Our brand new Parking tool enables you to design your entire parking configuration with a single instance of the tool.
This results in automated parking bay numbering across the design as well as a far more effective schedule for crosschecking against requirements. Plus its 2D and 3D.
The video is really short and it's super cool to see this clever little tool in action so check it out here:
Before I try it, some stupid questions:
- Why do the disabled parkings not have the access/egress area marked?
- Does it follow the terrain/paving slope?
I did not know there was a requirement to mark the access/egress area but there is a "Shared Area" option which you can put beside the disabled.
We can also very easily expand on the type of bays available and the markings/symbols they require. You can currently set eight different bay types (expanding to more soon) but the symbols have to be added into the object by us.
Yes it does follow the terrain. I forgot to demonstrate this but you can see a brief demonstration in the intro and outro of the video or you could view the functions in the video of our original Swift Parking object which this grew out of:
Thanks for the quick reply. I will check, definitely! A good parking solution object is required.
Another stupid question: does the numbering continue for the next parking block, or you have to set the starting number manually? And, can you at least get the total number of parking spaces, if not schedule it? (yes, I still did not try :))
Yes to both questions.
The numbering continues automatically.
You can get the total number of parking spaces as well as the total numbers of the different types of parking bays such as "Standard", "Disabled", "Motocycle" etc.
There are no stupid questions just stupid answers, so please feel free to ask as many as you like.
Just sent you a request for a test object. Looks cool! 🙂
Another question: how do you define the shaded parkings, and do the shades have to be added manually, or is there a design that is included? Normally around here it is a steel tube cantilever with shade cloth stretched on top... but there are other designs, too 🙂
There is no shade device in this object, just the parking bays with wheelstops and bay type symbols. I think the shade devices should probably be done with native elements such as columns and roofs. However, I do like the idea of a built in component for shading. Perhaps also a trolley bay component would be very useful, but again maybe this should be a separate entity for scheduling purposes.
I will consider any suggestions for more features/components but I will wait on the feedback on the current features to see how they need to be refined first as I am sure I got a couple things slightly wrong with my lack of parking design experience.
Looks excellent, but does it have an option for electric vehicle charging bays?
Here in my part of the UK, they are now mandatory on some types of development.
They have their own symbols (I have one in 2D & 3D I'm happy to donate to you) and are typically slightly wider than standard bays.
You can define you own bay types but this only controls the type classification (useful for schedules) and the width of the bay type. There is no function that allows you to assign your own symbols though I will consider making this possible.
For now I would be happy to accept your 2D and 3D symbols and add them in to the object to make "Charging" bays one of the default options.
If there are any other suggestions for typical bay types which require specific symbols, i will be more than happy to add them in as it is a very easy thing to achieve.
Thanks Kristian, symbols attached. I've attached disabled and parents parking symbols as well as the EV charging symbol, simply because they match.
The other thing we have in the UK is a chevron arrangement along 2 sides of disabled bays.
Another nice thing to have would be an option for a mesh at the base. We often have a different material or colour for the actual parking bays.
Having it in the object would allow us to do an SEO on the topo mesh.
Are there options to turn off the 'long' and end stripes?
These things should give complete flexibility for pretty much anything.
Yes we do already have a chevron option for beside disabled bays, it is its own bay type but does not get counted as a bay in the scheduling.
Adding a mesh to the base will be a simple upgrade so I will try to get it done with the above upgrades.
Yes you can turn of the long and end stripes.
I will let you know when I get the upgrades into the tool, most likely later this week.