27.85,  9.40,  9.40,  8.20,  8.60, / KOORDINATEN PRÜFEN
&DOOR ID='Door_in_2OG', IOR=-2,
EXIT_SIGN=.FALSE.,
  COLOR='CRIMSON',
  TO_NODE='Door_out_2OG',

      XB=  26.0, 27.85,  9.45,  9.45,  4.60,  4.80, / KOORDINATEN PRÜFEN

// Door Stairs 1. OG



&DOOR ID='Door_out_1OGa', IOR=+2,
      COLOR='CORAL 3',
      EXIT_SIGN=.TRUE.,
      TO_NODE='Door_in_1OGa',
      XYZ= 27.0,  9.00,  4.70,
      XB=  26.0, 27.85,  9.40,  9.40,  4.60,  4.80, / KOORDINATEN PRÜFEN
  
&DOOR ID='Door_in_1OGa', IOR=-2,
EXIT_SIGN=.FALSE.,
  COLOR='CHOCOLATE 4',
  TO_NODE='Door_out_1OGa',
      XYZ= 27.0,  9.20,  1.00,
      XB=  26.0, 27.85,  9.45,  9.45,  0.80,  1.20, / KOORDINATEN PRÜFEN


// Door Stairs EG


&EXIT ID='Door_out_EGx', IOR=+2,
      COUNT_ONLY=.FALSE.,

  COLOR='GRAY',
      XYZ= 27.0,  9.00,  1.00,
      XB=  26.0, 27.85,  8.40,  8.40,  0.80,  1.20 / KOORDINATEN PRÜFEN



// #######################################################################################
// PERSONEN EVAKUIERUNG

//&ENTR ID='Humans_205', IOR=+1,
      PERS_ID='Adult_Teacher', AGENT_TYPE=2,
      MAX_FLOW=1.0,
      TIME_START=0.0,
      TIME_STOP=300.0,
      AVATAR_COLOR= 'BLUE',
      MESH_ID='EMesh_2OG',
      XB=  0.40,  8.95, 0.40, 0.40, 8.20, 8.60  /

// Initial positions of humans
// Klasse 205

&EVAC ID = 'Teacher_205',
NUMBER_INITIAL_PERSONS = 1,
XB=  0.40,  2.40,  0.40,  6.40,  8.20,  8.60 ,
AGENT_TYPE=2,
KNOWN_DOOR_NAMES = 'Door_out_2OG',
KNOWN_DOOR_PROBS = 1.0, 
PERS_ID= 'Adult_Teacher' /
&EVAC ID = 'Pupil_205',
NUMBER_INITIAL_PERSONS = 32,
XB=  2.40,  9.80,  0.40,  6.40,  8.20,  8.60 ,
AGENT_TYPE=3,
PERS_ID= 'Child_Pupil' /

EVAC-namelist:
AGENT_TYPE: Default is 2

    1 rational agents (visible doors and known doors equal)
    2 known doors first, then the visible ones (like in the manual)
    3 herding (choose the door that the others are using if no known doors given)
4 may follow others if they find that door to better than their own choice.
This means that if the agents in front are going towards a visible door, then the
agent type 4 agents considers this visible door to be a known door in its door
selection algorithm. If the door of the other agents is not visible, then the agent
type 4 agent does not consider this door (it is not set as known door).

 PERS-namelist: I_HERDING_TYPE=0 (default)

   0: default herding (follow the default flow field if no door found)
   1: keep the first choice (follow the default flow field if no door found)
   2: do not move, if no door found
   3: do not move, if no door found + keep the first choice

&PERS ID='Adult_Teacher',
      FYI='teacher Male+Female diameter and velocity',
      DEFAULT_PROPERTIES='Adult',
      PRE_EVAC_DIST=0,
      PRE_MEAN=0.0,PRE_LOW=0.0,PRE_HIGH=5.0,
      HUMAN_SMOKE_HEIGHT=1.60,
      DET_EVAC_DIST=0,
      DET_MEAN=0.0,DET_LOW=0.00,DET_HIGH=5.0,
      DENS_INIT=1.0,  COLOR_METHOD = 3, AVATAR_RGB=255,0,0, /
  
