1 00:00:00,700 --> 00:00:02,360 PROFESSOR: When we take complex things 2 00:00:02,360 --> 00:00:04,400 and break them into smaller pieces, 3 00:00:04,400 --> 00:00:06,870 we find out that we know a lot more about things then 4 00:00:06,870 --> 00:00:07,470 we think. 5 00:00:07,470 --> 00:00:10,470 [MUSIC PLAYING] 6 00:00:19,580 --> 00:00:22,560 Now let's take this box, ORCA I and create damage 7 00:00:22,560 --> 00:00:24,908 below the waterline which I've indicated right here. 8 00:00:24,908 --> 00:00:27,298 [MUSIC PLAYING] 9 00:00:38,900 --> 00:00:42,094 As we can see, we've damaged ORCA I right here. 10 00:00:42,094 --> 00:00:44,790 Now let's put ORCA I in the water and see what happens. 11 00:00:44,790 --> 00:00:48,790 [MUSIC PLAYING] 12 00:01:04,230 --> 00:01:06,720 [WATER GLUGGING] 13 00:01:10,710 --> 00:01:14,100 The ORCA I sank due to the weight of the added water. 14 00:01:14,100 --> 00:01:19,520 But what if the ORCA I contained cargo or oil or even people? 15 00:01:19,520 --> 00:01:23,190 Now let's take ORCA II and do the same thing. 16 00:01:23,190 --> 00:01:26,136 [MUSIC PLAYING] 17 00:01:41,360 --> 00:01:43,270 So, we can see that ORCA II did not sink, 18 00:01:43,270 --> 00:01:46,160 although it is sitting at an angle towards the bow. 19 00:01:46,160 --> 00:01:48,840 So why didn't ORCA II sink? 20 00:01:48,840 --> 00:01:51,090 As easy as it sounds, this simple demonstration 21 00:01:51,090 --> 00:01:54,946 is essential to the design of huge, complex ships. 22 00:01:54,946 --> 00:01:57,800 Ships that are responsible for carrying about 90% 23 00:01:57,800 --> 00:01:59,090 of all our stuff. 24 00:01:59,090 --> 00:02:01,190 As naval architects, how do we design 25 00:02:01,190 --> 00:02:04,133 ships carrying our stuff to make it into port safely and not 26 00:02:04,133 --> 00:02:05,301 sink? 27 00:02:05,301 --> 00:02:06,849 Well, why don't we find out? 28 00:02:06,849 --> 00:02:10,132 [MUSIC PLAYING] 29 00:02:17,986 --> 00:02:21,450 Here we have ORCA I and ORCA II from before. 30 00:02:21,450 --> 00:02:23,040 Although ORCA I and ORCA II don't 31 00:02:23,040 --> 00:02:24,890 engage in international trade, they 32 00:02:24,890 --> 00:02:28,166 behave just as a 1,000 foot container ship would. 33 00:02:28,166 --> 00:02:31,740 Now let's take a look into ORCA I. We can see that there's 34 00:02:31,740 --> 00:02:34,950 nothing in it, it's just a box. 35 00:02:34,950 --> 00:02:38,617 But if we look at ORCA II we can see 36 00:02:38,617 --> 00:02:40,960 that it's subdivided into these watertight compartments 37 00:02:40,960 --> 00:02:44,100 by these transverse watertight bulkheads. 38 00:02:44,100 --> 00:02:46,290 Now what that means, is if we were 39 00:02:46,290 --> 00:02:48,570 to damage this ship right here, water 40 00:02:48,570 --> 00:02:50,620 would only flow into this compartment. 41 00:02:50,620 --> 00:02:53,475 It would not go into this one, this one, or this one. 42 00:02:53,475 --> 00:02:57,060 That would cause the ship to be angled or trimmed in the water, 43 00:02:57,060 --> 00:03:00,240 but it would not cause the ship to sink completely. 44 00:03:00,240 --> 00:03:02,950 We refer to ORCA II as being subdivided. 45 00:03:02,950 --> 00:03:06,450 And we can see subdivision in many of these ships' plans. 46 00:03:06,450 --> 00:03:08,060 It is unclear when subdivision first 47 00:03:08,060 --> 00:03:09,870 started being used in ships. 48 00:03:09,870 --> 00:03:12,741 But accounts of 5th century Chinese trade ships 49 00:03:12,741 --> 00:03:14,990 indicate that water would be able to enter the vessel, 50 00:03:14,990 --> 00:03:16,142 without sinking. 51 00:03:16,142 --> 00:03:18,980 So let's find out why this happens. 52 00:03:18,980 --> 00:03:22,910 Let's imagine a barge divided into 10 equal compartments. 53 00:03:22,910 --> 00:03:25,610 One of them springs a leak from damage. 54 00:03:25,610 --> 00:03:28,490 Since the ship is subdivided, only the first compartment 55 00:03:28,490 --> 00:03:30,590 floods and the ship remains afloat, 56 00:03:30,590 --> 00:03:33,050 protecting both its people and cargo. 57 00:03:33,050 --> 00:03:35,360 Although the added water causes the ship to trim, 58 00:03:35,360 --> 00:03:38,244 it still has enough buoyancy to return to port for repairs. 59 00:03:38,244 --> 00:03:40,564 [MUSIC PLAYING] 60 00:03:42,420 --> 00:03:44,040 Ships still sink, though. 61 00:03:44,040 --> 00:03:45,810 It's both expensive and impractical 62 00:03:45,810 --> 00:03:47,707 to try to design the unsinkable ship, 63 00:03:47,707 --> 00:03:49,290 especially when these ships will never 64 00:03:49,290 --> 00:03:51,260 see that amount of damage. 65 00:03:51,260 --> 00:03:52,940 That's why as naval architects we 66 00:03:52,940 --> 00:03:57,520 use computer programs to help us out with subdivision. 67 00:03:57,520 --> 00:04:00,010 Computers make it easy to simulate certain damage 68 00:04:00,010 --> 00:04:02,820 cases in practically no time. 69 00:04:02,820 --> 00:04:06,140 With different software, we can damage certain compartments 70 00:04:06,140 --> 00:04:08,520 and see how the ship responds to it. 71 00:04:08,520 --> 00:04:10,720 This gives the naval architect a good idea 72 00:04:10,720 --> 00:04:14,401 of what parts to improve on the ship, if any. 73 00:04:14,401 --> 00:04:18,050 So even though ships seem like these intricate, complex 74 00:04:18,050 --> 00:04:20,700 things, they're really just based on principles 75 00:04:20,700 --> 00:04:21,960 that we all already know. 76 00:04:21,960 --> 00:04:25,610 [MUSIC PLAYING]