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424<br />

Part Three<br />

Planning and control<br />

Table S14.3 Example of a level master production schedule including available to promise<br />

Week number<br />

1 2 3 4 5 6 7 8 9<br />

Demand 10 10 10 10 15 15 15 20 20<br />

Sales orders 10 10 10 8 4<br />

Available 31 32 33 34 30 26 22 13 4<br />

ATP 31 1 1 3 7 11 11 11 11<br />

MPS 11 11 11 11 11 11 11 11 11<br />

On hand 30<br />

The bill of materials (BOM)<br />

From the master schedule, MRP calculates the required volume and timing of assemblies,<br />

sub-assemblies and materials. To do this it needs information on what parts are required for<br />

each product. This is called the ‘bill of materials’. Initially it is simplest to think about these as<br />

a product structure. The product structure in Figure S14.2 is a simplified structure showing the<br />

parts required to make a simple board game. Different ‘levels of assembly’ are shown with<br />

the finished product (the boxed game) at level 0, the parts and sub-assemblies that go into<br />

the boxed game at level 1, the parts that go into the sub-assemblies at level 2, and so on.<br />

A more convenient form of the product structure is the ‘indented bill of materials’.<br />

Table S14.4 shows the whole indented bill of materials for the board game. The term<br />

‘indented’ refers to the indentation of the level of assembly, shown in the left-hand column.<br />

Multiples of some parts are required; this means that MRP has to know the required number<br />

of each part to be able to multiply up the requirements. Also, the same part (for example, the<br />

TV label, part number 10062) may be used in different parts of the product structure. This<br />

means that MRP has to cope with this commonality of parts and, at some stage, aggregate the<br />

requirements to check how many labels in total are required.<br />

Figure S14.2 Product structure for the Treasure Hunt game

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