&PERS ID='Child_Pupil',
      FYI='pupil Male+Female diameter and velocity',
      DEFAULT_PROPERTIES='Child',
      PRE_EVAC_DIST=0,
      PRE_MEAN=0.0,PRE_LOW=0.0,PRE_HIGH=5.0,
      HUMAN_SMOKE_HEIGHT=1.60,
      DET_EVAC_DIST=0,
      DET_MEAN=0.0,DET_LOW=0.00,DET_HIGH=5.0,
      DENS_INIT=1.0, 
      I_HERDING_TYPE=0,COLOR_METHOD = 3, AVATAR_RGB=255,255,255,
    /

// Stiegenhaus
&OBST XB= 25.40, 26.00,  9.50, 13.60, 0.00, 9.40, SURF_ID='Wall' / Wand Stiege außen links 
&OBST XB= 27.85, 28.00,  9.50, 11.50, 0.00, 9.40, SURF_ID='Wall' / Wand Stiege innen links 
&OBST XB= 25.40, 32.75, 13.20, 13.60, 0.00, 9.40, SURF_ID='Wall' / Wand Stiege außen hinten 
&OBST XB= 27.85, 30.75, 11.35, 11.50, 0.00, 9.40, SURF_ID='Wall' / Wand Stiege innen hinten 
&OBST XB= 32.60, 32.75,  9.50, 13.60, 0.00, 9.40, SURF_ID='Wall' / Wand Stiege außen rechts 
&OBST XB= 30.60, 30.75,  9.50, 11.50, 0.00, 9.40, SURF_ID='Wall' / Wand Stiege innen rechts 
// 2. OG

&OBST XB=  0.00, 48.90,  0.00,  0.40, 7.40, 9.40, SURF_ID='Wall' / Wand vorne
&OBST XB=  0.00,  0.40,  0.00,  7.05, 7.40, 9.40, SURF_ID='Wall' / Wand links
&OBST XB=  0.00, 48.90,  6.75,  7.04, 7.40, 9.40, SURF_ID='Wall' / Wand Klassenzimmer
&OBST XB= 48.50, 48.90,  0.00,  9.65, 7.40, 9.40, SURF_ID='Wall' / Wand rechts
&OBST XB= 27.85, 48.90,  9.50,  9.65, 7.40, 9.40, SURF_ID='Wall' / Wand rechts von der Stiege
&OBST XB=  0.00, 26.00,  9.50,  9.65, 7.40, 9.40, SURF_ID='Wall' / Wand links von der Stiege
&OBST XB=  9.95, 10.15,  0.00,  7.05, 7.40, 9.40, SURF_ID='Wall' / Wand Zimmer 205-204
&OBST XB= 19.50, 19.75,  0.00,  7.05, 7.40, 9.40, SURF_ID='Wall' / Wand Zimmer 204-203
&OBST XB= 29.10, 29.30,  0.00,  7.05, 7.40, 9.40, SURF_ID='Wall' / Wand Zimmer 203-202
&OBST XB= 38.75, 38.95,  0.00,  7.05, 7.40, 9.40, SURF_ID='Wall' / Wand Zimmer 202-201

//&OBST XB=  0.00, 48.90,  0.00,  9.65, 7.35, 7.40, SURF_ID='Wall', / Boden

// Öffnungen für Türen und Türblätter
&HOLE XB=  2.00,  3.00,  6.70,  7.10, 7.40, 9.45, EVACUATION=.TRUE. / Türöffnung 205
&OBST XB=  1.95,  2.00,  7.05,  7.40, 7.40, 9.40, SURF_ID='Wall',   / Türblatt 205

&HOLE XB= 12.00, 13.00,  6.70,  7.10, 7.40, 9.45, EVACUATION=.TRUE. / Türöffnung 204
&OBST XB= 11.95, 12.00,  7.05,  7.40, 7.40, 9.40, SURF_ID='Wall',   / Türblatt 204

&HOLE XB= 22.00, 23.00,  6.70,  7.10, 7.40, 9.45, EVACUATION=.TRUE. / Türöffnung 203
&OBST XB= 21.95, 22.00,  7.05,  7.40, 7.40, 9.40, SURF_ID='Wall',   / Türblatt 203

&HOLE XB= 32.00, 33.00,  6.70,  7.10, 7.40, 9.45, EVACUATION=.TRUE. / Türöffnung 202
&OBST XB= 31.95, 32.00,  7.05,  7.40, 7.40, 9.40, SURF_ID='Wall',   / Türblatt 202

