Modeling Courtyards

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Hi all,

I'm hoping to get some advice on how to model a courtyard. I thought I've seen some emails floating around about them, but couldn't find anything in the archives. What's the best way to model a hole in a building? Any help on this would be much appreciated.

[cid:image001.jpg at 01CB0D4E.D94B9310]

Regards,
Alex Krickx

John Dossmith's picture
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Alex:
?
Your building looks like a Romulan Bird of Prey..
?
Make sure your walls that meet on the downward side of your picture do not meet. You cannot have a simple "hole" in the building.
?
Live Long and Prosper..

John Aulbach's picture
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It does look like a Romulan Bird of Prey!! Cool.....

cmg750's picture
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Alex,

Break the shell into two shells. If you create one shell where the walls
are close but do not touch each other, you will have two exterior walls
where you do not want them.

Otto Schwieterman's picture
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You could look at the "SD or DD? (John, Nick, and Aaron)" from earlier
today. There is an complete explanation in there on how I did some.
Make your courtyard a zone, delete the roof, change the interior walls
to exterior, is the short explanation.
Bruce Easterbrook 

Bruce Easterbrook's picture
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Actually, provided you are eventually going into detailed mode, the
method you're showing (using "cutting walls") can produce fewer
adiabatic walls in the final result.

As an extension to this and a response to Otto's concern: You will want
to delete the two face-to-face exterior walls that will be generated by
your footprint cut. Doing so will not open the adjacent zones to the
world, but will make those sides have no heat transfer to/from anything.

If you build two shells, you will have two sets of "cutting walls,"
where the two shells join. The wizards can automate making the joining
walls adiabatic, provided your footprint geometries are spot-on, but
ultimately you have two adiabatic breaks in your building with that
approach, whereas with this you have only one. The other major
advantage is you are minimizing the number of shells with this approach
- very handy when you don't have to manipulate multiple schedules and
such later on.

~Nick

PS: it seems curious - based on what little I can tell - that you've
defined a custom "zoning pattern" that creates a perimeter zone on both
sides of your shell "cut." This may be intentional, but I would
intuitively zone those areas to be tied to the core zone.

PPS: You may find much further discussion regarding this approach, if
you wish, by searching for the terms "courtyard" and/or "cutting walls"
in the archives.

NICK CATON, E.I.T.

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Thanks all for your responses. I think the fact that there are 3 different ways to model a courtyard (and that 3 suggestions have been made) shows how robust eQUEST really is. I wanted to make sure the "channel" approach which I used was appropriate and it seems that it is.

I think it would be really helpful if a courtyard was a default shape in the wizards. It would save a bit of playing in the DD mode.

And the reason for the funny shape of my zoning: I was trying to join those sections to the core, but due to the angle of my "channel" to the courtyard, it was hard to snap the zones around it. I'll either make the channel straight or figure out another way to get the zoning more accurate.

Thanks again everyone! Your time and help are very much appreciated.

Kind regards,
Alex Krickx

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