Cooldown for Servers

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Matt Barney

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Jun 24, 2026, 4:54:16 PM (8 days ago) Jun 24
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I need to be able to add a cooldown to a server before it accepts another entity to simulate entities waiting for a "pusher" to return to its starting position before it can push more entities. I don't want to add the time it takes the pusher to return to the service time because once entities have been pushed, they are able to continue in the process without having to wait for the pusher to return. How might I go about this? My version is 2026-03. Any help appreciated!

Klaus Holstein

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Jun 26, 2026, 4:29:36 PM (6 days ago) Jun 26
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Hi Matt,
here my proposal:
Using a Delay Component for Cooldown
Idea:
Use a Delay component to block the server for new entities after processing one. The Delay component will simulate the time it takes for the pusher to return to its starting position.
Implementation:
1. Add a Delay Component:
- Place a Delay component after your main server.
- Set the Delay Time to the pusher’s return time (e.g., 10 seconds).
2. Configure the Main Server:
- Ensure the main server processes entities as usual (e.g., push operation).
- Use the "Block Input" option on the main server, controlled by the Delay component.
- The main server will block new entities until the Delay time elapses.
3. Connect the Components:
- Entities exit the main server immediately after processing.
- The Delay component starts automatically (e.g., via a trigger or signal) when an entity is processed by the main server.

Best Regards,
Klaus


Am 24. Juni 2026 22:54:15 MESZ schrieb Matt Barney <mattcb...@gmail.com>:
I need to be able to add a cooldown to a server before it accepts another entity to simulate entities waiting for a "pusher" to return to its starting position before it can push more entities. I don't want to add the time it takes the pusher to return to the service time because once entities have been pushed, they are able to continue in the process without having to wait for the pusher to return. How might I go about this? My version is 2026-03. Any help appreciated!

Mit freundlichen Grüßen,
Klaus Holstein

Harry King

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Jun 26, 2026, 5:26:31 PM (6 days ago) Jun 26
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Hi Klaus,

What do you mean by "Block Input" option on the main server? There is no input with that name for the Server object.

Harry

KlausH

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Jun 27, 2026, 6:09:36 AM (5 days ago) Jun 27
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Hello Harry and Matt,
The "Block Input" refers to the Threshold. OK, I named it wrong, Thrshold would be the right.
Attached a cfg file with my proposal.
Have a nice weekend,
Klaus
Server cooling down_Ho1.cfg

Matt Barney

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Jun 29, 2026, 8:41:32 AM (3 days ago) Jun 29
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Hi everyone, 
I was able to figure out a method sort of similar to yours, Klaus. It involves a duplicate and two signals. Once the entity is complete in the server, it will enter am Entity Signal that will tell a Threshold Signal to read "False," which will then close the server. Then the entity will pass through a duplicate. The original will continue on in the sequence, and the duplicate will cross a delay for the duration of the pusher's travel back time. Then it will pass through a second Entity Signal that tells the Threshold Signal to read "True," opening the server back up for more entities. I wanted to set it up like this because on the machine, entities can continue in the sequence after being pushed, BUT entities waiting to be pushed must wait the additional time for the pusher to travel back. It's been working very well and highly recommend this for people with similar set ups.
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