&HOLE XB= 42.00, 43.00,  6.70,  7.10, 7.40, 9.45, EVACUATION=.TRUE. / Türöffnung 201
&OBST XB= 41.95, 42.00,  7.05,  7.40, 7.40, 9.40, SURF_ID='Wall',   / Türblatt 201

// Tische + Einrichtung 205
&OBST XB=  2.00,  2.50,  0.40,  1.90, 7.40, 8.70, SURF_ID='Chair' / Tisch Lehrer

&OBST XB=  0.40,  0.60,  2.00,  5.00, 7.40, 8.70, SURF_ID='Blackboard' / Tisch Lehrer



&OBST XB=  2.50,  3.00,  0.40,  1.90, 7.40, 8.70, SURF_ID='Chair' / Tisch 1. Reihe
&OBST XB=  2.50,  3.00,  3.00,  4.50, 7.40, 8.70, SURF_ID='Chair' / Tisch
/&OBST XB=  2.50,  3.00,  5.25,  6.75, 7.40, 8.70, SURF_ID='Chair' / Tisch

&OBST XB=  4.00,  4.50,  0.40,  1.90, 7.40, 8.70, SURF_ID='Chair' / Tisch 2. Reihe
&OBST XB=  4.00,  4.50,  3.00,  4.50, 7.40, 8.70, SURF_ID='Chair' / Tisch
&OBST XB=  4.00,  4.50,  5.25,  6.75, 7.40, 8.70, SURF_ID='Chair' / Tisch

&OBST XB=  5.50,  6.00,  0.40,  1.90, 7.40, 8.70, SURF_ID='Chair' / Tisch 3. Reihe
&OBST XB=  5.50,  6.00,  3.00,  4.50, 7.40, 8.70, SURF_ID='Chair' / Tisch
&OBST XB=  5.50,  6.00,  5.25,  6.75, 7.40, 8.70, SURF_ID='Chair' / Tisch

&OBST XB=  7.00,  7.50,  0.40,  1.90, 7.40, 8.70, SURF_ID='Chair' / Tisch 5. Reihe
&OBST XB=  7.00,  7.50,  3.00,  4.50, 7.40, 8.70, SURF_ID='Chair' / Tisch
&OBST XB=  7.00,  7.50,  5.25,  6.75, 7.40, 8.70, SURF_ID='Chair' / Tisch

&OBST XB=  8.50,  9.00,  0.40,  1.90, 7.40, 8.70, SURF_ID='Chair' / Tisch 6. Reihe
&OBST XB=  8.50,  9.00,  3.00,  4.50, 7.40, 8.70, SURF_ID='Chair' / Tisch
&OBST XB=  8.50,  9.00,  5.25,  6.75, 7.40, 8.70, SURF_ID='Chair' / Tisch



Next lines could be used to plot the evacuation flow fields:
 
&SLCF PBZ= 1.0, QUANTITY='VELOCITY', VECTOR=.TRUE., EVACUATION=.TRUE. / 
&SLCF PBZ= 4.6, QUANTITY='VELOCITY', VECTOR=.TRUE., EVACUATION=.TRUE. / 
&SLCF PBZ= 8.2, QUANTITY='VELOCITY', VECTOR=.TRUE., EVACUATION=.TRUE. / 


&TAIL /

Gregor

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May 8, 2021, 7:11:44 PM5/8/21
to FDS and Smokeview Discussions

Where should I start?

One possibility for modelling a staircase is a DOOR-ENTR combination:

&OBST XB= 26.0, 27.85, 9.40, 9.55, 0.00, 9.00 /
// Door Stairs 2.OG
&DOOR ID='Door_2OG-1OG', IOR=+2,
      COLOR='DARK GOLDENROD 4',
      EXIT_SIGN=.TRUE.,
      TO_NODE='ENTR_1OG_DOOR_2OG-1OG',
      XYZ= 27.0,  9.20,  8.50,
      XB=  26.0, 27.85,  9.40,  9.40,  8.20,  8.60, /
&ENTR ID='ENTR_1OG_DOOR_2OG-1OG', IOR=+2,
      XB=  26.0, 27.85,  9.55,  9.55,  4.60,  4.80, /
    
