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Building ships on computers. Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University). Ship components. Hull Above deck Propulsion. Hull. Hull. Hull. Hull. Deck. Stern. Port. Bow. Starboard. Port is left Starboard is right
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Building ships on computers Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University)
Ship components • Hull • Above deck • Propulsion
Hull Deck Stern Port Bow Starboard Port is left Starboard is right side of the ship side of the ship
Hull Keel (ship’s backbone) Rudder (to steer the ship)
Hull: Keel • The backbone of the ship • First part of the ship to be made Titanic’s keel Port Do you recognise the ship? Starboard Which is - port - starboard? Bow end
Hull: Frames • The ribs of the ship Frames Keel
Hull: Frames • The ribs of the ship Starboard Frames Keel Which side is the nearest to us - port or starboard?
Hull Can you see • Bow • Stern • Rudder • Deck? Bow Deck Stern Rudder
Port or starboard? Port Starboard Starboard Port
Measuring the hull Freeboard Draught Waterline Beam
Measuring the hull 5 m 6 m Waterline Draught = 6 m 16 m Beam = 16 m Freeboard = 5 m
Above deck Mast Funnel Superstructure
Propulsion Wheel cover Paddle wheel Sponson
Name the parts Can you see • Mast • Funnel • Bow • Stern? Mast Funnel Bow Stern
Name the parts Can you see • Paddle wheel • Wheel cover • Sponson Wheel cover Sponson Paddle wheel
Funnel Superstructure Stern Mast Rudder Wheel cover Deck Paddle wheel Sponson Hull Bow Keel starboard
Freeboard Waterline Draught Beam
Ship Builder Demo • Making a side wheeler paddle steamer • Superstructure - offset • SuperstructureSection – trapezium • Mast – rake angle • Funnel – offset from centre line • Making the dynamic model • Exporting the dynamic model
Adding a ship to a scenario • Running Scenario Builder • demo scenario Liverpool Scenario 1 • Using a scenario in another, new scenario. Use scenario Liverpool Scenario 1. • Adding a new ship to the scenario • create simple paddle steamer XXX • demo scenario Sailing XXX Use scenario Liverpool Scenario 1. XXX is a British ship. At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1.
Adding a ship to a scenario • Running Scenario Builder • demo scenario Liverpool Scenario 1 • Using a scenario in another, new scenario. Use scenario Liverpool Scenario 1. • Adding a new ship to the scenario • create simple paddle steamer XXX • demo scenario Sailing XXX Use scenario Liverpool Scenario 1. XXX is a British ship. At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1.
Adding a ship to a scenario • Running Scenario Builder • demo scenario Liverpool Scenario 1 • Using a scenario in another, new scenario. Use scenario Liverpool Scenario 1. • Adding a new ship to the scenario • create simple paddle steamer XXX • demo scenario Sailing XXX Use scenario Liverpool Scenario 1. XXX is a British ship. At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1.
The Liverpool Scenario At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1.
Adding your ship to the scenario Use scenario Liverpool Scenario 1. XXX is a British ship. At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1. How do we change this so we can see your ship instead of XXX?
Adding your ship to the scenario Use scenario Liverpool Scenario 1. XXX is a British ship. At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1. • Open ScenarioBuilder • Select menu item File | Open Scenario and open Sailing XXX in examples folder
Steering your own ship Use scenario Liverpool Scenario 1. XXX is a British ship. At 06:00 XXX is at P. XXX is manually controlled. • Controls for your ship • Demo
Steering your own ship • knots (sea miles per hour) • 1 sea mile = 1.852 metres • sometimes called a nautical mile
Steering your own ship • heading is direction measured in degrees from the north direction
Heading 000 Heading 090 Heading 180 Heading 270 Heading North
090 180 Sailing towards Albert Dock from P 000 090 About 150 180 270
000 270 Sailing towards Irish Sea from P 000 090 About 330 180 270
000 090 Sailing towards Liverpool from Q 000 About 060 090 180 270
Sailing through the Liverpool Scenario • Try sailing your ship from P, then Q then R
Part 3 • Turning a ship • Turning a ship
Turning a ship • Ships, like cars, need a bit of room to turn round
Turning a ship • What shape is the path the ship follows?
Turning circle • What features of the ship affect the size of the circle? Radius
Turning circle • In Builder we first assume: Radius = a * Length of ship Radius
Turning circle • In Builder we first assume: Radius = a * Length of ship • Neater to say R = a * L Radius
Turning circle R = a * L Radius Try out different values of a for our ship.
Turning circle • In Builder we next assume: R = a * L + b * S where S is the speed Radius
Turning circle • In Builder we next assume: R = a * L + b * S where S is the speed Try out different values of b for our ship. Radius
Turning circle R = a * L + b * S • This is an example of a mathematical model • We are using mathematical symbols to represent the real world • This kind of model is an equation