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Building ships on computers

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

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  1. Building ships on computers Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University)

  2. Ship components • Hull • Above deck • Propulsion

  3. Hull

  4. Hull

  5. Hull

  6. Hull Deck Stern Port Bow Starboard Port is left Starboard is right side of the ship side of the ship

  7. Hull Keel (ship’s backbone) Rudder (to steer the ship)

  8. 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

  9. Hull: Frames • The ribs of the ship Frames Keel

  10. Hull: Frames • The ribs of the ship Starboard Frames Keel Which side is the nearest to us - port or starboard?

  11. Hull Can you see • Bow • Stern • Rudder • Deck? Bow Deck Stern Rudder

  12. Port or starboard? Port Starboard Starboard Port

  13. Measuring the hull Freeboard Draught Waterline Beam

  14. Measuring the hull 5 m 6 m Waterline Draught = 6 m 16 m Beam = 16 m Freeboard = 5 m

  15. Above deck Mast Funnel Superstructure

  16. Propulsion Wheel cover Paddle wheel Sponson

  17. Name the parts Can you see • Mast • Funnel • Bow • Stern? Mast Funnel Bow Stern

  18. Name the parts Can you see • Paddle wheel • Wheel cover • Sponson Wheel cover Sponson Paddle wheel

  19. Funnel Superstructure Stern Mast Rudder Wheel cover Deck Paddle wheel Sponson Hull Bow Keel starboard

  20. Freeboard Waterline Draught Beam

  21. 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

  22. Part 2

  23. Adding a ship to a scenario

  24. 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.

  25. 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.

  26. 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.

  27. The Liverpool Scenario At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1.

  28. 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?

  29. 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

  30. 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

  31. Steering your own ship • knots (sea miles per hour) • 1 sea mile = 1.852 metres • sometimes called a nautical mile

  32. Steering your own ship • heading is direction measured in degrees from the north direction

  33. Heading 000 Heading 090 Heading 180 Heading 270 Heading North

  34. 090 180 Sailing towards Albert Dock from P 000 090 About 150 180 270

  35. 000 270 Sailing towards Irish Sea from P 000 090 About 330 180 270

  36. 000 090 Sailing towards Liverpool from Q 000 About 060 090 180 270

  37. Sailing through the Liverpool Scenario • Try sailing your ship from P, then Q then R

  38. Part 3 • Turning a ship • Turning a ship

  39. Turning a ship • Ships, like cars, need a bit of room to turn round

  40. Turning a ship • What shape is the path the ship follows?

  41. Turning circle

  42. Turning circle • What features of the ship affect the size of the circle? Radius

  43. Turning circle • In Builder we first assume: Radius = a * Length of ship Radius

  44. Turning circle • In Builder we first assume: Radius = a * Length of ship • Neater to say R = a * L Radius

  45. Turning circle R = a * L Radius Try out different values of a for our ship.

  46. Turning circle • In Builder we next assume: R = a * L + b * S where S is the speed Radius

  47. 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

  48. 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

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