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Maintenance

manny kung edited this page Jun 25, 2023 · 4 revisions

Maintenance

Revised : 25 Jun 2023

Introduction

Maintenance is predictive in nature. A good maintenance program is when maintenance are scheduled in advance and does not wait until something breaks.

Inspection vs. Needed Parts

In mars-sim, the inspection portion of maintenance is currently set to get started, say, a quarter of time, into its maintenance window.

Inspection means simply taking a close look at the system and parts and will not generate needed parts to be swapped out.

On the other hand, if a maintenance even does create needed parts, it is a preventative measure to avoid malfunction.

Concept

The concept of maintenance involves a few parameters such as Wear and Tear, health condition, time since last inspection/maintenance, number of inspections, etc.

Entity

Currently, the scope of both maintenance and malfunction modeling are found on the following 4 types of entities:

Entity
Building
EVA suit
Robot*
Vehicle

Note *: we do not have codes for modeling the repair of a bot yet.

Currently, the MalfunctionManager class handles the onset of malfunction as well as maintenance.

Wear

First of all, the wear from use over time plays into how likely an equipment may malfunction.

Active vs. Passive Use

The simulation would track the amount of active use time for EVA suits, vehicles, and buildings and determines the amount of maintenance needed.

Building Maintenance

As settlers perform the task of MaintainBuilding and/or MaintainBuildingEVA on a building, the health condition of that building will be somewhat restored and the time (in # of sols) since last inspection will be reset back to zero.

Vehicle Maintenance

For vehicles, settlers may similarly perform the task of MaintainEVAVehicle or MaintainGarageVehicle on a vehicle to improve/restore its health condition.

Needed Parts

Usually, an engineer or technician will perform maintenance task on an entity that's due for a maintenance task.

If needed parts are involved, they will be pulled from the entity and may be retrofit (still in work in mars-sim) and put back to work.

Players should always pay close attention to see if there are any hiccups encountered in manufacturing parts and should not expect everything be handled automatically of the AI.

Economics

Needed parts will trigger a demand spike in 'GoodsManager'.

If needed parts run out in quantity, the demand will drive the settlement to start acquiring resources in order to produce these parts to replenish the inventory.

As we know, high demand drive up value points and the settlement will likely manufacture them in workshops or to trade them in from other nearby settlements.

Resupply

As an alternative, players may also plan ahead to schedule the shipment needed parts from a resupply mission.

Future Work

In future, it makes sense for settlers to salvage an entity for parts when it may be too worn out to be of much value.

We will probably need to model a new algorithm for salvaging an entity to go beyond how a part salvage is currently implemented as we do see that over time, there may be a lot of worn-out equipment, vehicles, or buildings that may have still carry resource value as materials could be recovered for building new ones.

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