1 building ships on computers brian farrimond ella pereira mark anderson (edge hill university)

50
1 Building ships on computers Brian Farrimond Ella Pereira Mark Anderson (Edge Hill University)

Upload: theresa-miller

Post on 23-Dec-2015

214 views

Category:

Documents


1 download

TRANSCRIPT

1

Building ships on computers

Brian FarrimondElla Pereira

Mark Anderson(Edge Hill University)

2

Ship components

• Hull

• Above deck

• Propulsion

3

Hull

4

Hull

5

Hull

6

Hull

SternBowPort

Starboard

Deck

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

Bow end

Port

Starboard

Which is

- port

- starboard?

Do you recognise the ship?

9

Hull: Frames

• The ribs of the ship

KeelFrames

10

Hull: Frames

• The ribs of the ship

KeelFrames

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

FunnelMast

Stern

18

Name the parts

Can you see

• Paddle wheel

• Wheel cover

• SponsonPaddle wheel

Wheel cover

Sponson

19

20

Superstructure

Funnel

Mast

Bow

Hull

Sponson

Paddle wheel

Wheel cover

Stern

Keel

Deck

Rudder

starboard

21

22

Draught

Freeboard Waterline

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 = 1.852 metres

• sometimes called a nautical mile

34

Steering your own ship

• heading is direction measured in degrees from the north direction

35

HeadingNorth

Heading 000

Heading 090

Heading 180

Heading 270

36

Sailing towards Albert Dock from P

000

090

180

270

090

180 About 150

37

Sailing towards Irish Sea from P

000

090

180

270

000

270 About 330

38

Sailing towards Liverpool from Q

000

090

180

270

090

000About 060

39

Sailing through the Liverpool Scenario

• Try sailing your ship from P, then Q then R

40

Part 3

• Turning a ship• 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