Building ships on computers Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University) 1 Ship components • Hull • Above deck • Propulsion 2 Hull 3 Hull 4 Hull 5 Hull Deck Stern Port Bow Starboard Port is left Starboard is right side of the ship side of the ship 6 Hull Rudder (to steer the ship) Keel (ship’s backbone) 7 Hull: Keel • The backbone of the ship Titanic’s keel • First part of the ship to be made Do you recognise the ship? Port Starboard Which is - port - starboard? Bow end 8 Hull: Frames • The ribs of the ship Frames Keel 9 Hull: Frames • The ribs of the ship Starboard Frames Keel Which side is the nearest to us port or starboard? 10 Hull Can you see • Bow • Stern • Rudder • Deck? Deck Bow Stern Rudder 11 Port or starboard? Port Starboard Starboard Port 12 Measuring the hull Freeboard Draught Waterline Beam 13 Measuring the hull 5m 6m Waterline Draught = 6 m 16 m Beam = 16 m Freeboard = 5 m 14 Above deck Mast Funnel Superstructure 15 Propulsion Wheel cover Sponson Paddle wheel 16 Name the parts Mast Can you see • Mast • Funnel • Bow • Stern? Funnel Bow Stern 17 Name the parts Can you see • Paddle wheel • Wheel cover • Sponson Wheel cover Sponson Paddle wheel 18 19 Funnel Superstructure Stern Mast Rudder Wheel cover Deck Paddle wheel Sponson Hull Bow Keel starboard 20 21 Freeboard Waterline Draught Beam 22 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 23 Part 2 24 Adding a ship to a scenario 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 26 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 27 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 28 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. 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. How do we change this so we can see your ship instead of XXX? 30 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 31 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 32 Steering your own ship • knots (sea miles per hour) • 1 sea mile = 1.852 metres • sometimes called a nautical mile 33 Steering your own ship • heading is direction measured in degrees from the north direction 34 Heading North Heading 000 Heading 090 Heading 180 Heading 270 35 Sailing towards Albert Dock from P 000 090 090 180 About 150 180 270 36 Sailing towards Irish Sea from P 000 000 090 270 About 330 180 270 37 Sailing towards Liverpool from Q 000 000 About 060 090 090 180 270 38 Sailing through the Liverpool Scenario • Try sailing your ship from P, then Q then R 39 Part 3 • Turning a ship 40 Turning a ship • Ships, like cars, need a bit of room to turn round 41 Turning a ship • What shape is the path the ship follows? 42 Turning circle 43 Turning circle Radius • What features of the ship affect the size of the circle? 44 Turning circle Radius • In Builder we first assume: Radius = a * Length of ship 45 Turning circle Radius • In Builder we first assume: Radius = a * Length of ship • Neater to say R=a*L 46 Turning circle Radius R=a*L Try out different values of a for our ship. 47 Turning circle Radius • In Builder we next assume: R=a*L+b*S where S is the speed 48 Turning circle Radius • In Builder we next assume: R=a*L+b*S where S is the speed Try out different values of b for our ship. 49 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 50