// Door Stairs 1. OG
&DOOR ID='Door_1OG-EG', IOR=+2,
      COLOR='CORAL 3',
      EXIT_SIGN=.TRUE.,
      TO_NODE='ENTR_EG_DOOR_1OG-EG',
      XYZ= 27.0,  9.00,  4.70,
      XB=  26.0, 27.85,  9.40,  9.40,  4.60,  4.80, /
&ENTR ID='ENTR_EG_DOOR_1OG-EG', IOR=+2,
      XB=  26.0, 27.85,  9.55,  9.55,  0.80,  1.20, /

// Door Stairs EG
&EXIT ID='Door_out_EGx', IOR=-2,
      COUNT_ONLY=.FALSE.,
   COLOR='GREEN',
      XYZ= 27.0,  0.20,  2.00,
      XB=  26.0, 27.85,  0.00,  0.00,  0.80,  1.20 /

Agents must go from a door to an entrance when they pass through a door. Orientation must be observed here (going in and out). For your example:
  • DORR go in: +2, 
  • ENTR go out: +2

I recommend using a simple example. Project files are not helpful. Once the way it work, you can work on more complex geometries. The above example should help to understand. If something in the FDS+Evac User Guide is unclear, please write an issue with a concrete description and a suggestion for change - if possible.
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Gregor

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May 12, 2021, 4:30:35 PM5/12/21
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But now i have a second problem. Can you help me again.
The agents on the second floor do not go down and the agents on the bottom are not useing the exit door

 Please check your input file (see FDS UG, section 5.2): 
Each namelist record begins with the ampersand character, &, followed immediately by the name of the namelist group, then a comma-delimited list of the input parameters, and finally a forward slash, /.

/&DOOR ID='Door_out_EG_NA_HA_in1', IOR=-1,
EXIT_SIGN=.FALSE.,
COLOR='CHOCOLATE 4',
TO_NODE='Door_out_EG_NA_HA_out1',
    XB=  30.50, 30.50,  14.00,  15.80,  0.80,  1.20 /
&ENTR ID='Door_out_EG_NA_HA_in1', IOR=-1,
COLOR='RED',
    XB=  30.50, 30.50,  14.00,  15.80,  0.80,  1.20 /

Check your XYZ-positions: 
&EXIT ID='Door_out_EGx', IOR=+2,
    COUNT_ONLY=.FALSE.,
COLOR='GRAY',
XYZ= 35.50, 14.00, 1.00,
    XB=  32.20, 34.10,  20.50,  20.50,  0.80,  1.20 /

I recommend proceeding step by step. Try modeling a staircase first. If it works, then try the next one.

I am willing to assist with general questions and ambiguities regarding the FDS+Evac User Guide. Please note that I am not available on this forum for free advice and troubleshooting for commercial orders. 

roland.h...@gmail.com

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May 17, 2021, 3:17:34 PM5/17/21
to FDS and Smokeview Discussions
Dear Gregor,

i testet (like you sayed) a lot of cases the last days but in a staircase the agents do not run into the next mesh and i cant find the problem.

If I understand the code correctly I can give the Doors/Entr in the EVAC Line. Like:

&EVAC ID = 'Pupil_204',
NUMBER_INITIAL_PERSONS = 32,
XB=  12.40,  19.00,  0.40,  6.40,  8.20,  8.60 ,
AGENT_TYPE=2,
KNOWN_DOOR_NAMES = 'Door_out_H2OG''','  Door_out_H1OG', 'Door_out_H1OG','Door_out_EG_Hauptstiegenhaus_Hof',

The Agents run to the Door_out_H2OG but not to Door_out_H1OG.

They do not use the known doors first.


The agents run back to Door out H2OG and only some Agents go down to the next door (Door_out_H1OG). I could not understand why.

