1 Building ships on computers Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University)
2 Ship components Hull Above deck Propulsion
3 Hull
4
5
6 Stern Bow Port Starboard Deck Port is leftStarboard is right 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 Bow end Port Starboard Which is - port - starboard? Do you recognise the ship?
9 Hull: Frames The ribs of the ship Keel Frames
10 Hull: Frames The ribs of the ship Keel Frames Which side is the nearest to us - port or starboard? Starboard
11 Hull Can you see Bow Stern Rudder Deck? Deck Rudder Stern Bow
12 Port or starboard? Port Starboard Port Starboard
13 Measuring the hull Beam Freeboard Draught Waterline
14 Measuring the hull 16 m 5 m 6 m Waterline Beam = Freeboard = Draught =6 m 16 m 5 m
15 Above deck Funnel Mast Superstructure
16 Propulsion Paddle wheel Wheel cover Sponson
17 Name the parts Can you see Mast Funnel Bow Stern? Bow Funnel Mast Stern
18 Name the parts Can you see Paddle wheel Wheel cover Sponson Paddle wheel Wheel cover Sponson
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20 Superstructure Funnel Mast Bow Hull Sponson Paddle wheel Wheel cover Stern Keel Deck Rudder starboard
21
22 Draught FreeboardWaterline Beam
23 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
24 Part 2
25 Adding a ship to a scenario
26 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
27 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
28 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
29 The Liverpool Scenario At 06:00 XXX is at P. At 06:18 XXX docks unassisted in Liverpool Docks at berth Albert Dock 1.
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. How do we change this so we can see your ship instead of XXX?
31 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
32 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
33 Steering your own ship knots (sea miles per hour) 1 sea mile = metres sometimes called a nautical mile
34 Steering your own ship heading is direction measured in degrees from the north direction
35 Heading North Heading 000 Heading 090 Heading 180 Heading 270
36 Sailing towards Albert Dock from P About 150
37 Sailing towards Irish Sea from P About 330
38 Sailing towards Liverpool from Q About 060
39 Sailing through the Liverpool Scenario Try sailing your ship from P, then Q then R
40 Part 3 Turning a ship
41 Turning a ship Ships, like cars, need a bit of room to turn round
42 Turning a ship What shape is the path the ship follows?
43 Turning circle
44 Turning circle What features of the ship affect the size of the circle? Radius
45 Turning circle In Builder we first assume: Radius = a * Length of ship Radius
46 Turning circle In Builder we first assume: Radius = a * Length of ship Neater to say R = a * L Radius
47 Turning circle R = a * L Radius Try out different values of a for our ship.
48 Turning circle In Builder we next assume: R = a * L + b * S where S is the speed Radius
49 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
50 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