Take turns, survive the storm
Alternate two pumps and bring in the standby.
Empty the wet well from the high float to the low float with one pump, swap pumps every cycle, and use both in a storm.
Pro missionTwo cycles, two pumps
Test 1 of 3FloatLowInputONFloatHighInputONPump1Run pump 1ONPump2Run pump 2OFF- Level
- Applied
- Time
- About 25 min
- Reward
- +300 XP
- Rig
- 3D duty standby sump pumping station
- Siemens editors
- SCL, LAD
- Rockwell editors
- Structured Text, Ladder
- Course stage
- 26. Machine lab 1: real machines, clear rules
What the tests check
- A cycle starts at FloatHigh and ends when FloatLow turns OFF.
- Only the duty pump runs in a normal cycle.
- The duty pump swaps at the end of every cycle.
- At FloatHighHigh both healthy pumps run and HighAlarm is ON.
- A tripped pump is never started; the healthy one takes over.
- Try it Use the buttons below the model and watch the rig respond.
- Test solution Every check runs on your code in one press.
- Replay If one fails, step through it one scan at a time to see why.
Where you’d see this on site
Water companies run thousands of stations like this, often unmanned and watched only by telemetry.
A station that always starts the same pump wears it out while the other seizes from disuse; one that cannot bring in the standby floods streets and basements.
Underground car parks, basements and sewage networks drain into sumps like this. Two pumps are fitted so one can fail without a flood. Swapping the duty pump each cycle shares the running hours, and both run together in a storm.
- InflowDrains and rain
- Wet wellFloats measure the levelYou are here
- PumpsDuty, then standby
- Rising mainTo the sewer
On a real site: places, parts and safety
- Basements, underpasses and car parks
- Sewage and surface-water pumping stations
- Factory drainage and wash-down sumps
Wet wells are confined spaces with toxic gases: lift pumps out on their rails instead of going in.
A high-high alarm must reach a person, not just a lamp, because the next step is a flood.
The sizes, timings and cutaways are teaching choices, not a drawing of any one real installation.
Next in the course
- Green figure, on timeRun a crossing's six stages with their timers.Applied · 30 min · +350 XP
- Tall boxes off the lineRemember a box's height and push it at the right moment.Applied · 25 min · +300 XP
- Down, grip, up, acrossStep a pick and place through its sequence, every move confirmed.Applied · 35 min · +400 XP
- Both hands, every timeWrite two-hand control for a press, with an interlocked guard.Applied · 30 min · +350 XP