&DOOR ID='Door_out_H2OG', IOR=-2,
    COLOR='CORAL 3', KEEP_XY=.FALSE.
    EXIT_SIGN=.FALSE.,
    TO_NODE='Door_in_H2OG',
    XB=  19.7, 21.90, 23.70, 23.70,  8.20,  8.60, /

&ENTR ID='Door_in_H2OG', IOR=+2,
COLOR='CHOCOLATE 4',
    XB=  19.7, 21.90, 20.60, 20.60,  4.60,  4.80,  /

&DOOR ID='Door_out_H1OG', IOR=-2,
    COLOR='CORAL 3',
    EXIT_SIGN=.FALSE.,
    TO_NODE='Door_in_H1OG',
XYZ= 20.5,14.0,4.8,
    XB=  19.7, 21.90, 23.70, 23.70,  4.60,  4.80, /
  


Thanks

TimoK

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May 18, 2021, 8:05:41 AM5/18/21
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Direct link to the FDS+Evac Readme_InputErrors-file: http://virtual.vtt.fi/virtual/proj6/fdsevac/documents/Readme_InputErrors.txt

So, "comment out" your EVSS-namelist, e.g., take the "&" away (or add "/" as the first character). This way you see the "real evacuation geometry" that the algorithm is using internally. So, everything are treated as "floor plans". You have three floors (EG, 1OG, 2OG as they are called in German, I was 2 years working in Germany more than two decades ago...). So, you should draw three floor plans. But what about the staircases, how do you draw them in the floor plans? Answer: You should draw the stairs in the three floor plans so that each stair element is only in one floor plan. So, you should decide which landings and which staif flights belong to which floor. After this, you just put these stair elements at the corresponding evacuation mesh z-levels. Well, for the stairs you should put OBSTs for the railings of the stair flights and the OBSTs (walls typically) around your landings.

After this, you have somewhere in you stairs a point, where the stair description ends at this floor plan and the stairs are continuing at the lower (agents are going downwards) floor plan. At this point (actually a line in a floor plan) you should put a DOOR in the upper evacuation mesh, and an ENTR at the lower floor plan. NOTE: The DOOR will put a one cell thick automatic OBST behind the line defined by the XB on the evacuation mesh, where the DOOR is (i.e., "upper evacuation mesh" ). You should keep this in mind, it your staircase is tall, i.e., it is going still upper than this "upper evacuation mesh". It might be that the XBs of your DOOR and the correponding ENTR should differ by one grid cell due to this "automatic OBST that is placed in the evacuation geometry".

Where to put the DOOR=>ENTR: Depends on your stair geometry. If your staircase has intermediate landings, then it might be best to place the door=>entr connection at the intermediate landing (e.g., at the liine between the intermediate landing and the stair flight going down to the intermediate landing from the above floor level). This way the merging flow between the floors and agents already in the stairs is treated better (if you have more than one floor tall stairs and you have 2 floor high stairs). Note, that you could move the XYZ of your DOOR so that it is better seen in the floor, where the agents are. By default, it will be close the DOOR XB, i.e., inside the stairs close to the end of the stair flight going to intermediate landing.

TimoK

Gregor

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May 18, 2021, 9:54:17 AM5/18/21
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Thanks Timo, you save me time. I have added the description of the modeling of stairs to my issue on the User Guide.

CryBog2020

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Jun 30, 2021, 9:34:25 AM6/30/21
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Hello Everybody,
I'm beginner with FSD+EVAC
i've got a trivial trouble,
using the example file Stairs.fds, i'm not able to see EVAC calculation,
i'm not able to get CHID_evac.csv, CHID_evac.fed, CHID_evac.eff, and of course in smoweview show/hide submenu i'm not able to find "humans" submenu;
i've checked the stairs.fds file and all seems to be ok;
Someboby can find where i'm wrong? may be in all...
Message has been deleted

CryBog2020

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Jun 30, 2021, 9:36:10 AM6/30/21
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Thank You

Gregor

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Jul 1, 2021, 2:08:14 AM7/1/21
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@CryBog2020 Is this a problem to this topic thread? Or is this an independent problem? For me, it's a different issue. Would you open a new thread in the future? This approach simplifies the discussion on the individual topics. Thanks.

Which fds version do you use?

TimoK

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Jul 1, 2021, 2:35:10 AM7/1/21
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Well, the present FDS release version is 6.7.6 and the old FDS+Evac input (example) files do not work with it anymore.
See the latest FDS+Evac Verificatino case Readme.txt file at:
And see also the FDS+Evac Readme.txt file:

The old example files should run, if you use FDS version 6.7.5 or older one.

TimoK

Cry Bog

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Jul 1, 2021, 6:39:02 AM7/1/21
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Thank You,
sorry for the wrong post place, in future i will open a new thread,
the FDS release i'm using is FDS6.7.6-0-g5064c500c-release,
Thank You to TimoK for links.

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