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

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Presentation on theme: "1 Building ships on computers Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University)"— Presentation transcript:

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

2 2 Ship components Hull Above deck Propulsion

3 3 Hull

4 4

5 5

6 6 Stern Bow Port Starboard Deck Port is leftStarboard is right side of the ship

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

8 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 9 Hull: Frames The ribs of the ship Keel Frames

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

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

12 12 Port or starboard? Port Starboard Port Starboard

13 13 Measuring the hull Beam Freeboard Draught Waterline

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

15 15 Above deck Funnel Mast Superstructure

16 16 Propulsion Paddle wheel Wheel cover Sponson

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

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

19 19

20 20 Superstructure Funnel Mast Bow Hull Sponson Paddle wheel Wheel cover Stern Keel Deck Rudder starboard

21 21

22 22 Draught FreeboardWaterline Beam

23 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 24 Part 2

25 25 Adding a ship to a scenario

26 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 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 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 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 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 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 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 33 Steering your own ship knots (sea miles per hour) 1 sea mile = 1.852 metres sometimes called a nautical mile

34 34 Steering your own ship heading is direction measured in degrees from the north direction

35 35 Heading North Heading 000 Heading 090 Heading 180 Heading 270

36 36 Sailing towards Albert Dock from P 000 090 180 270 090 180 About 150

37 37 Sailing towards Irish Sea from P 000 090 180 270 000 270 About 330

38 38 Sailing towards Liverpool from Q 000 090 180 270 090 000 About 060

39 39 Sailing through the Liverpool Scenario Try sailing your ship from P, then Q then R

40 40 Part 3 Turning a ship

41 41 Turning a ship Ships, like cars, need a bit of room to turn round

42 42 Turning a ship What shape is the path the ship follows?

43 43 Turning circle

44 44 Turning circle What features of the ship affect the size of the circle? Radius

45 45 Turning circle In Builder we first assume: Radius = a * Length of ship Radius

46 46 Turning circle In Builder we first assume: Radius = a * Length of ship Neater to say R = a * L Radius

47 47 Turning circle R = a * L Radius Try out different values of a for our ship.

48 48 Turning circle In Builder we next assume: R = a * L + b * S where S is the speed Radius

49 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 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


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